``` @@ --- Feat: Boomerang Ricochet Tags: Combat Summ: You can strike up to two foes with a single boomerang throw. Prereq: Dex 13, proficiency with Talenta boomerang or Xen’drik boomerang, base attack bonus +4 --- !! ``` ## Boomerang Ricochet (Combat) *You can strike up to two foes with a single boomerang throw.* **Prerequisite:** Dex 13, proficiency with Talenta boomerang or Xen’drik boomerang, base attack bonus +4 **Benefit:** You can hurl a Talenta boomerang in such a way that it ricochets off one target to strike a second target of your choice. If your initial attack hits, you immediately make a second attack roll at a –2 penalty against any target adjacent to the original target. If the first target is hit by a sneak attack with a boomerang under the effect of this feat, the second target is not also vulnerable to a sneak attack on the ricochet. ``` @@ --- Feat: Boost Construct Tags: Psionic Summ: Your astral constructs have more abilities. Prereq: 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. --- !! ``` ## Boost Construct (Psionic) *Your astral constructs have more abilities.* **Benefit:** 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. ``` @@ --- Feat: Born Flyer Tags: Summ: You can fly as though born to do it. Prereq: Dex 13 --- !! ``` ## Born Flyer *You can fly as though born to do it.* **Prerequisite:** Dex 13 **Benefits**:: You gain a +4 competence bonus on saves or checks you make to maneuver in the air or to stay aloft. If you do not have a natural fly speed, this feat allows you to take feats that have a natural fly speed as a prerequisite. ``` @@ --- Feat: Born Of The Three Thunders Tags: Metamagic Summ: You have learned to marry the power of lightning and thunder in your electricity and sonic spells. Prereq: Knowledge (nature) 4 ranks, Energy Substitution (electricity) --- !! ``` ## Born Of The Three Thunders (Metamagic) *You have learned to marry the power of lightning and thunder in your electricity and sonic spells.* **Prerequisite:** Knowledge (nature) 4 ranks, Energy Substitution (electricity) **Benefit:** When you cast a spell with either the electricity descriptor or the sonic descriptor that deals hit point damage, you can declare that spell to be a spell of the three thunders, with half its damage dealt as electricity damage and half dealt as sonic damage. In addition, the spell concludes with a mighty thunderclap that stuns all creatures that take damage from the spell for 1 round unless they succeed on a Fortitude save, then knocks stunned creatures prone unless they succeed on a Reflex save (both saves at the same DC as the base spell). Channeling the three thunders is costly, though, and you are automatically dazed for 1 round after doing so. A three thunders spell uses a spell slot of the spell's normal level. In addition, its descriptor changes to include both energy types—for example, a _lightning bolt_ of the three thunders is an evocation (electricity, sonic) spell. ``` @@ --- Feat: Borne Aloft Tags: Reserve Summ: You can channel the magic of the winds to briefly grant you flight. Prereq: Ability to cast 5th-level spells --- !! ``` ## Borne Aloft (Reserve) *You can channel the magic of the winds to briefly grant you flight.* **Prerequisite:** Ability to cast 5th-level spells **Benefit:** As long as you have an air spell of 5th level or higher available to cast, you can fly up to 30 feet (perfect maneuverability) as a move action once per round. You must begin and end this flight solidly supported, or you fall. You can't use this ability if you wear heavy armor or carry a heavy load. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting air spells. ``` @@ --- Feat: Bounding Assault Tags: Summ: You can move and attack with superior speed and power. Prereq: Dex 13, Dodge, Mobility, Spring Attack, base attack bonus +12 --- !! ``` ## Bounding Assault *You can move and attack with superior speed and power.* **Prerequisite:** Dex 13, Dodge, Mobility, Spring Attack, base attack bonus +12 **Benefit:** When using the Spring Attack feat, you designate two foes rather than one. Your movement does not provoke attacks of opportunity from either of these foes. While using an attack action with the Spring Attack feat, you can make a second attack with a –5 penalty. You can use both attacks against one of the opponents targeted with this feat, or split your attacks between them. ``` @@ --- Feat: Bowslinger Tags: Combat Summ: You can ready ranged weapons surprisingly quickly. Prereq: Base attack bonus +1 --- !! ``` ## Bowslinger (Combat) *You can ready ranged weapons surprisingly quickly.* **Prerequisite:** Base attack bonus +1 **Benefit:** You gain a +2 bonus on your attack roll when you fire or throw a ranged weapon at a flat-footed opponent. ``` @@ --- Feat: Brachiation Tags: Summ: You can swing through trees like a monkey. Prereq: Climb 4 ranks, Jump 4 ranks --- !! ``` ## Brachiation *You can swing through trees like a monkey.* **Prerequisite:** Climb 4 ranks, Jump 4 ranks **Benefit:** You can move through wooded areas at your base land speed, ignoring any effects on movement due to terrain. You must be at least 20 feet from the ground to use this ability. This ability works only in medium and dense forests (see page 87 of the _Dungeon Master's Guide_). ``` @@ --- Feat: Brass Dragon Lineage Tags: Draconic Summ: *You have unlocked the power of your brass dragon ancestry and can put Prereq: Draconic Heritage (brass), sorcerer level 3rd --- !! ``` ## Brass Dragon Lineage (Draconic) *You have unlocked the power of your brass dragon ancestry and can put **Prerequisite:** Draconic Heritage (brass), sorcerer level 3rd **Benefit:** As a full-round action, you can spend an arcane spell slot to cause a living creature within 30 feet to fall asleep for 1 round. A successful Will save (DC 10 + the spell slot's level + your Cha modifier) negates the effect. If the creature's Hit Dice equals or exceeds three times the spell slot's level, the effect automatically fails. ``` @@ --- Feat: Breathing Link Tags: Summ: You can allow a person adjacent to you to breathe water. Prereq: Aquatic elf or water genasi, base Will save +2. --- !! ``` ## Breathing Link *You can allow a person adjacent to you to breathe water.* **Prerequisite:** Aquatic elf or water genasi, base Will save +2. **Benefit:** As a free action on your turn, you can select one creature within 5 feet of you and give that creature the ability to breathe water as easily as you do. This supernatural ability renews automatically for that creature until you direct the ability to another creature or withdraw your power from it (a free action). The creature's ability to breathe water ends immediately if you are separated by more than 5 feet or if you die, at which point the creature begins to drown if it is still underwater. This ability does not hamper the creature's ability to breathe air, nor does it change the creature's ability (or inability) to swim. **Special:** You can select this feat more than once. Each time you take this feat, you can affect an additional creature with this ability. All such creatures need to remain within 5 feet of you (not each other). If one creature exceeds the range of this power, its subsequent distress has no effect on the other creatures you are helping. ``` @@ --- Feat: Bright Sigil Tags: Racial Summ: 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. Prereq: Illumian --- !! ``` ## Bright Sigil (Racial) 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. **Prerequisite:** Illumian **Benefit:** As a standard action, you can increase the illumination from your illumian sigils to provide a bright glow. Your sigils shed illumination equivalent to a _daylight_ spell. The brighter light lasts as long as you concentrate, and for 1 round thereafter. **Normal**:: An illumian's sigils ordinarily emit a 5-foot radius of shadowy illumination, equivalent to a candle. ``` @@ --- Feat: Broken One's Sacrifice Tags: Summ: Your dedication to Ilmater's philosophy has given you the power to take attacks directed at others. Prereq: Wis 13, member of the Broken Ones monk order --- !! ``` ## Broken One's Sacrifice *Your dedication to Ilmater's philosophy has given you the power to take attacks directed at others.* **Prerequisite:** Wis 13, member of the Broken Ones monk order **Benefit:** As an immediate action, you can intervene on behalf of an adjacent ally (of your size or smaller) who is under attack. When you activate this feat, you and the ally switch spaces. If there is not enough space for this to occur, you cannot activate the feat. Then, you suffer the harmful effect as if you were the intended target; the ally is unaffected by it. In addition to the obvious harmful effect this has upon you, this action is a drain on your personal energy. Once the effect of the intervention is resolved, you become fatigued. You cannot use this feat if you are exhausted or if you are immune to fatigue. You can choose to activate this feat after the success or failure of the harmful effect is determined, but you must activate it before the extent of the effect is determined and/or applied to the ally. Example: If an adjacent ally is attacked, you could wait until after the attack roll (and confirmation roll: if the attack is a critical threat) is made to activate the feat, but you would have to activate it before damage is rolled. If the adjacent creature also benefits from a miss chance, you could wait until after that roll was made to activate the feat. Example: If an adjacent creature is within the area of a _lightning bolt_ spell, you could wait until the creature rolls its saving throw (and checks its spell resistance, if any), but you would have to activate the feat before the spell's damage is rolled. If an adjacent creature is targeted by an attack that deals a fixed amount of damage, such as a maximized _magic missile_ spell, you would choose to activate this feat after the spell hit the target, but before damage was applied. By activating this feat, you give up any opportunity to avoid the harmful effect normally allowed by a saving throw, spell resistance, Ac, or concealment. If the effect allows a saving throw or spell resistance, you automatically fail the save or spell resistance check. If the effect requires an attack roll, it automatically hits you (and if it scored a critical hit, it automatically scores a critical hit on you), even if you would normally benefit from a miss chance against the attack. Any immunities or resistances you have apply normally; for example, if you are immune to critical hits, an attacker can't score a critical hit on you just because he scored one on the ally. If you can't physically interact with or manipulate objects (for instance, if you are incorporeal or in gaseous form, or if either you or the ally, but not both of you, are ethereal), you can' switch places with the ally and thus can't activate this feat. It should go without saying, but if you are incapable of taking an action (dazed, paralyzed, stunned, unconscious, and so on), you can't use this feat. ``` @@ --- Feat: Bronze Dragon Lineage Tags: Draconic Summ: You have tapped into your bronze dragon blood and can channel arcane energy to repel foes. Prereq: Draconic Heritage (bronze), sorcerer level 3rd --- !! ``` ## Bronze Dragon Lineage (Draconic) *You have tapped into your bronze dragon blood and can channel arcane energy to repel foes.* **Prerequisite:** Draconic Heritage (bronze), sorcerer level 3rd **Benefit:** As a swift action, you can spend an arcane spell slot to force nearby enemies to move away from you. Each opponent within 30 feet of you must begin its next turn by moving at least 5 feet (1 square) away from you. The direction of movement doesn't matter, as long as it takes the foe farther from you than the square in which it started. Unless the enemy designates the movement as a 5-foot step, this movement provokes attacks of opportunity as normal. A successful Will save (DC 10 + the spell slot's level + your Cha modifier) negates this effect. This is a mind-affecting enchantment (compulsion) effect. ``` @@ --- Feat: Brutal Strike Tags: Summ: 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. Prereq: Str 13, Power Attack, base attack bonus +6 --- !! ``` ## Brutal Strike *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.* **Prerequisite:** Str 13, Power Attack, base attack bonus +6 **Benefit:** If you use your Power Attack feat to increase your damage with a bludgeoning weapon, you can attempt a brutal strike. You must declare your intention before making your attack. If the attack hits and your opponent takes damage, he must make a Fortitude save (DC 10 + your extra damage from the Power Attack feat on the attack) or be sickened for 1 round. You can use this feat once per round during your attack action. **Special:** This feat cannot be used against a creature that is not subject to extra damage from critical hits. A fighter can select Brutal Strike as one of his fighter bonus feats. ``` @@ --- Feat: Brutal Throw Tags: Combat Summ: You have learned how to hurl weapons to deadly effect. Prereq: You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons. --- !! ``` ## Brutal Throw (Combat) *You have learned how to hurl weapons to deadly effect.* **Benefit:** You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons. **Normal**:: A character attacking with a ranged weapon adds his Dexterity modifier to the attack roll. ``` @@ --- Feat: Brute Fighting Tags: Racial, Tactical Summ: Your extensive training with two-handed weapons is revealed through brutally effective tactics. Prereq: Warforged, Str 13, Power Attack, base attack bonus +3 --- !! ``` ## Brute Fighting (Racial, Tactical) *Your extensive training with two-handed weapons is revealed through brutally effective tactics.* **Prerequisite:** Warforged, Str 13, Power Attack, base attack bonus +3 **Benefit:** Brute Fighting enables the use of three tactical maneuvers. - _Combat Momentum:_ If you deal damage to a foe with a charge attack made with a two-handed weapon and that opponent then fails to hit you before your next turn, you gain a +1 bonus on attack rolls against that opponent on your next turn. - _Dispatch the Fallen:_ If you successfully bull rush or overrun a foe, any melee attack you make against that foe with a two-handed weapon on your next turn gains a +4 bonus on damage rolls. - _Frenzied Attack:_ If you hit a foe with a two-handed weapon at least once on two consecutive turns during which you use the Power Attack feat (taking at least a –2 penalty on attack rolls), you gain a +2 bonus on all attack rolls you make with that weapon against the same foe for the rest of the round. ``` @@ --- Feat: Bullheaded Tags: Regional Summ: The stubbornness and determination of your kind are legendary. You are exceptionally headstrong and difficult to sway from your course. Prereq: Dwarf (Underdark (Earthroot), Underdark (Northdark), the Great Rift, or the Spine of the World), human (Altumbel, Damara, the Great Dale, Rashemen, or the Western Heartlands), or taer (the Icerim Mountains). --- !! ``` ## Bullheaded (Regional) *The stubbornness and determination of your kind are legendary. You are exceptionally headstrong and difficult to sway from your course.* **Prerequisite:** Dwarf (Underdark (Earthroot), Underdark (Northdark), the Great Rift, or the Spine of the World), human (Altumbel, Damara, the Great Dale, Rashemen, or the Western Heartlands), or taer (the Icerim Mountains). **Benefit:** You receive a +2 bonus on all Will saves. You cannot become shaken, and you ignore the effects of the shaken condition. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ``` @@ --- Feat: Burrowing Power Tags: Metapsionic Summ: Your powers sometimes bypass barriers. Prereq: To use this feat, you must expend your psionic focus. You can attempt to manifest your powers against targets that are sheltered behind a wall or force effect. Your power briefly skips through the Astral Plane to bypass the barrier. --- !! ``` ## Burrowing Power (Metapsionic) *Your powers sometimes bypass barriers.* **Benefit:** To use this feat, you must expend your psionic focus. You can attempt to manifest your powers against targets that are sheltered behind a wall or force effect. Your power briefly skips through the Astral Plane to bypass the barrier. The strength and thickness of the barrier determine your chance of success. To successfully bypass the barrier with your power, you make a Psicraft check against a DC equal to 10 + the hardness of the barrier + 1 per foot of thickness (minimum 1). Assign a hardness of 20 to barriers without a hardness rating, such as force effects (or a _wall of ectoplasm_). Force walls or _walls of ectoplasm_ are assumed to have less than 1 foot of thickness unless noted otherwise. If a power requires line of sight (which includes most powers that affect a target or targets instead of an area), you cannot manifest it as a burrowing power unless you can somehow see the target, such as with _clairvoyant sense_. Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level. ``` @@ --- Feat: Calishite Elementalist Tags: Summ: You are a student of the Calishite tradition of elemental magic and have mastered its mysterious lore. You may choose to specialize in air magic or fire magic. Prereq: Choose either the Air Tradition of the Fire Tradition. You gain +1 caster level when casting a spells from this tradition. This bonus caster level allows you to exceed the normal maximum damage allowed by a spell, so an 11th-level caster of the Air tradition creates an 11d6 lightning bolt instead of a 10d6 lightning bolt. --- !! ``` ## Calishite Elementalist *You are a student of the Calishite tradition of elemental magic and have mastered its mysterious lore. You may choose to specialize in air magic or fire magic.* **Benefit:** Choose either the Air Tradition of the Fire Tradition. You gain +1 caster level when casting a spells from this tradition. This bonus caster level allows you to exceed the normal maximum damage allowed by a spell, so an 11th-level caster of the Air tradition creates an 11d6 lightning bolt instead of a 10d6 lightning bolt. If you are a wizard, you may add a spell in your tradition to your spellbook for free when you become able to cast it. This does not count against the two free spells you add to your spellbook at each class level. The Tradition of Air magic consists of the following spells at the appropriate levels: 0 - _mage hand_; 1st - _shocking grasp_; 2nd - _levitate_; 3rd - _lightning bolt_; 4th - _shout_; 5th - _telekinesis_; 6th - _chain lightning_, 7th - _reverse gravity_; 8th - _Bigby's clenched fist_; 9th - _Bigby's crushing hand_. The Tradition of Fire magic consists of: 0 - flare; 1st - _burning hands_; 2nd - _pyrotechnics_; 3rd - _fireball_; 4th - _wall of fire_; 5th - _dismissal_; 6th - _control weather_; 7th - _delayed blast fireball_; 8th - _incendiary cloud_; 9th - _meteor swarm_. ``` @@ --- Feat: Call Of The Undying Tags: Racial Summ: You call upon the power of the Undying Court to instantly recall a previously cast spell. Prereq: Elf subtype, access to the Deathless domain, region of origin Aerenal --- !! ``` ## Call Of The Undying (Racial) *You call upon the power of the Undying Court to instantly recall a previously cast spell.* **Prerequisite:** Elf subtype, access to the Deathless domain, region of origin Aerenal **Benefit:** In place of the granted power of the Deathless domain, the Undying Court grants you the ability to recall one previously prepared and cast spell as a swift action once per day. The recalled spell must be at least one level lower than the highest spell level you can cast. ``` @@ --- Feat: Captivating Melody Tags: Summ: You can expend some of your musical abilities to increase the potency of your enchantment or illusion spells. Prereq: As a swift action before casting a spell, you can attempt a Perform check (DC 15 + the level of the spell you intend to cast). If you succeed, you can sacrifice one of your daily uses of Bardic performance to increase the save DC of the next enchantment or illusion spell you cast in the same round by 2. If the Perform check fails, you still lose one daily use of Bardic performance but gain no benefit. --- !! ``` ## Captivating Melody *You can expend some of your musical abilities to increase the potency of your enchantment or illusion spells.* **Benefit:** As a swift action before casting a spell, you can attempt a Perform check (DC 15 + the level of the spell you intend to cast). If you succeed, you can sacrifice one of your daily uses of Bardic performance to increase the save DC of the next enchantment or illusion spell you cast in the same round by 2. If the Perform check fails, you still lose one daily use of Bardic performance but gain no benefit. You can apply Captivating Melody only to spells cast by the same class that grants you your Bardic performance ability. For instance, if you are a multiclass bard/wizard, you can apply this feat to bard spells, but not to spells you cast as a wizard. ``` @@ --- Feat: Caravanner Tags: Summ: You are skilled at leading caravans along established trade routes. Prereq: Cormyr, Dalelands, Sembia, Thesk, Western Heartlands --- !! ``` ## Caravanner *You are skilled at leading caravans along established trade routes.* **Region**:: Cormyr, Dalelands, Sembia, Thesk, Western Heartlands **Benefit:** You receive a +2 bonus on all Handle Animal and Knowledge (geography) checks. ``` @@ --- Feat: Carmendine Monk Tags: Summ: You have learned that study is just as important as insight to finding enlightenment. Prereq: Int 13, member of Zealots of the Written Word monk order. --- !! ``` ## Carmendine Monk *You have learned that study is just as important as insight to finding enlightenment.* **Prerequisite:** Int 13, member of Zealots of the Written Word monk order. **Benefit:** You can use your Intelligence bonus instead of your Wisdom bonus for determining your monk AC bonus and for determining the save DC against your stunning fist and quivering palm attacks. You can study your thesis notes for 1 hour to treat your monk level as two higher for determining one of the following monk abilities: unarmed damage, AC bonus, or unarmored speed bonus. This benefit lasts for 24 hours, at which point you can study your notes again to gain the same or a different effect. You can't study your notes more than once in any 24-hour period. ``` @@ --- Feat: Caustic Adaptation Tags: Summ: Long have your ancestors hunted and been hunted in the depths. Natural selection has given your blood an unpalatable, acidic quality. Prereq: Canthar --- !! ``` ## Caustic Adaptation *Long have your ancestors hunted and been hunted in the depths. Natural selection has given your blood an unpalatable, acidic quality.* **Prerequisite:** Canthar **Benefit:** A creature that makes a successful bite attack against you takes 1d4 points of acid damage. Creatures immune to poison are not affected. ``` @@ --- Feat: Cautious Attack Tags: Summ: When you take your time in combat, you quickly assess the flow of battle to respond rapidly to threats. Prereq: Wis 13, Dodge --- !! ``` ## Cautious Attack *When you take your time in combat, you quickly assess the flow of battle to respond rapidly to threats.* **Prerequisite:** Wis 13, Dodge **Benefit:** Whenever you ready a standard action to attack, you gain a +1 dodge bonus to AC. This bonus lasts until you take the readied action, or until the start of your next turn, whichever comes first. ``` @@ --- Feat: Cavalry Charger Tags: Combat, Tactical Summ: Fighting from the back of a steed is second nature to you. Prereq: Mounted Combat, Spirited Charge, Trample, base attack bonus +6 --- !! ``` ## Cavalry Charger (Combat, Tactical) *Fighting from the back of a steed is second nature to you.* **Prerequisite:** Mounted Combat, Spirited Charge, Trample, base attack bonus +6 **Benefit:** The Cavalry Charger feat enables the use of three tactical maneuvers. - _Unhorse:_ To use this maneuver, you must be mounted and charge a mounted foe. If your charge attack hits, you may make a free bull rush attempt. If the bull rush attempt succeeds, you move your foe normally, but his mount remains where it was. - _Leaping Charge:_ To use this maneuver, you must be mounted and charge a foe at least one size category smaller than your mount. As part of your charge, you may make a Ride check (DC equal to your foe'sAC) . If the Ride check succeeds, you gain a bonus on damage equal to 1 for every 5 by which you exceed the DC. - _Fell Trample:_ You can make mounted overrun attempts against more than one foe. Your mount gets a hoof attack against each foe you successfully overrun. ``` @@ --- Feat: Caver Tags: Summ: The Underdark's cave systems stretch for thousands of miles below the surface. You are knowledgeable about the secrets of the subterranean world and wise in its ways. Prereq: You gain a +2 bonus on Heal checks and Survival checks made in the Underdark. --- !! ``` ## Caver *The Underdark's cave systems stretch for thousands of miles below the surface. You are knowledgeable about the secrets of the subterranean world and wise in its ways.* **Benefit:** You gain a +2 bonus on Heal checks and Survival checks made in the Underdark. ``` @@ --- Feat: Celestial Bloodline Tags: Summ: Some of your latent celestial abilities have matured. Prereq: Aasimar, base Fortitude, Reflex, and Will saves +1 --- !! ``` ## Celestial Bloodline *Some of your latent celestial abilities have matured.* **Prerequisite:** Aasimar, base Fortitude, Reflex, and Will saves +1 **Benefit:** You gain the ability to use _protection from evil_ three times per day and bless once per day as spell-like abilities with a caster level equal to your character level. ``` @@ --- Feat: Celestial Familiar Tags: Exalted Summ: As long as you are able to acquire a new familiar, you may receive a celestial as a familiar. Prereq: Able to acquire a new familiar, minimum level requirement (see below) --- !! ``` ## Celestial Familiar (Exalted) *As long as you are able to acquire a new familiar, you may receive a celestial as a familiar.* **Prerequisite:** Able to acquire a new familiar, minimum level requirement (see below) **Benefit:** When choosing a familiar, the following creatures are also available to you. You must choose a familiar whose alignment is the same as yours. | **Familiar** | **Alignment** | **Level** | | ---------------------------- | ------------- | --------- | | Celestial animal<sup>1</sup> | Any good | 3rd | | Coure eladrin | Chaotic good | 7th | | Lantern archon | Lawful good | 7th | | Musteval guardinal | Neutral good | 7th | <sup><sup>1</sup> Apply the celestial template to any animal from the standard familiar list. Unlike other celestial familiars, a celestial animal grants its master the standard benefit for having an animal familiar of that type.</sup> The celestial familiar is magically linked to its master like a normal familiar. The familiar uses the basic statistics for a creature of its kind, as given in the _Monster Manual_ or this volume, except as noted below. _Hit Dice:_ For effects related to Hit Dice, use the master's level or the familiar's normal total, whichever is higher. _Hit Points:_ One-half the master's total or the familiar's normal total, whichever is higher. _Attacks:_ Use the master's base attack bonus or the familiar's, whichever is better. _Saving Throws:_ Use the master's base save bonuses if they are better than the familiar's. _Familiar Special Abilities:_ Determine additional abilities as you would for a normal familiar. With the exception of celestial animals, celestial familiars do not grant their masters any of the benefits that appear in that sidebar. ``` @@ --- Feat: Celestial Heritage Tags: Heritage Summ: You are descended from creatures native to the Upper Planes. You share some of your ancestors’ natural resistance to disease, and you are resistant to the magic of evil foes. Prereq: Nonevil alignment --- !! ``` ## Celestial Heritage (Heritage) *You are descended from creatures native to the Upper Planes. You share some of your ancestors’ natural resistance to disease, and you are resistant to the magic of evil foes.* **Prerequisite:** Nonevil alignment **Benefit:** You gain a +4 bonus on Fortitude saving throws against disease. You also gain a +1 bonus on saving throws against spells or other effects created by evil creatures. ``` @@ --- Feat: Celestial Mount Tags: Exalted Summ: Your special mount is a true creature of the heavens. Prereq: Paladin level 4th --- !! ``` ## Celestial Mount (Exalted) *Your special mount is a true creature of the heavens.* **Prerequisite:** Paladin level 4th **Benefit:** Your special mount gains the celestial creature template. It gains the ability to smite evil once per day, darkvision out to 60 feet, resistances (acid, cold, and electricity) based on its total Hit Dice, and damage reduction and spell resistance that increase as its Hit Dice increase. See the celestial creature template in the _Monster Manual_ for details. ``` @@ --- Feat: Celestial Sorcerer Aura Tags: Heritage Summ: The power of your sorcerous heritage shines through, allowing you to infuse the area around you with a menacing aura. Prereq: Celestial Sorcerer Heritage, sorcerer level 1st --- !! ``` ## Celestial Sorcerer Aura (Heritage) *The power of your sorcerous heritage shines through, allowing you to infuse the area around you with a menacing aura.* **Prerequisite:** Celestial Sorcerer Heritage, sorcerer level 1st **Benefit:** As a standard action, you can expend a spell slot to generate a righteous aura of menace that affects all hostile creatures in a 20-foot radius around you. All your opponents within this area must make a Will save (DC 10 + the level of the spell slot expended + your Cha modifier). On a failed save, a creature takes a –2 penalty on attack rolls, checks, and saves for 24 hours or until it successfully hits you. A creature that resists or breaks this effect cannot be affected by it again for 24 hours. This is a supernatural ability. ``` @@ --- Feat: Celestial Sorcerer Heritage Tags: Heritage Summ: Your ancestry manifests in the form of several special abilities. You gain access to abilities similar to those of an archon. Prereq: Sorcerer level 1st --- !! ``` ## Celestial Sorcerer Heritage (Heritage) *Your ancestry manifests in the form of several special abilities. You gain access to abilities similar to those of an archon.* **Prerequisite:** Sorcerer level 1st **Benefit:** You gain a bonus on saves against electricity and petrification equal to the number of celestial sorcerer feats you possess. You also add _protection from evil_ to your list of 1st-level sorcerer spells known. This spell is in addition to the spells you gain normally based on your sorcerer level. ``` @@ --- Feat: Celestial Sorcerer Lance Tags: Heritage Summ: You can channel your arcane energy into a bolt of power that is baneful to evil creatures. Prereq: Celestial Sorcerer Heritage, sorcerer level 1st --- !! ``` ## Celestial Sorcerer Lance (Heritage) You can channel your arcane energy into a bolt of power that is baneful to evil creatures. **Prerequisite:** Celestial Sorcerer Heritage, sorcerer level 1st **Benefit:** As a standard action, you can expend a spell slot to create a 60-foot line of energy that deals damage only against creatures with an evil alignment. The bolt deals 1d8 points of damage per level of the spell slot spent to activate this ability. A Reflex save (DC 10 + the level of the spell slot expended + your Cha modifier) halves this damage. This is a supernatural ability. ``` @@ --- Feat: Celestial Sorcerer Lore Tags: Heritage Summ: The power of your ancestry grants you access to a variety of new spells. Prereq: Celestial Sorcerer Heritage, any two other celestial sorcerer heritage feats, sorcerer level 1st --- !! ``` ## Celestial Sorcerer Lore (Heritage) *The power of your ancestry grants you access to a variety of new spells.* **Prerequisite:** Celestial Sorcerer Heritage, any two other celestial sorcerer heritage feats, sorcerer level 1st **Benefit:** You add _magic circle against evil, tongues,_ and _teleport_ to your list of spells known. You gain these spells when you gain access to spells of the appropriate level. These spells are in addition to the spells you gain normally based on your sorcerer level. ``` @@ --- Feat: Celestial Sorcerer Wings Tags: Heritage Summ: You channel your inborn magical abilities to spawn a pair of spectral, magical wings that glow with majestic power. Prereq: Celestial Sorcerer Heritage, sorcerer level 1st --- !! ``` ## Celestial Sorcerer Wings (Heritage) You channel your inborn magical abilities to spawn a pair of spectral, magical wings that glow with majestic power. **Prerequisite:** Celestial Sorcerer Heritage, sorcerer level 1st **Benefit:** You can expend a spell slot as a standard action to gain the ability to fly. You fly at a speed equal to twice your base land speed with good maneuverability. This benefit lasts for 1 round per level of the spell slot used to activate it. This is a supernatural ability. ``` @@ --- Feat: Celestial Summoning Specialist Tags: Summ: You can select from a larger number of options when summoning good creatures. Prereq: Nonevil alignment, Knowledge (Planes) 2 ranks, Knowledge (religion) 2 ranks, ability to cast any _summon monster_ spell --- !! ``` ## Celestial Summoning Specialist You can select from a larger number of options when summoning good creatures. **Prerequisite:** Nonevil alignment, Knowledge (Planes) 2 ranks, Knowledge (religion) 2 ranks, ability to cast any _summon monster_ spell **Benefit:** Add one good-aligned creature to the list of creatures for each _summon monster_ spell that you can cast. Each time you gain the ability to cast a new _summon monster_ spell, you may add one good-aligned creature to the list. **Normal**:: Without this feat, adding a creature to your summoning list requires you to remove one that is already on the list. ``` @@ --- Feat: Centaur Trample Tags: Combat Summ: You have trained to use your large body and unique physiology against your foes. Much like a humanoid knight mounted on a warhorse, you have learned how to knock down opponents and ride over them in combat. Prereq: Centaur, Dex 15 --- !! ``` ## Centaur Trample (Combat) You have trained to use your large body and unique physiology against your foes. Much like a humanoid knight mounted on a warhorse, you have learned how to knock down opponents and ride over them in combat. **Prerequisite:** Centaur, Dex 15 **Benefit:** When you attempt to overrun an opponent, your target may not choose to avoid you. You may make one hoof attack against any target you knock down (remember that prone targets take a –4 penalty to Armor Class). ``` @@ --- Feat: Cerulean Fortitude Tags: Incarnum Summ: You can use incarnum to boost your ability to resist effects that would adversely affect your health. Prereq: Con 13 --- !! ``` ## Cerulean Fortitude (Incarnum) *You can use incarnum to boost your ability to resist effects that would adversely affect your health.* **Prerequisite:** Con 13 **Benefit:** Once per day, you can invest essence into this feat. You gain an insight bonus on Fortitude saves equal to the invested essence. Once the amount of essence invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essence. ``` @@ --- Feat: Cerulean Reflexes Tags: Incarnum Summ: You can use incarnum to boost your ability to avoid harm. Prereq: Con 13 --- !! ``` ## Cerulean Reflexes (Incarnum) *You can use incarnum to boost your ability to avoid harm.* **Prerequisite:** Con 13 **Benefit:** Once per day, you can invest essence into this feat. You gain an insight bonus on Reflex saves equal to the invested essence. Once the amount of essence invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essence. ``` @@ --- Feat: Cerulean Will Tags: Incarnum Summ: You can use incarnum to boost your willpower. Prereq: Con 13 --- !! ``` ## Cerulean Will (Incarnum) You can use incarnum to boost your willpower. **Prerequisite:** Con 13 **Benefit:** Once per day, you can invest essence into this feat. You gain an insight bonus on Will saves equal to the invested essence. Once the amount of essence invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essence. ``` @@ --- Feat: Chain Spell Tags: Metamagic Summ: You can cast spells that arc to other targets in addition to the primary target. Prereq: Any metamagic feat --- !! ``` ## Chain Spell (Metamagic) You can cast spells that arc to other targets in addition to the primary target. **Prerequisite:** Any metamagic feat **Benefit:** Any spell that specifies a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to your caster level (maximum 20). Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which can be affected more than once. You can choose to affect fewer secondary targets than the maximum. If the chained spell deals damage, the secondary targets each take half as much damage as the primary target (rounded down) and can attempt Reflex saving throws for half damage (whether the spell allows the original target a save or not). For spells that don’t deal damage, the save DCs against arcing effects are reduced by 4. For example, if a 10th-level wizard normally casts _cause fear_ at DC 14, a chained _cause fear_ could target a goblin chieftain at DC 14 and up to ten of his nearby guards at DC 10. A chained spell uses up a spell slot three levels higher than the spell's actual level. ``` @@ --- Feat: Chain Power Tags: Metapsionic Summ: You can manifest powers that arc to hit other targets in addition to the primary target. Prereq: To use this feat, you must expend your psionic focus. You can chain any power that affects a single target and that deals either acid, cold, electricity, fire, or sonic damage. After the primary target is struck, the power can arc to a number of secondary targets equal to your manifester level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down). --- !! ``` ## Chain Power (Metapsionic) You can manifest powers that arc to hit other targets in addition to the primary target. **Benefit:** To use this feat, you must expend your psionic focus. You can chain any power that affects a single target and that deals either acid, cold, electricity, fire, or sonic damage. After the primary target is struck, the power can arc to a number of secondary targets equal to your manifester level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down). Each target gets to make a saving throw, if one is allowed by the power. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example). Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level. ``` @@ --- Feat: Chakram Ricochet Tags: Summ: You can hurl a chakram so that it strikes two enemies instead of one. Prereq: Dex 13, base attack bonus +1, proficient with chakram. --- !! ``` ## Chakram Ricochet You can hurl a chakram so that it strikes two enemies instead of one. **Prerequisite:** Dex 13, base attack bonus +1, proficient with chakram. **Benefit:** If you hit a creature with a thrown chakram, you can cause it to ricochet and strike a secondary target in an adjacent square (within 5 feet of the primary target). You immediately make an attack roll against the secondary target, at a -2 penalty. If the attack hits, you deal damage normally. **Special:** A rogue with Chakram Ricochet can deal sneak attack damage to both targets if they are within 30 feet and denied their Dexterity bonus to AC. ``` @@ --- Feat: Chameleon Hide Tags: Monstrous Summ: You can alter the hue of your scales to match the surrounding terrain. Prereq: Scaled One. --- !! ``` ## Chameleon Hide (Monstrous) You can alter the hue of your scales to match the surrounding terrain. **Prerequisite:** Scaled One. **Benefit:** As a full-round action, you can alter the color of your scales to match your surroundings. Doing so grants you a +2 bonus on Stealth checks and a +1 circumstance bonus to Armor Class as long as you do not move from the square. **Special:** Any creature that already has a racial bonus on Stealth checks stemming from a chameleon-like ability (such as an ophidian) gains no Benefits from this feat. ``` @@ --- Feat: Channel Charge Tags: Ancient Summ: You can power a charged magic item with your own magical ability. Prereq: Use Magic Device 5 ranks, ability to cast 4th-level spells. --- !! ``` ## Channel Charge (Ancient) You can power a charged magic item with your own magical ability. **Prerequisite:** Use Magic Device 5 ranks, ability to cast 4th-level spells. **Benefit:** When you use a spell trigger-magic item with charges (such as a wand or a staff), you can make a Use Magic Device check (DC 15 + the item's caster level). If you succeed, you can sacrifice a spell slot or prepared spell instead of using a charge. The spell slot or spell sacrificed must be one level higher than the level of the desired effect from the item. If the check fails, both your spell slot (or prepared spell) and 1 charge from the item are expended. ``` @@ --- Feat: Channel Legacy Tags: Legacy Summ: You can call upon the hidden strength within your legacy item to empower yourself for a single spectacular effort. Prereq: Least Legacy, legacy ability with a daily use limit. --- !! ``` ## Channel Legacy (Legacy) *You can call upon the hidden strength within your legacy item to empower yourself for a single spectacular effort.* **Prerequisite:** Least Legacy, legacy ability with a daily use limit. **Benefit:** Choose one of your item's available legacy abilities with a daily use limit. As an immediate action, you can expend all the daily uses of that ability to grant yourself a bonus on all attack rolls, saves, and checks. This bonus lasts until the stain of your next turn and depends on the power of the legacy ability, as shown in the following table. |**Legacy Ability Expended**|**Bonus**| |---|---| |**Least**|+2| |**Lesser**|+4| |**Greater**|+6| All daily uses of the legacy ability are expended without their normal effect. You choose the ability when you use this feat. **Special:** You cannot use this feat to expend any legacy ability that does not have its full daily complement of uses remaining. For example, if a legacy ability is usable three times per day, all three daily uses must be available to use this feat. ``` @@ --- Feat: Channeled Rage Tags: Racial Summ: You can focus your rage to counter charms and compulsions. Prereq: Orc subtype, ability to rage --- !! ``` ## Channeled Rage (Racial) *You can focus your rage to counter charms and compulsions.* **Prerequisite:** Orc subtype, ability to rage **Benefit:** You may spend one of your daily uses of rage as an immediate action to add your Strength bonus on a Will saving throw. ``` @@ --- Feat: Chant Of Fortitude Tags: Bardic Music Summ: 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. Prereq: Bardic performance, Concentration 9 ranks, Perform 9 ranks --- !! ``` ## Chant Of Fortitude (Bardic Music) *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.* **Prerequisite:** Bardic performance, Concentration 9 ranks, Perform 9 ranks **Benefit:** You can expend one daily use of your Bardic performance ability as an immediate action to provide all allies (including yourself) the benefit of the Diehard feat until the end of your next turn. You can use this feat multiple times consecutively to keep yourself and your allies conscious. Even while this feat is active, you or your allies die if reduced to –10 hit points or lower. This feat does not function in an area of magical _silence_. ``` @@ --- Feat: Chant Of The Long Road Tags: Bardic Music Summ: You can channel the power of your Bardic performance to encourage your allies to pick up the pace on a long walk. Prereq: Bardic performance, Perform 6 ranks --- !! ``` ## Chant Of The Long Road (Bardic Music) *You can channel the power of your Bardic performance to encourage your allies to pick up the pace on a long walk.* **Prerequisite:** Bardic performance, Perform 6 ranks **Benefit:** As a standard action, you can expend one daily use of your Bardic performance ability to allow yourself and all allies within 60 feet to avoid taking nonlethal damage for hustling (_Ph_ 164). This requires 1 minute of performance, and the effect lasts for 1 hour. ``` @@ --- Feat: Chaotic Mind Tags: Summ: The turbulence of your thoughts prevents others from gaining insight into your actions. Prereq: Chaotic alignment, Cha 15 --- !! ``` ## Chaotic Mind *The turbulence of your thoughts prevents others from gaining insight into your actions.* **Prerequisite:** Chaotic alignment, Cha 15 **Benefit:** Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks do not gain those bonuses against you. The benefit of this feat applies only to insight bonuses gained from psionic powers and psi-like abilities. This is an exception to the psionics–magic transparency rule. **Special:** You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities). ``` @@ --- Feat: Chaotic Spell Recall Tags: Abyssal Heritor Summ: A few choice spells never stray far from your mind. Prereq: Any one Abyssal heritor feat, ability to prepare and cast spells --- !! ``` ## Chaotic Spell Recall (Abyssal Heritor) *A few choice spells never stray far from your mind.* **Prerequisite:** Any one Abyssal heritor feat, ability to prepare and cast spells **Benefit:** Once per day, you can recall one spell with the chaotic descriptor that you had prepared and then cast. The spell is then prepared again, just as if it had not been cast. You recall the spell as a swift action. The spell can be of any level you know, and you can recall the same spell or a different spell every time you use this feat. You gain an additional daily use of this ability for every two abyssal heritor feats you possess. **Special:** Your mind frequently fills with chaotic thoughts, imposing a –2 penalty on Concentration checks. ``` @@ --- Feat: Charm Immunity Tags: Summ: You are immune to charm effects. Prereq: Racial bonus on saving throws against charm effects, Charm Resistance. --- !! ``` ## Charm Immunity *You are immune to charm effects.* **Prerequisite:** Racial bonus on saving throws against charm effects, Charm Resistance. **Benefit:** You are immune to all charm effects. ``` @@ --- Feat: Charm Resistance Tags: Summ: You can resist charm effects better than you otherwise could. Prereq: Racial bonus on saving throws against charm effects. --- !! ``` ## Charm Resistance *You can resist charm effects better than you otherwise could.* **Prerequisite:** Racial bonus on saving throws against charm effects. **Benefit:** You gain a +3 bonus on saving throws against charm effects. ``` @@ --- Feat: Cheetah's Speed Tags: Wild Summ: You can run with the speed of the cheetah. Prereq: Ability to wild shape --- !! ``` ## Cheetah's Speed (Wild) *You can run with the speed of the cheetah.* **Prerequisite:** Ability to wild shape **Benefit:** You can spend one wild shape to change your base land speed to 50 feet. You may also sprint as a cheetah: Once per hour you may move 10 times your normal speed as part of a charge. This effect lasts for one hour. ``` @@ --- Feat: Burtosh Sprint Tags: Racial Summ: You have learned the secret of lightning-fast running from the cheetah that roams the plains where you live. Prereq: Burtosh --- !! ``` ## Burtosh Sprint (Racial) *You have learned the secret of lightning-fast running from the cheetah that roams the plains where you live.* **Prerequisite:** Burtosh **Benefit:** Once per hour, you can move four times your normal speed when making a charge as a full-round action. You cannot perform this feat while wearing medium or heavy armor or carrying a medium or heavy load. **Normal**:: Characters without this feat can only move up to twice their speed when making a charge as a full-round action. ``` @@ --- Feat: Child Of Winter Tags: Summ: You are trained in the druidic traditions of the Children of Winter, an Eldeen Reaches sect that embraces death and decay. Prereq: Ability to spontaneously cast _summon nature's ally_, non-good alignment. --- !! ``` ## Child Of Winter *You are trained in the druidic traditions of the Children of Winter, an Eldeen Reaches sect that embraces death and decay.* **Prerequisite:** Ability to spontaneously cast _summon nature's ally_, non-good alignment. **Benefit:** You can use any druid spell that normally targets animals against vermin as well. A mindless vermin is considered to have an Intelligence score of 2 when dealing with you and can be charmed, calmed, or targeted by wild empathy or similar abilities. In addition, you can use your _summon nature's ally_ spells to summon vermin. Add the following monsters to the list of creatures you can summon using the appropriate _summon nature's ally_ spell. 1st Level - Monstrous centipede, Medium - Monstrous scorpion, Small - Monstrous spider, Small 2nd Level - Giant ant, worker - Monstrous centipede, Large - Monstrous scorpion, Medium - Monstrous spider, Medium - Spider swarm 3rd Level - Giant ant, queen - Giant ant, soldier - Monstrous centipede, Huge - Monstrous spider, Large 4th Level - Giant praying mantis - Giant wasp - Locust swarm - Monstrous scorpion, Large 5th Level - Centipede swarm - Carrion crawler - Giant stag beetle 6th Level - Monstrous centipede, Gargantuan - Monstrous scorpion, Huge 7th Level - Hell wasp swarm - Monstrous spider, Gargantuan 8th Level - Monstrous centipede, Colossal - Monstrous scorpion, Gargantuan 9th Level - Monstrous scorpion, Colossal - Monstrous spider, Colossal ``` @@ --- Feat: Chondathan Missionary Tags: Summ: Your training has emphasized spells that help you spread the word of your faith. Prereq: Human subtype, ability to cast divine spells --- !! ``` ## Chondathan Missionary *Your training has emphasized spells that help you spread the word of your faith.* **Prerequisite:** Human subtype, ability to cast divine spells **Benefit:** You gain +1 caster level when casting a spell from the list below, or +2 caster level if you're actually using the spell to proselytize to a reasonably receptive audience (indifferent attitude or better). The tradition of the Chondathan missionary consists of the following spells at the appropriate levels: 0 - purify food and drink; 1st - bless, sanctuary_; 2nd - _calm emotions; consecrate, enthrall_; 3rd - _prayer, remove disease_; 4th - _discern lies, tongues_; 5th - _atonement, hallow_; 6th - _heroes' feast_; 7th - _resurrection_; 8th - _mass heal_; 9th - _miracle_. Chord Of Di Stracti On (Bardic Music) You can channel the power of your Bardic performance to make a sudden sound or gesture that momentarily distracts an opponent. **Prerequisite:** Bardic performance, Perform 9 ranks **Benefit:** As an immediate action, you can expend three daily uses of your Bardic performance ability to distract an opponent. The target must be within 30 feet of you and able to hear or see you. Make a Perform check, opposed by the target's Sense Motive check (modified as if you were using Bluff to feint in combat). If you succeed, that opponent is rendered flat-footed against an ally of your choice. The effect lasts until that opponent is attacked or until the start of your next turn, whichever comes first. ``` @@ --- Feat: Chosen Foe Tags: Combat Summ: At the expense of attention to other distractions, you focus on a single opponent to give you a decided advantage while fighting against him. Prereq: Once during your turn as a free action, you can designate a single opponent. You gain a +1 insight bonus on attack rolls made against that opponent and a +1 insight bonus to AC against attacks made by that opponent. In exchange, you take a –2 penalty on attack rolls against other creatures and a –2 penalty to AC against attacks made by other creatures. --- !! ``` ## Chosen Foe (Combat) *At the expense of attention to other distractions, you focus on a single opponent to give you a decided advantage while fighting against him.* **Benefit:** Once during your turn as a free action, you can designate a single opponent. You gain a +1 insight bonus on attack rolls made against that opponent and a +1 insight bonus to AC against attacks made by that opponent. In exchange, you take a –2 penalty on attack rolls against other creatures and a –2 penalty to AC against attacks made by other creatures. The bonus and penalty last until the start of your next turn. **Special:** A fighter can select Chosen Foe as a fighter bonus feat. ``` @@ --- Feat: Chosen Of Evil Tags: Vile Summ: Your naked devotion to wickedness causes dark powers to take an interest in your well-being. Prereq: Con 13, any other vile feat --- !! ``` ## Chosen Of Evil (Vile) *Your naked devotion to wickedness causes dark powers to take an interest in your well-being.* **Prerequisite:** Con 13, any other vile feat **Benefit:** As an immediate action, you can take 1 point of Constitution damage to gain an insight bonus equal to the number of vile feats you have, including this one. Until the end of your next turn, you can apply this bonus on one attack roll, saving throw, ability check, or skill check. Make this decision before determining the result of the roll. ``` @@ --- Feat: Chosen Of Iborighu Tags: Summ: Your skin has a noticeable blue tint and your left eye is pale blue (your right eye is some other color); these features identify you as an ally to the church of Iborighu and grant you supernatural qualities. Prereq: Patron deity must be Iborighu --- !! ``` ## Chosen Of Iborighu *Your skin has a noticeable blue tint and your left eye is pale blue (your right eye is some other color); these features identify you as an ally to the church of Iborighu and grant you supernatural qualities.* **Prerequisite:** Patron deity must be Iborighu **Benefit:** Your left eye radiates faint evocation magic if it is viewed with a _detect magic_ spell, and faint evil if viewed with a _detect evil_ spell. Cleric is now a favored class for you; the cleric class does not count when determining whether you take an experience point penalty for multiclassing. Once per day, you can cause one creature within 30 feet that meets your gaze to become overwhelmed with a wave of supernatural cold. The target can resist the effects of this attack with a successful Fortitude save (DC 10 + 1/2 your character level + your Charisma modifier), otherwise it causes cold damage equal to your Charisma modifier + 3 (minimum 1 point of damage) and causes the victim to become fatigued. If you use this attack against someone who is fatigued, they instead become exhausted. Using this supernatural ability is a standard action that does not provoke attacks of opportunity. **Special:** If you ever lose favor with Iborighu, or change your patron deity to another deity, you lose all benefits of this feat but your unusual skin color and eye color remain. You do not gain a replacement feat. If you later return to Iborighu's faithful and receive an _atonement_ spell, you regain the benefits of the feat. ``` @@ --- Feat: City Magic Tags: Metamagic Summ: You can use the city itself to shape and enhance your spellcasting. Prereq: Caster level 3rd --- !! ``` ## City Magic (Metamagic) *You can use the city itself to shape and enhance your spellcasting.* **Prerequisite:** Caster level 3rd **Benefit:** You can modify any damaging spell you cast to incorporate the urban environment. When casting an offensive spell with an energy subtype—acid, cold, electricity, fire, or sonic—you can invest the spell with a portion of the city's spirit. In most cases, this investment is gritty and spectacular, drawing dirt, gravel, nails, and other nearby detritus into the spell effect. In other cases, the investiture is much more subtle, often merely changing the look of the spell. Only half the damage from a spell with the appropriate subtype is considered energy damage, and is thus subject to resistances or immunities. The remainder comes from the city itsElf subtype, and is not subject to spell or energy resistances or immunities. This investiture only occurs for spells cast within urban environments, defined as any area above the size of a small town (_Dmg_ 137). For example, a wizard uses City Magic to cast a _fireball_ at a creature with resistance to fire 15. The damage roll is 20, half of it fire damage and half “city.” Thus, the target takes 10 points of “city” damage instead of 5 points of fire damage. This feat is useless to spellcasters who cast their spells in a nonurban environment as defined above. A spell modified using the City Magic feat uses a spell slot of the spell's normal level. ``` @@ --- Feat: City Slicker Tags: Summ: You are very familiar with city life and the inner workings of your hometown. Prereq: Disguise, Forgery, Gather Information, and Knowledge (local) are always class skills for you. --- !! ``` ## City Slicker *You are very familiar with city life and the inner workings of your hometown.* **Benefit:** Disguise, Forgery, Gather Information, and Knowledge (local) are always class skills for you. ``` @@ --- Feat: Clan Prestige Tags: Racial Summ: 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. Prereq: Dwarf subtype, Cha 13 --- !! ``` ## Clan Prestige (Racial) *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.* **Prerequisite:** Dwarf subtype, Cha 13 **Benefit:** Your prestigious actions grant you a +4 bonus on all Charisma-based skill checks when dealing with other members of your clan. The clan must be specified when the feat is taken, and it cannot be changed. **Special:** This feat is applicable to one clan only, typically the one with which the character is affiliated. It cannot be taken more than once. ``` @@ --- Feat: Clap Of Thunder Tags: Reserve Summ: You can deliver a thunderous roar with a touch. Prereq: Ability to cast 3rd-level spells --- !! ``` ## Clap Of Thunder (Reserve) *You can deliver a thunderous roar with a touch.* **Prerequisite:** Ability to cast 3rd-level spells **Benefit:** As long as you have a sonic spell of 3rd level or higher available to cast, you can deliver a melee touch attack as a standard action. This attack deals ld6 points of sonic damage per level of the highest-level sonic spell you have available to cast. Additionally, the subject must succeed on a Fortitude save or be deafened for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting sonic spells. ``` @@ --- Feat: Clarion Commander Tags: Summ: 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. Prereq: White Raven Defense, base attack bonus +6, two White Raven maneuvers. --- !! ``` ## Clarion Commander *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.* **Prerequisite:** White Raven Defense, base attack bonus +6, two White Raven maneuvers. **Benefit:** The Clarion Commander feat enables the use of three tactical options. - _Following Up:_ To use this option, you must make a successful DC 20 Diplomacy check as a move action after hitting your target with a melee attack. If you hit that target again on your next turn, the target provokes an attack of opportunity from an ally of your choice (assuming at least one is in position to make such an attack). -_Perpetual Flank:_ To use this option, you make a DC 20 Intimidate check against an opponent as a standard action. If this check succeeds and you make a successful melee attack against the same foe on your next turn, you and your allies can treat that enemy as flanked for 1 minute. - _Pile On:_ To use this option, you must use the aid another action (_Ph_ 154) to grant an ally a bonus on his next attack roll against an opponent both of you threaten. If your ally attacks and hits that enemy, you can make an immediate attack of opportunity against that target. You gain this benefit if your ally hits the foe before the start of your next turn. You gain the attack of opportunity only on the first successful attack. ``` @@ --- Feat: Claws Of The Beast Tags: Abyssal Heritor Summ: Your hands are twisted like claws. This deformity allows you to deal more damage than usual with your unarmed strikes and sneak attacks. Prereq: Your natural weapons or unarmed strikes gain a +1 profane bonus on damage rolls. This bonus increases by 1 for every two Abyssal heritor feats you possess. --- !! ``` ## Claws Of The Beast (Abyssal Heritor) *Your hands are twisted like claws. This deformity allows you to deal more damage than usual with your unarmed strikes and sneak attacks.* **Benefit:** Your natural weapons or unarmed strikes gain a +1 profane bonus on damage rolls. This bonus increases by 1 for every two Abyssal heritor feats you possess. **Special:** Your talons make subtle manipulation of objects more difficult, imposing a –2 penalty on Sleight of Hand checks. ``` @@ --- Feat: Clever Opportunist Tags: Combat Summ: When an unwary opponent gives you an opportunity, you use it to change positions with your foe. Prereq: Combat Reflexes --- !! ``` ## Clever Opportunist (Combat) *When an unwary opponent gives you an opportunity, you use it to change positions with your foe.* **Prerequisite:** Combat Reflexes **Benefit:** If you hit a creature of your size or smaller with an attack of opportunity, you can spend an immediate action to exchange places with that creature. Both you and the target must be able to move into and legally occupy the new space in order for this feat to function. For example, an incorporeal character inside a solid object couldn’t exchange places with a corporeal character, nor could a nonflying creature exchange places with an airborne flying creature. **Special:** A fighter can select Clever Opportunist as a fighter bonus feat. ``` @@ --- Feat: Clever Wrestling Tags: Summ: You have a better than normal chance to escape or wriggle free from a big creature's grapple or pin. Prereq: Small or Medium size, Improved Unarmed Strike --- !! ``` ## Clever Wrestling You have a better than normal chance to escape or wriggle free from a big creature's grapple or pin. **Prerequisite:** Small or Medium size, Improved Unarmed Strike **Benefit:** When your opponent is larger than Medium, you gain a circumstance to CMB to escape a grapple or pin. The size of the bonus depends on your opponent's size, according to the following table. |Opponent|Size Bonus| |---|---| |Large|+1| |Huge|+2| |Gargantuan|+3| |Colossal|+4| ``` @@ --- Feat: Climb Like An Ape Tags: Wild Summ: You can improve your climbing ability. Prereq: Wild shape --- !! ``` ## Climb Like An Ape (Wild) *You can improve your climbing ability.* **Prerequisite:** Wild shape **Benefit:** You can expend one daily use of wild shape to gain a climb speed equal to your base land speed for 10 minutes per Hit Die. This feat also grants you a +8 racial bonus on Climb checks and allows you to take 10 on Climb checks, even if rushed or threatened. ``` @@ --- Feat: Cloak Dance Tags: Summ: You are skilled at using optical tricks to make yourself seem to be where you are not. Prereq: Stealth 10 ranks, Perform (dance) 2 ranks --- !! ``` ## Cloak Dance *You are skilled at using optical tricks to make yourself seem to be where you are not.* **Prerequisite:** Stealth 10 ranks, Perform (dance) 2 ranks **Benefit:** You can take a move action to obscure your exact position. Until your next turn, you have concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment. ``` @@ --- Feat: Cloak Of The Obyrith Tags: Abyssal Heritor Summ: The chaos of the Abyss suffuses your being, as it does the ancient obyriths. Prereq: Chaotic alignment --- !! ``` ## Cloak Of The Obyrith (Abyssal Heritor) *The chaos of the Abyss suffuses your being, as it does the ancient obyriths.* **Prerequisite:** Chaotic alignment **Benefit:** You gain damage reduction 1/lawful. The amount of damage reduction increases by 1 for each additional Abyssal heritor feat you possess. **Special:** You are careless when it comes to your own fundamental well-being and take a –2 penalty on Survival checks. ``` @@ --- Feat: Close-Quarters Fighting Tags: Summ: You are skilled at fighting at close range and resisting grapple attempts. Prereq: Base attack bonus +3 --- !! ``` ## Close-Quarters Fighting *You are skilled at fighting at close range and resisting grapple attempts.* **Prerequisite:** Base attack bonus +3 **Benefit:** You gain an attack of opportunity whenever an enemy attempts to grapple you, even if the enemy has a feat or special ability that would normally bypass the attack. If you deal damage with this attack, the enemy fails to start the grapple unless it has the Improved Grapple feat or a special ability such as improved grab. If the enemy has such an ability, you may add the damage you deal as a bonus on your opposed check to resist being grappled. This feat does not give you extra attacks of opportunity during a round or allow you to make an attack of opportunity when you would be denied one for being surprised, helpless, or in a similar situation. For example, an ogre attempts to grapple Tordek. Tordek gains an attack of opportunity, hits, and causes damage. Since the ogre does not have any sort of grappling special ability or feat, it fails to start a grapple. Then an ankheg—a creature with the improved grab special ability—attempts to grapple Tordek. He takes an attack of opportunity, hits, and deals 10 points of damage to the creature. Tordek then adds +10 to his opposed check to resist being grappled. **Normal**:: Creatures with Improved Grapple, improved grab, or similar feats or special abilities do not provoke attacks of opportunity when they attempt to start a grapple. **Special:** A fighter may select Close-Quarters Fighting as one of his fighter bonus feats. ``` @@ --- Feat: Closed Mind Tags: Summ: Your mind is better able to resist psionics than normal. Prereq: You get a +2 bonus on all saving throws to resist powers. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics–magic transparency rule. --- !! ``` ## Closed Mind Your mind is better able to resist psionics than normal. **Benefit:** You get a +2 bonus on all saving throws to resist powers. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics–magic transparency rule. **Special:** You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities). ``` @@ --- Feat: Cloudy Conjuration Tags: Summ: 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. Prereq: Spell Focus (conjuration) or conjurer level 1st --- !! ``` ## Cloudy Conjuration *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.* **Prerequisite:** Spell Focus (conjuration) or conjurer level 1st **Benefit:** When you cast a conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any). The cloud lasts for 1 round. Any living creature is sickened while inside it (but not after exiting). The cloud in all other ways acts like a small area of the _fog cloud_ spell. Creatures immune to poison are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is immune to the sickening effect of the cloud. **Special:** A conjurer can select this feat as a wizard bonus feat. ``` @@ --- Feat: Clutch Of Earth Tags: Reserve Summ: You briefly increase the earth's pull on the target creature. Prereq: Ability to cast 2nd-level spells --- !! ``` ## Clutch Of Earth (Reserve) *You briefly increase the earth's pull on the target creature.* **Prerequisite:** Ability to cast 2nd-level spells **Benefit:** As long as you have an earth spell of 2nd level or higher available to cast, you can spend a standard action to reduce the speed of any landbound creature within 30 feet of you. The creature's normal land speed, as well as its burrow and climb speeds, decrease by 5 feet per level of the highest level earth spell you have available to cast, to a minimum speed of 5 feet. This effect lasts for 1 round. A successful Fortitude save negates this effect and renders the target immune to the feat's effect for 24 hours. Creatures currently swimming or flying are immune to this effect. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting earth spells. ``` @@ --- Feat: Cobalt Charge Tags: Incarnum Summ: You can channel incarnum to deal devastating strikes when charging. When you make a charge attack while this feat is active, your weapon momentarily turns deep blue. Prereq: Con 13 --- !! ``` ## Cobalt Charge (Incarnum) *You can channel incarnum to deal devastating strikes when charging. When you make a charge attack while this feat is active, your weapon momentarily turns deep blue.* **Prerequisite:** Con 13 **Benefit:** Once per day, you can invest essence into this feat. You gain an insight bonus on attack rolls and damage rolls equal to the invested essence on all charge attacks. Once the amount of essence invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essence. ``` @@ --- Feat: Cobalt Critical Tags: Incarnum Summ: You can focus your spirit into your melee weapon attacks, dealing more damage with successful critical strikes. Prereq: Con 13 --- !! ``` ## Cobalt Critical (Incarnum) *You can focus your spirit into your melee weapon attacks, dealing more damage with successful critical strikes.* **Prerequisite:** Con 13 **Benefit:** Once per day, you can invest essence into this feat. You gain an insight bonus equal to the invested essential on melee attack rolls made to confirm a critical threat. You also gain an insight bonus equal to the invested essence on melee damage rolls made as part of a critical hit. (This extra damage is added before damage is multiplied for the critical hit.) Once the amount of essence invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essence. ``` @@ --- Feat: Cobalt Expertise Tags: Incarnum Summ: By channeling the soul energy of weapon masters past, present, and future, you become more adept at maneuvers of skill and expertise. Prereq: Con 13, Int 13, Combat Expertise. --- !! ``` ## Cobalt Expertise (Incarnum) *By channeling the soul energy of weapon masters past, present, and future, you become more adept at maneuvers of skill and expertise.* **Prerequisite:** Con 13, Int 13, Combat Expertise. **Benefit:** Once per day, you can invest essence into this feat. You gain an insight bonus on attack rolls, skill checks, or ability checks made to succeed on a disarm attack, a feint in combat, or a trip attack equal to the invested essence. You also gain an insight bonus equal to the invested essence to AC when using Combat Expertise (up to a maximum value equal to the penalty accepted on the attack roll). Once the amount of essence invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essence. ``` @@ --- Feat: Cobalt Power Tags: Incarnum Summ: By channeling the soul energy of brutal warriors past, present, and future, you become more capable of overcoming your enemies through sheer strength. Prereq: Con 13, Str 13, Power Attack --- !! ``` ## Cobalt Power (Incarnum) *By channeling the soul energy of brutal warriors past, present, and future, you become more capable of overcoming your enemies through sheer strength.* **Prerequisite:** Con 13, Str 13, Power Attack **Benefit:** Once per day, you can invest essence into this feat. You gain an insight bonus on attack rolls or ability checks made to succeed on a bull rush, overrun, or sunder attack equal to the invested essence. You also gain an insight bonus equal to the invested essence on damage rolls made when using Power Attack (up to a maximum value equal to the penalty accepted on the attack roll). Once the amount of essence invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essence. ``` @@ --- Feat: Cobalt Precision Tags: Incarnum Summ: You can focus your soul energy into your ranged attacks, dealing more damage with successful critical hits. Prereq: Con 13, Point Blank Shot --- !! ``` ## Cobalt Precision (Incarnum) *You can focus your soul energy into your ranged attacks, dealing more damage with successful critical hits.* **Prerequisite:** Con 13, Point Blank Shot **Benefit:** Once per day, you can invest essence into this feat. You gain an insight bonus equal to the invested essence on ranged attack rolls made to confirm a critical threat. You gain an insight bonus equal to the invested essence on ranged damage rolls made as part of a critical hit. (This extra damage is added before damage is multiplied for the critical hit.) Both of these bonuses apply only against targets within 30 feet. Once the amount of essence invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essence. ``` @@ --- Feat: Cobalt Rage Tags: Incarnum Summ: You can channel incarnum to enhance your rage. When you do so, your eyes turn deep blue in color. Prereq: Con 13, rage class feature --- !! ``` ## Cobalt Rage (Incarnum) *You can channel incarnum to enhance your rage. When you do so, your eyes turn deep blue in color.* **Prerequisite:** Con 13, rage class feature **Benefit:** Once per day, you can invest essence into this feat. While raging, you gain an insight bonus on melee damage rolls and on Will saves equal to the invested essence. Once the amount of essence invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essence. ``` @@ --- Feat: Cobra Head Tags: Monstrous Summ: You can extend the skin of your neck into a cobra hood. Prereq: Serpent or serpentfolk. --- !! ``` ## Cobra Head (Monstrous) *You can extend the skin of your neck into a cobra hood.* **Prerequisite:** Serpent or serpentfolk. **Benefit:** As a move action, you can dilate the skin on both sides of your neck to form a flat disk, in the manner of a cobra. While you display this "hood," you gain a +2 bonus on Intimidate checks, and the save DC for each of your spells, spell-like abilities, and supernatural abilities that causes fear increases by +1. Furthermore, any creature with an Intelligence score of 2 or below perceives you to be one size category larger than you actually are. You can retract your skin and resume your normal appearance as a free action. ``` @@ --- Feat: Coercive Spell Tags: Metamagic Summ: Living foes damaged by your spell become more pliable and vulnerable to your commands. Prereq: You can alter a spell that deals damage to foes so that any living creature dealt damage by the spell takes a –2 penalty on Will saves for 3 rounds. Penalties from multiple coercive spells do not stack. --- !! ``` ## Coercive Spell (Metamagic) *Living foes damaged by your spell become more pliable and vulnerable to your commands.* **Benefit:** You can alter a spell that deals damage to foes so that any living creature dealt damage by the spell takes a –2 penalty on Will saves for 3 rounds. Penalties from multiple coercive spells do not stack. A coercive spell uses up a spell slot one level higher than the spell's actual level. ``` @@ --- Feat: Cold Endurance Tags: Summ: 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. Prereq: Base Fortitude save bonus +2. --- !! ``` ## Cold Endurance 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. **Prerequisite:** Base Fortitude save bonus +2. **Benefit:** You can exist comfortably in conditions between 0° F and 90° F without having to make Fortitude saves (as described in Cold Dangers, page 8). You also gain a +2 bonus on saving throws against cold effects. Cold Endurance doesn’t provide any level of resistance to cold damage. ``` @@ --- Feat: Cold Focus Tags: Summ: Your cold spells are more potent than normal. Prereq: Add +1 to the DC for all saving throws against spells you cast with the cold descriptor. This bonus stacks with similar bonuses, such as those granted by Spell Focus and Greater Spell Focus. --- !! ``` ## Cold Focus *Your cold spells are more potent than normal.* **Benefit:** Add +1 to the DC for all saving throws against spells you cast with the cold descriptor. This bonus stacks with similar bonuses, such as those granted by Spell Focus and Greater Spell Focus. ``` @@ --- Feat: Cold Spell Specialization Tags: Summ: You do additional damage with cold spells. Prereq: Con 13, Snowcasting, Frozen Magic --- !! ``` ## Cold Spell Specialization *You do additional damage with cold spells.* **Prerequisite:** Con 13, Snowcasting, Frozen Magic **Benefit:** In cold areas (temperature at or below 40° F), you gain a +1 bonus per die to any dice rolled to determine damage caused by cold spells you cast. For example, if an 11th-level wizard with this feat casts a _cone of cold_ in a cold area, the spell does 11d6+11 points of damage. In areas of extreme cold (below–20° F), the damage bonus increases to +2 per die. ``` @@ --- Feat: Combat Acrobat Tags: Combat Summ: Your acrobatics and agility in combat allow you to maneuver across the battlefield with ease. You stay on your feet and speed over difficult terrain due to your superior athleticism and acrobatic talents. Prereq: Acrobatics 9 ranks --- !! ``` ## Combat Acrobat (Combat) *Your acrobatics and agility in combat allow you to maneuver across the battlefield with ease. You stay on your feet and speed over difficult terrain due to your superior athleticism and acrobatic talents.* **Prerequisite:** Acrobatics 9 ranks **Benefit:** You gain several benefits from this feat to reflect your overall athletic ability and training in the skills vital to an acrobat. - _Acrobatic Recovery:_ If an effect causes you to fall prone, you can make a DC 20 Acrobatics check as an immediate action to remain on your feet. - _Sure Footed Maneuver:_ With a DC 25 Acrobatics check, you can ignore up to 2 squares of difficult terrain while moving. You treat these squares as normal terrain. You still endure any effects or hazards associated with the terrain. For example, a shallow pool of boiling water might deal fire damage and count as difficult terrain. You would still take damage from the water even if your Acrobatics check allowed you to move through it at full speed. ## Combat Awareness (Combat Form) When you maintain your combat focus, you have an uncanny ability to sense the ebb and flow of your opponents’ vitality. As you attain greater mastery of this fighting style, you learn to sense a foe's presence even with your eyes closed. **Prerequisite:** Wis 13, Blind-Fight, Combat Focus, base attack bonus +12 **Benefit:** While maintaining your combat focus, you learn the current hit point total of each adjacent opponent and ally. If you have three or more combat form feats, you gain blindsight out to 5 feet. **Special:** A fighter can select Combat Awareness as one of his fighter bonus feats. ``` @@ --- Feat: Combat Brute Tags: Tactical Summ: You employ strength and leverage to great effect in battle. Prereq: Improved Sunder, Power Attack, base attack bonus +6 --- !! ``` ## Combat Brute (Tactical) You employ strength and leverage to great effect in battle. **Prerequisite:** Improved Sunder, Power Attack, base attack bonus +6 **Benefit:** The Combat Brute feat enables the use of three tactical maneuvers. - _Advancing Blows:_ To use this maneuver, you must make a successful bull rush attempt against a foe. During the next round, all your attacks against that foe gain a +1 bonus on attack and damage rolls for each square your bull rush moved that foe. For example, if you pushed an orc back 10 (2 squares) feet with a bull rush, you would gain a +2 bonus on attack and damage rolls against that orc on the following round. - _Sundering Cleave:_ To use this maneuver, you must destroy a foe's weapon or shield with a successful sunder attempt (see page 158 of the _Player's Handbook_). If you do so, you gain an immediate additional melee attack against the foe. The additional attack is with the same weapon and at the same attack bonus as the attack that destroyed the weapon or shield. - _Momentum Swing:_ To use this maneuver, you must charge a foe in the first round, and you must make an attack using your Power Attack feat in the second round. The penalty you take on your attack roll must be –5 or worse. Your attacks during the second round gain a bonus equal to your attack roll penalty × 1-1/2, or × 3 if you’re using a two-handed weapon or a one-handed weapon wielded in two hands. For instance, if you choose to take a –6 penalty on your attack roll, you can deal an extra 9 points of damage, or an extra 18 points if you’re using a two-handed weapon or a one-handed weapon wielded in two hands. **Special:** A fighter may select Combat Brute as one of his fighter bonus feats. ``` @@ --- Feat: Combat Cloak Expert Tags: Combat, Tactical Summ: 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. Prereq: Dex 15, Int 13, Combat Expertise, Dodge, base attack bonus +6 --- !! ``` ## Combat Cloak Expert (Combat, Tactical) *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.* **Prerequisite:** Dex 15, Int 13, Combat Expertise, Dodge, base attack bonus +6 **Benefit:** The Combat Cloak Expert feat grants you access to three special tactical maneuvers. You must wear a cloak in order to utilize them. - _Cloak Defense:_ While you are fighting defensively, you can use your cloak to confuse your foes. You hold it before your chest like a curtain, making it difficult for enemies to read your defensive moves. Your cloak grants you a +1 shield bonus to AC. If you use the total defense action, your cloak's shield bonus improves to +2. (Shield bonuses do not stack, making it likely that this maneuver is a poor option if you already carry a shield. - _Cloaked Strike:_ You can use your cloak to hide a light weapon. To utilize this maneuver, on the first round you must move adjacent to an opponent while you do not have a weapon in either hand. On the second round, you make a Bluff check opposed by your foe's Sense Motive check as you use a move action to draw your weapon. If this check succeeds, your opponent loses either his Dexterity bonus to AC or his shield bonus to AC (your choice) until the end of your current turn. - _Whirling Cloak:_ You can attempt to use your cloak to confuse your opponent. As a move action after successfully striking an opponent in melee, make a melee touch attack against that foe. If this attack hits, you whirl your cloak around him, temporarily ruining his defenses. Your opponent cannot make attacks of opportunity against a particular ally of your choice until the start of his next turn. ``` @@ --- Feat: Combat Defense Tags: Combat Form Summ: 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. Prereq: Dex 13, Wis 13, Combat Focus, Dodge, base attack bonus +6 --- !! ``` ## Combat Defense (Combat Form) *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.* **Prerequisite:** Dex 13, Wis 13, Combat Focus, Dodge, base attack bonus +6 **Benefit:** While you maintain your combat focus, the AC bonus from the dodge feat increases to +2. If you have the mobility feat, the AC bonus against attacks of opportunity increases to +6 while you maintain your combat focus. ``` @@ --- Feat: Combat Familiar Tags: Summ: Your familiar is skilled in delivering attack spells against your foes. It flits past their defenses to discharge its spell without leaving itself vulnerable to attack. Prereq: Arcane caster level 1st, familiar --- !! ``` ## Combat Familiar *Your familiar is skilled in delivering attack spells against your foes. It flits past their defenses to discharge its spell without leaving itself vulnerable to attack.* **Prerequisite:** Arcane caster level 1st, familiar **Benefit:** If your familiar holds the charge for a touch spell, it does not provoke an attack of opportunity for entering an opponent's square. ``` @@ --- Feat: Combat Focus Tags: Combat Form Summ: The way of the warrior requires more than simple, brute strength. Some warriors bring their minds to such keen focus during the heat of battle that they can attain superhuman levels of endurance, perception, and mental toughness. Through intense mental exercise and training, you learn to enter a state of perfect martial clarity. Prereq: Wis 13 --- !! ``` ## Combat Focus (Combat Form) *The way of the warrior requires more than simple, brute strength. Some warriors bring their minds to such keen focus during the heat of battle that they can attain superhuman levels of endurance, perception, and mental toughness. Through intense mental exercise and training, you learn to enter a state of perfect martial clarity.* **Prerequisite:** Wis 13 **Benefit:** In battle, you push aside the chaos of the fight and attain a focused state that grants you a keen, clear picture of the battle. Fear and pain ebb away as you focus solely on defeating your enemy. You can enter combat focus as a standard action, or as a swift action the first time you make a successful attack during an encounter. In this state, your mind and body become one, allowing you to overcome mundane physical limits. You can maintain your combat focus for 10 rounds after entering it, +1 additional round per combat form feat you possess aside from this one. While you are maintaining your combat focus, you gain a +2 bonus on Will saves. If you have three or more combat form feats, this bonus increases to +4. ``` @@ --- Feat: Combat Intuition Tags: Combat Summ: Your keen understanding of your opponent's moves and your instinctive feel for the flow of combat enable you to shrewdly assess your opponent's combat capabilities. Prereq: Sense Motive 4 ranks, base attack bonus +5 --- !! ``` ## Combat Intuition (Combat) *Your keen understanding of your opponent's moves and your instinctive feel for the flow of combat enable you to shrewdly assess your opponent's combat capabilities.* **Prerequisite:** Sense Motive 4 ranks, base attack bonus +5 **Benefit:** As a free action, you can use Sense Motive to assess the challenge presented by a single opponent in relationship to your own character level. You gain a +4 bonus on such checks and narrow the result to a single category. In addition, whenever you make a melee attack against a creature that you made a melee attack against during the previous round, you gain a +1 insight bonus on your melee attack rolls against that creature. ``` @@ --- Feat: Combat Manifestation Tags: Psionic Summ: You are adept at manifesting powers in combat. Prereq: You get a +4 bonus on manifester level checks made to manifest a power or use a psi-like ability while on the defensive or while you are grappling or pinned. --- !! ``` ## Combat Manifestation (Psionic) *You are adept at manifesting powers in combat.* **Benefit:** You get a +4 bonus on manifester level checks made to manifest a power or use a psi-like ability while on the defensive or while you are grappling or pinned. ``` @@ --- Feat: Combat Panache Tags: Combat Summ: 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. Prereq: Bluff 8 ranks, Intimidate 8 ranks, Perform 8 ranks --- !! ``` ## Combat Panache (Combat) *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.* **Prerequisite:** Bluff 8 ranks, Intimidate 8 ranks, Perform 8 ranks **Benefit:** The Combat Panache feat grants you access to three special tactical maneuvers. - _Fortuitous Tumble:_ For a brief moment, you appear to let your guard down. As your foe swings at you, you slip out of the way, causing his attack to slam into one of his allies. As an immediate action, you can feint against a creature who is making a melee attack against you. If you succeed, the creature attacking you instead attacks an adjacent creature. - _Play Dead:_ You crumple to the ground as if slain, luring your opponent into a false sense of security. As an immediate action after you are hit for at least 10 points of damage by a single attack, you can attempt to play dead. You drop prone and make a Bluff check opposed by your attacker's (or any other relevant observer's) Sense Motive check. If you succeed on this check, the observer assumes you are dead. If you subsequently rise and attack him in the same round, he loses any attack of opportunity he might have been entitled to against you, and he loses his Dexterity bonus to AC against the first attack that you make. You can use this ability once per encounter. - _Sneering Glower:_ With just the right mix of your intimidating presence and your martial talents, you strike such fear into your target that he has difficulty fighting you effectively. When you successfully use Intimidate to demoralize an opponent, they take a penalty on attack rolls against you equal to your Charisma modifier. This penalty lasts for one round, or until you use this ability on another creature. ``` @@ --- Feat: Combat Stability Tags: Combat Form Summ: When you maintain your combat focus, you become difficult to dislodge. Your muscles lock into an unyielding position, granting you superior ability to resist trip attacks, bull rushes, disarms, and similar effects. Prereq: Wis 13, Combat Focus, base attack bonus +3 --- !! ``` ## Combat Stability (Combat Form) *When you maintain your combat focus, you become difficult to dislodge. Your muscles lock into an unyielding position, granting you superior ability to resist trip attacks, bull rushes, disarms, and similar effects.* **Prerequisite:** Wis 13, Combat Focus, base attack bonus +3 **Benefit:** You gain a +4 bonus on checks or rolls to resist bull rush, disarm, grapple, overrun, and trip attempts made against you. If you have three or more combat form feats, the bonus granted by this feat increases to +8. ``` @@ --- Feat: Combat Strike Tags: Combat Form Summ: Your intense, focused state allows you to see the one critical moment in a battle when you hang suspended between victory and defeat. By pouring the energy required to maintain your focus into your assault, you batter through your foe's defenses. Prereq: Wis 13, Combat Focus, any two other combat form feats, base attack bonus +15 --- !! ``` ## Combat Strike (Combat Form) *Your intense, focused state allows you to see the one critical moment in a battle when you hang suspended between victory and defeat. By pouring the energy required to maintain your focus into your assault, you batter through your foe's defenses.* **Prerequisite:** Wis 13, Combat Focus, any two other combat form feats, base attack bonus +15 **Benefit:** If you choose to end your combat focus as a swift action, you gain a bonus on attack rolls and damage rolls equal to your total number of combat form feats for the rest of your current turn. You immediately lose all benefits of combat form feats that affect you only while you are maintaining your combat focus. ``` @@ --- Feat: Combat Tactician Tags: Summ: You excel at approaching an opponent from an unexpected direction to deliver deadly attacks. As you approach your foe, you duck and weave to confuse his defenses. Alternatively, you draw a weapon and make a quick attack that surprises your foe. Prereq: Dex 13, Dodge, base attack bonus +12 --- !! ``` ## Combat Tactician *You excel at approaching an opponent from an unexpected direction to deliver deadly attacks. As you approach your foe, you duck and weave to confuse his defenses. Alternatively, you draw a weapon and make a quick attack that surprises your foe.* **Prerequisite:** Dex 13, Dodge, base attack bonus +12 **Benefit:** You can designate one specific foe as the target of this feat as a free action. If neither you nor the target threatens each other at the start of your turn, you gain a +2 bonus on melee damage against that target during your turn. ``` @@ --- Feat: Combat Vigor Tags: Combat Form Summ: When you maintain your combat focus, your clarity of purpose and relentless drive allow you to overcome your body's frailties. Minor wounds heal in a matter of seconds, and you quickly recover from even a grievous blow. Prereq: Wis 13, Combat Focus, base attack bonus +9 --- !! ``` ## Combat Vigor (Combat Form) When you maintain your combat focus, your clarity of purpose and relentless drive allow you to overcome your body's frailties. Minor wounds heal in a matter of seconds, and you quickly recover from even a grievous blow. **Prerequisite:** Wis 13, Combat Focus, base attack bonus +9 **Benefit:** While you maintain your combat focus, you gain fast healing 2. You lose this benefit when your combat focus ends. If you have three or more combat form feats, the benefit of this feat improves to fast healing 4. ``` @@ --- Feat: Cometary Collision Tags: Combat Summ: You are a thunderbolt of destruction on the battlefield. By carefully timing your charge, you rush forward and slam into an enemy just as he gathers the speed needed to charge you. You turn your opponent's momentum against him. Prereq: Str 13, Improved Bull Rush, Power Attack --- !! ``` ## Cometary Collision (Combat) You are a thunderbolt of destruction on the battlefield. By carefully timing your charge, you rush forward and slam into an enemy just as he gathers the speed needed to charge you. You turn your opponent's momentum against him. **Prerequisite:** Str 13, Improved Bull Rush, Power Attack **Benefit:** You can ready a standard action to use this feat when an opponent charges you or any other target. At any point during your opponent's charge, you can charge him. In place of the normal charge benefits, you gain +2 on your attack roll and +4 on your damage roll. Your foe loses the benefits of charging (but not the penalties) but can still attack you. If the target charged someone else, he can choose to instead attack you. You take the standard –2 penalty to AC for charging. If you cannot move at least 10 feet or cannot charge due to terrain or other factors, you do not gain this feat's benefit. In either case, you use your readied action to move but do not gain an attack. ``` @@ --- Feat: Communicator Tags: Summ: You possess a magical understanding of the essence of language. Prereq: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—_arcane mark, comprehend languages, message._ --- !! ``` ## Communicator *You possess a magical understanding of the essence of language.* **Benefit:** An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—_arcane mark, comprehend languages, message._ ``` @@ --- Feat: Companion Spellbond Tags: Summ: You form a special magical link with your animal companion, allowing you to share spells with it over a greater distance. Prereq: Animal companion --- !! ``` ## Companion Spellbond You form a special magical link with your animal companion, allowing you to share spells with it over a greater distance. **Prerequisite:** Animal companion **Benefit:** You use your companion's share spells ability out to a range of 30 feet, rather than the standard 5 feet. You can cast touch spells to affect your companion at a greater range than normal. You can change a spell's range from touch to short (25 feet + 5 feet per two caster levels) if the spell targets only your companion. ``` @@ --- Feat: Complementary Insight Tags: Racial Summ: You get more out of having skills that work well together. Prereq: Elf subtype, human subtype --- !! ``` ## Complementary Insight (Racial) *You get more out of having skills that work well together.* **Prerequisite:** Elf subtype, human subtype **Benefit:** Having 5 or more ranks in a skill gives you a +1 bonus on skill checks with each of its synergistic skills, as noted in the skill description. This bonus increased to +2 with 10 ranks, +3 with 15 ranks, and +4 with 20 ranks. >[!Notes] >Rather than using the old skill synergies, the synergistic skills are probably going to reflect the +2/+2. Scholar will be replaced with the following: Kn. Arcana v. Kn. Planes Kn. Dungeoneering v. Kn. Engineering Kn. Engineering v. Kn. Dungeoneering Kn. Geography v. Kn. Nature Kn. History v. Kn. Nobility Kn. Local v. Kn. Religion Kn. Nature v. Kn. Geography Kn. Nobility v. Kn. History Kn. Planes v. Kn. Arcana Kn. Religion v. Kn. Local Craft v. Profession ``` @@ --- Feat: Concussion Attack Tags: Ambush Summ: Your attacks can damage your opponent's ability to think clearly. Prereq: Sneak attack +3d6 --- !! ``` ## Concussion Attack (Ambush) *Your attacks can damage your opponent's ability to think clearly.* **Prerequisite:** Sneak attack +3d6 **Benefit:** When you successfully hit an opponent with a sneak attack, they take –2 penalty on the target's Intelligence and Wisdom checks, and must make a Will save or become disoriented. The save DC for this ability is 10 + 1/2 HD + Constitution modifier. This effect lasts 1 round. ``` @@ --- Feat: Confound The Big Folk Tags: Tactical Summ: You excel when battling foes bigger than you are. Prereq: Small or smaller, Acrobatics 10 ranks, Underfoot Combat --- !! ``` ## Confound The Big Folk (Tactical) *You excel when battling foes bigger than you are.* **Prerequisite:** Small or smaller, Acrobatics 10 ranks, Underfoot Combat **Benefit:** This feat allows you to perform any of the following three maneuvers. - _Knee Striker:_ To use this maneuver, you must first move into a square occupied by a foe at least two size categories larger than you. On the next round, the foe is automatically considered flat-footed against your attacks, and you gain a +4 bonus on any roll you make to confirm a critical hit. - _Underfoot Defense:_ To use this maneuver, you must first move into a square occupied by a foe at least two size categories larger than you. On any succeeding round in which you remain in the foe's square and fight defensively, use total defense, or use Combat Expertise (minimum –1 penalty on attack rolls), any melee or ranged attack made against you has a 50% chance to strike the foe whose square you occupy instead. This chance does not apply to attacks made by the creature whose square you occupy. - _Unsteady Footing:_ To use this maneuver, you must first move into a square occupied by a foe at least two size categories larger than you. On the next round, you can use a standard action to attempt to trip your foe without provoking attacks of opportunity. If your touch attack to initiate the trip attack succeeds, you can attempt a Strength or Dexterity check (your choice) opposed by your foe's Strength or Dexterity check (as normal) to trip your foe. Your foe may not add any bonus on his Strength or Dexterity check to avoid the trip that he would gain from his size. If your trip check fails, your opponent may not attempt to trip you. If you have Improved Trip, you can follow a successful trip attempt with an immediate melee attack. ``` @@ --- Feat: Consecrate Spell Tags: Metamagic Summ: You can imbue your spells with the raw energy of good. Prereq: Any good alignment --- !! ``` ## Consecrate Spell (Metamagic) You can imbue your spells with the raw energy of good. **Prerequisite:** Any good alignment **Benefit:** A spell you modify with this feat gains the good descriptor. Furthermore, if the spell deals damage, half of the damage (rounded down) results directly from divine power and is therefore not subject to be reduced by resistance or immunity to energy-based attacks. For example, a consecrated _fire storm_ spell cast by a 16th-level cleric deals 16d6 points of damage, half of which is fire damage and half of which is sheer divine power. Thus, creatures immune to fire still take damage. The consecrated spell uses up a spell slot one level higher than the spell's actual level. ``` @@ --- Feat: Consecrate Spell-Like Ability Tags: Summ: You can channel holy power into your spell-like abilities. Prereq: Any good alignment --- !! ``` ## Consecrate Spell-Like Ability *You can channel holy power into your spell-like abilities.* **Prerequisite:** Any good alignment **Benefit:** This feat adds the good descriptor to a spell-like ability. Furthermore, if the ability deals damage, half that damage (rounded down) results from divine power and can’t be reduced by resistance or immunity to energy-based attacks. For example, if a consecrated _lightning bolt_ from an avoral deals 31 points of damage, 16 points of that is electricity damage and the other 15 points is not. Thus, a non-good creature immune to electricity still takes 15 points of damage if it fails its Reflex save. Each of your spell-like abilities can be consecrated three times per day, though this feat does not allow you to exceed your normal usage limit for any ability. Thus, if a tulani eladrin chooses to consecrate its _chain lightning_ ability, it can use a consecrated _chain lightning_ up to three times that day. Thereafter, it could use its _chain lightning_ ability again normally (since it can use _chain lightning_ at will), or it could consecrate another of its spell-like abilities, such as _meteor swarm._ ``` @@ --- Feat: Consecrate Spell Trigger Tags: Exalted Summ: You can channel holy power through a spell trigger item, such as a wand or staff. Prereq: Craft Wand or Craft Staff, channel energy class feature --- !! ``` ## Consecrate Spell Trigger (Exalted) You can channel holy power through a spell trigger item, such as a wand or staff. **Prerequisite:** Craft Wand or Craft Staff, channel energy class feature **Benefit:** When you use a spell trigger item, such as a wand or staff, you can use one of your turning attempts for the day to trigger the item. You still expend a charge from the wand or staff. The spell cast by the item is modified as though it had the Consecrate Spell feat applied to it. ``` @@ --- Feat: Constant Guardian Tags: Summ: By paying careful attention to nearby allies and reducing the accuracy of your attacks, you help protect your companions. Prereq: Once during your turn as a free action, you can take a –2 penalty on your attack rolls to grant a single ally within --- !! ``` ## Constant Guardian By paying careful attention to nearby allies and reducing the accuracy of your attacks, you help protect your companions. **Benefit:** Once during your turn as a free action, you can take a –2 penalty on your attack rolls to grant a single ally within 10 feet a +2 dodge bonus to Armor Class. This effect lasts until the start of your next turn or until you are more than 10 feet from the chosen ally, whichever comes first. **Special:** A fighter can select Constant Guardian as a fighter bonus feat. Construct Lock (Warforged) Your knowledge of construct nature allows you to deal extra damage to or even immobilize such foes. **Prerequisite:** Warforged, base attack bonus +2 **Benefit:** You gain a +2 bonus on damage rolls against creatures with the construct type (including living constructs). If you roll a critical threat against a construct, you can forego the confirmation roll to make another attack roll using the same modifier. If this second attack also hits and deals at least 1 point of damage, the construct must succeed on a Fortitude save (DC 10 + 1/2 your character level + your Con modifier) or be rendered immobile and helpless for 1 round (as if it had been paralyzed). **Special:** If you spend an action point to improve an attack roll against a construct and hit with the attack, the attack roll is automatically considered to be a critical threat regardless of the number rolled on the die. ``` @@ --- Feat: Contagious Paralysis Tags: Monstrous Summ: Your paralyzing attack is contagious. Prereq: Paralysis as an extraordinary or supernatural ability --- !! ``` ## Contagious Paralysis (Monstrous) Your paralyzing attack is contagious. **Prerequisite:** Paralysis as an extraordinary or supernatural ability **Benefit:** Any creature paralyzed by your special attack can confer paralysis to other creatures that touch it. Any creature touching a creature that you have paralyzed is immediately affected as if you had delivered a paralyzing attack upon it (using the same save DC to resist, if allowed). If a creature successfully saves against your contagious paralysis attack, it can’t be affected by your attack for 24 hours. ``` @@ --- Feat: Controlled Respiration Tags: Summ: You can stay out of water longer than you otherwise could. Prereq: Time limit on how long you can remain out of water, Endurance --- !! ``` ## Controlled Respiration You can stay out of water longer than you otherwise could. **Prerequisite:** Time limit on how long you can remain out of water, Endurance **Benefit:** You can control your breathing so as to remain out of water for a longer period of time than you otherwise could. Double the normal time limit after which you must begin making Constitution checks to avoid suffocation. This feat does not allow creatures that cannot normally breathe air, such as fish, to do so. ``` @@ --- Feat: Cool Head Tags: Summ: Your mental acuity serves you better than most. Prereq: Any two mental skill tricks --- !! ``` ## Cool Head Your mental acuity serves you better than most. **Prerequisite:** Any two mental skill tricks **Benefit:** You immediately learn up to two mental skill tricks at no cost, and your limit on skill tricks known increases by one. See page 82 for details on mental skill tricks. **Normal**:: You are limited to a maximum number of skill tricks equal to one-half your character level. ``` @@ --- Feat: Cooperative Spell Tags: Metamagic Summ: You can cast spells to greater effect in conjunction with the same spell cast by another individual. Prereq: Any metamagic feat --- !! ``` ## Cooperative Spell (Metamagic) You can cast spells to greater effect in conjunction with the same spell cast by another individual. **Prerequisite:** Any metamagic feat **Benefit:** While the two of you are adjacent, you and another spellcaster with the Cooperative Spell feat can simultaneously cast the same spell at the same time in the round. Add +2 to the save DC of cooperatively cast spells and +1 to caster level checks to beat the target's spell resistance (if any), using the higher base DC and level check of either caster. A cooperative spell uses up a spell slot of the same level as the spell's actual level. **Special:** For each additional caster with this feat casting the same cooperative spell simultaneously, the spell's save DC and the bonus on the caster level check both increase by 1. When more than two spellcasters cooperatively cast a spell, each must be adjacent to at least two other casters involved in the casting. For example, two wizards and two sorcerers standing in a circle all have Cooperative Spell. The first three in the initiative order ready an action to cast _fireball_, casting the spell when the fourth does. The base DC of the spell's save is equal to the highest save DC among the cooperative casters (as determined by relevant ability scores, other feats, special abilities, or items) +4 (+2 for the first cooperative caster and +1 for each of the other two). As well, whoever has the highest caster level determines the base caster level check, which gains a +3 bonus (+1 for each cooperative caster). ``` @@ --- Feat: Coordinated Shot Tags: Combat Summ: You are extraordinarily talented at making ranged attacks past your allies. Prereq: Point Blank Shot, Precise Shot --- !! ``` ## Coordinated Shot (Combat) *You are extraordinarily talented at making ranged attacks past your allies.* **Prerequisite:** Point Blank Shot, Precise Shot **Benefit:** When making a ranged attack against a foe who has cover due to the position of your ally or allies, your ranged attacks ignore the Armor Class bonus granted to the target because of that cover. Cover from other sources is unaffected. ``` @@ --- Feat: Coordinated Strike Tags: Summ: You and your animal companion or special mount can coordinate your melee attacks to gain an advantage in combat. Prereq: Handle Animal 5 ranks, animal companion class feature or special mount class feature --- !! ``` ## Coordinated Strike *You and your animal companion or special mount can coordinate your melee attacks to gain an advantage in combat.* **Prerequisite:** Handle Animal 5 ranks, animal companion class feature or special mount class feature **Benefit:** During any round in which your animal companion or special mount makes a melee attack, you gain a +1 competence bonus on your attack rolls against the same target. ``` @@ --- Feat: Copper Dragon Lineage Tags: Draconic Summ: You have learned to channel the powers of your copper dragon ancestry to hinder your enemies' mobility. Prereq: Draconic Heritage (copper), sorcerer level 3rd --- !! ``` ## Copper Dragon Lineage (Draconic) *You have learned to channel the powers of your copper dragon ancestry to hinder your enemies' mobility.* **Prerequisite:** Draconic Heritage (copper), sorcerer level 3rd **Benefit:** As a standard action, you can spend an arcane spell slot to create a 20-foot-radius burst of magical energy centered on you. All enemies in that area are _slowed_ (as the slow spell) for a number of rounds equal to the level of the spell slot unless they succeed on a Fortitude save (DC 10 + the spell slot's level + your Cha modifier). ``` @@ --- Feat: Cormanthyran Moon Magic Tags: Ancient Summ: You have mastered the ancient elven techniques of drawing power from Sehanine Moonbow's light. Prereq: Knowledge (history) 4 ranks, ability to cast 3rd-level spells. --- !! ``` ## Cormanthyran Moon Magic (Ancient) *You have mastered the ancient elven techniques of drawing power from Sehanine Moonbow's light.* **Prerequisite:** Knowledge (history) 4 ranks, ability to cast 3rd-level spells. **Benefit:** When you cast a spell under moonlight, your effective caster level increases by 2. This feat provides no benefit when the moon is not visible (during the day, underground, during a new moon, or the like). ``` @@ --- Feat: Corpsecrafter Tags: Summ: Undead you raise or create are tougher than normal. Prereq: Each undead you raise or create with any necromancy spell gains a +4 enhancement bonus to Strength and +2 hit points per Hit Die. --- !! ``` ## Corpsecrafter *Undead you raise or create are tougher than normal.* **Benefit:** Each undead you raise or create with any necromancy spell gains a +4 enhancement bonus to Strength and +2 hit points per Hit Die. ``` @@ --- Feat: Corrupt Arcana Tags: Tainted Summ: You can prepare and cast corrupt spells. Prereq: Spontaneous arcane or divine caster, mild depravity --- !! ``` ## Corrupt Arcana (Tainted) *You can prepare and cast corrupt spells.* **Prerequisite:** Spontaneous arcane or divine caster, mild depravity **Benefit:** If you have access to a corrupt spell in written form—on a scroll, in a spellbook, or in a tome of forbidden lore—you can prepare it in the same way that a wizard or cleric would. The prepared corrupt spell remains in your mind and occupies one of your daily spell slots until you cast it or change it. A prepared corrupt spell uses a spell slot of the spell's normal level, and you must pay corruption costs as normal for casting the spell. Any corrupt spells you prepare by using this feat do not count against your total spells known, just your spells per day. ``` @@ --- Feat: Corrupt Spell Tags: Metamagic Summ: You can transform one of your spells into an evil version of itself. Prereq: Any evil alignment --- !! ``` ## Corrupt Spell (Metamagic) You can transform one of your spells into an evil version of itself. **Prerequisite:** Any evil alignment **Benefit:** This feat adds the evil descriptor to a spell. Furthermore, if the spell deals damage, half of the damage (rounded down) results directly from divine power and is therefore not subject to be reduced by resistance or immunity to energy-based attacks. The corrupted spell uses up a spell slot one level higher than the spell's actual level. ``` @@ --- Feat: Corrupt Spell Focus Tags: Summ: 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. Prereq: Any non-good alignment --- !! ``` ## Corrupt Spell Focus *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.* **Prerequisite:** Any non-good alignment **Benefit:** You add +1 to the DC for all saving throws against any spells you cast that have a corrupt component. ``` @@ --- Feat: Corrupt Spell-Like Ability Tags: Summ: One of the creature's spell-like abilities is powered by evil. A dark pact provides the creature with unholy energy. Prereq: Any evil alignment --- !! ``` ## Corrupt Spell-Like Ability *One of the creature's spell-like abilities is powered by evil. A dark pact provides the creature with unholy energy.* **Prerequisite:** Any evil alignment **Benefit:** This feat adds the evil descriptor to a spell-like ability. Furthermore, if the spell-like ability deals damage, half of that damage (rounded down) is unholy damage. For example, if a corrupted _fireball_ from a pit fiend deals a total of 35 points of damage, half of that amount (18 points) is fire damage and the other half (17 points) is unholy damage. Nonevil creatures immune to fire still take the 17 points of unholy damage. Each of a creature's spell-like abilities can be corrupted three times per day, though the feat does not allow the creature to exceed its normal usage limit for any ability. Thus, if a pit fiend chooses to corrupt its _fireball_ ability, it can use a corrupted _fireball_ up to three times that day. Thereafter, it could use its _fireball_ ability again normally (since it can use _fireball_ at will), or it could corrupt another of its spell-like abilities, such as _meteor swarm._ **Special:** This feat can be taken multiple times. Each time it is taken, the creature can apply it to each of its spell-like abilities three additional times per day. ``` @@ --- Feat: Cosmopolitan Tags: Regional Summ: 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. Prereq: Dwarf (Waterdeep), elf (Waterdeep), half-elf (Waterdeep), halfling (Amn), or human (Amn, the Golden Water, the Sword Coast, or Waterdeep). --- !! ``` ## Cosmopolitan (Regional) *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.* **Prerequisite:** Dwarf (Waterdeep), elf (Waterdeep), half-elf (Waterdeep), halfling (Amn), or human (Amn, the Golden Water, the Sword Coast, or Waterdeep). **Benefit:** You gain a +2 bonus on Bluff, Gather Information, and Sense Motive checks. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ``` @@ --- Feat: Cougar's Vision Tags: Wild Summ: You can see in the dark like a cat. Prereq: Wild shape, Spot 2 ranks --- !! ``` ## Cougar's Vision (Wild) *You can see in the dark like a cat.* **Prerequisite:** Wild shape, Spot 2 ranks **Benefit:** You can expend one daily use of wild shape to gain low-light vision for 1 hour per Hit Die. In addition, you gain a +4 bonus on all Perception checks. You retain these benefits regardless of what form you are in. ``` @@ --- Feat: Courageous Rally Tags: Summ: You can rally demoralized foes with your Bardic performance. Prereq: Bardic performance (inspire courage) class feature --- !! ``` ## Courageous Rally *You can rally demoralized foes with your Bardic performance.* **Prerequisite:** Bardic performance (inspire courage) class feature **Benefit:** When you use Bardic performance to inspire courage, you can make a free rally check as part of the same action used to activate your Bardic performance. You add a morale bonus on this rally check equal to the morale bonus granted by your inspire courage class feature. ``` @@ --- Feat: Cover Your Tracks Tags: Summ: You are good at making your route, making it difficult for others to track you. Prereq: Track. --- !! ``` ## Cover Your Tracks *You are good at making your route, making it difficult for others to track you.* **Prerequisite:** Track. **Benefit:** Add +5 to the DC to follow your tracks, or +10 if you move at half speed and hide your trail. You gain a +2 bonus on Stealth checks. **Normal**:: Characters without this feat can move at half speed and hide their trail, adding +5 to the DC to follow their tracks. ``` @@ --- Feat: Craft Cognizance Crystal Tags: Item Creation Summ: You can create psionic cognizance crystals that store power points. Prereq: Manifester level 3rd --- !! ``` ## Craft Cognizance Crystal (Item Creation) *You can create psionic cognizance crystals that store power points.* **Prerequisite:** Manifester level 3rd **Benefit:** You can create a _cognizance crystal_. Doing so takes one day for each 1,000 gp in its base price. The base price of a _cognizance crystal_ is equal to the highest-level power it could manifest using all its stored power points, squared, multiplied by 1,000 gp. To create a _cognizance crystal_, you must spend 1/25 of its base price in XP and use up raw materials costing one-half its base price. ``` @@ --- Feat: Craft Contingent Spell Tags: Item Creation Summ: You know how to attach semipermanent spells to a creature and set them to activate under certain conditions. Prereq: Caster level 11th --- !! ``` ## Craft Contingent Spell (Item Creation) *You know how to attach semipermanent spells to a creature and set them to activate under certain conditions.* **Prerequisite:** Caster level 11th **Benefit:** You can make contingent any spell that you know. Crafting a contingent spell takes one day for each 1,000 gp in its base price (spell level × caster level × 100 gp). To craft a contingent spell, you must use up raw materials costing one-half the base price. Some spells incur extra costs in material components or XP (as noted in their descriptions), which must be paid when the contingent spell is created. See Contingent Spells, page 139, for more information. ``` @@ --- Feat: Craft Dorje Tags: Item Creation Summ: You can create slender crystal wands called dorjes than manifest powers when charges are expended. Prereq: Manifester level 5th --- !! ``` ## Craft Dorje (Item Creation) *You can create slender crystal wands called dorjes than manifest powers when charges are expended.* **Prerequisite:** Manifester level 5th **Benefit:** You can create a dorje of any psionic power you know (barring exceptions, such as _bestow power_, as noted in a power's description). Crafting a dorje takes one day for each 1,000 gp in its base price. The base price of a dorje is its manifester level x the power level x 750 gp. To craft a dorje, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created dorje has 50 charges. ``` @@ --- Feat: Craft Psicrown Tags: Item Creation Summ: You can create psicrowns, which have multiple psionic effects. Prereq: Manifester level 12th --- !! ``` ## Craft Psicrown (Item Creation) *You can create psicrowns, which have multiple psionic effects.* **Prerequisite:** Manifester level 12th **Benefit:** You can create any psicrown whose prerequisites you meet. Crafting a psicrown takes one day for each 1,000 gp in its base price. To craft a psicrown, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. Some psicrowns incur extra costs in XP as noted in their descriptions. These costs are in addition to those derived from the psicrown's base price. ``` @@ --- Feat: Craft Rune Circle Tags: Item Creation Summ: You can create rune circles, stationary magic items that hold a variety of spells and effects. Prereq: Caster level 5th --- !! ``` ## Craft Rune Circle (Item Creation) You can create rune circles, stationary magic items that hold a variety of spells and effects. **Prerequisite:** Caster level 5th **Benefit:** You can create a rune circle whose prerequisites you meet. Creating a rune circle takes one day for each 1,000 gp in its price. To create a rune circle, you must spend 1/25 of the item's price in XP and use up raw materials costing one-half of this price. You can also mend a broken rune circle if it is one that you could make. Doing so costs half the Xp, half the raw materials, and half the time it would take to craft that item in the first place. Some rune circles incur extra costs in material components or Xp, as noted in their descriptions. These costs are in addition to those derived from the item's base price. ``` @@ --- Feat: Craft Scepter Tags: Ancient, Item Creation Summ: You know the ancient Netherese secret of creating magic scepters - devices that can contain much more powerful spells than a magic wand can. Prereq: Knowledge (history) 4 ranks, caster level 9th. --- !! ``` ## Craft Scepter (Ancient, Item Creation) *You know the ancient Netherese secret of creating magic scepters - devices that can contain much more powerful spells than a magic wand can.* **Prerequisite:** Knowledge (history) 4 ranks, caster level 9th. **Benefit:** You can create a scepter that holds any spell of 7th level or lower that you know. Unlike a magic wand, a scepter can contain up to two spells, each of which has a cost in charges to use. Both spell effects draw from a common pool of charges, so they can be used in any combination. Crafting a scepter takes one day for each 1,000 gp in its base price. The base price of a scepter is its caster level x the spell level x 750 gp for the highest-level spell included, plus the caster level x the spell level x 375 gp for the second spell, if any. To craft a scepter, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this amount. A newly created scepter has 50 charges. Any scepter that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty units of the material component or pay fifty times the XP cost. See page 153, Ancient Empires of Faerûn, for more information on scepters. ``` @@ --- Feat: Craft Skull Talisman Tags: Item Creation Summ: You can create skull talismans, which carry spells within themselves Prereq: Caster level 6th --- !! ``` ## Craft Skull Talisman (Item Creation) You can create skull talismans, which carry spells within themselves **Prerequisite:** Caster level 6th **Benefit:** You can create a skull talisman of any spell you know and that targets one or more creatures. Crafting a skull talisman takes one day. When you create a skull talisman, you set the caster level. The caster level must be sufficient to cast the spell in question and no higher than your own level. The base price of a skull talisman is its spell level × its caster level × 100 gp. To craft the talisman, you must spend 1/25 of this base price in XP and use up raw materials (mostly comprised of the rare metallic inks needed to inscribe the runes of power on the skull) costing one-half this base price. When you create a skull talisman, you make any choices that you would normally make when casting the spell. Whoever destroys the skull is the target of the spell. Any skull talisman that stores a spell with a costly material component or a XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the skull talisman. The skull to be used to create a skull talisman must be from a creature of at least Small size. A Small creature's skull can store a spell of up to 3rd level. A Medium creature's skull can store a spell of up to 6th level. A Large creature's skull can store a spell of up to 9th level. The art of crafting skull talismans was perfected by Neanderthal druids, but any spellcaster can learn the art of making these devices. Many view the act of creating or using a skull talisman as a distasteful activity, but neither in and of itself is it an evil act. ``` @@ --- Feat: Craven Tags: Summ: Like most sly rogues, you are a dangerous coward. However, your sneak attacks deal more damage than normal. Prereq: Sneak attack class feature, cannot be immune to fear. --- !! ``` ## Craven *Like most sly rogues, you are a dangerous coward. However, your sneak attacks deal more damage than normal.* **Prerequisite:** Sneak attack class feature, cannot be immune to fear. **Region**:: You take a -2 penalty on saving throws against fear effects. However, when making a sneak attack, you deal an extra 1 point of damage per character level. ``` @@ --- Feat: Crescent Moon Tags: Style Summ: You have mastered the style of fighting with sword and dagger. You know how to twist an opponent's weapons from its grasp with a single graceful motion while using your two weapons together. Prereq: Improved Disarm, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (bastard sword, longsword, scimitar, or short sword) --- !! ``` ## Crescent Moon (Style) *You have mastered the style of fighting with sword and dagger. You know how to twist an opponent's weapons from its grasp with a single graceful motion while using your two weapons together.* **Prerequisite:** Improved Disarm, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (bastard sword, longsword, scimitar, or short sword) **Benefit:** If you hit the same creature with both your sword and your dagger in the same round, you may make an immediate disarm attempt as a free action. ``` @@ --- Feat: Crossbow Sniper Tags: Summ: You are skilled in lining up accurate, deadly shots with your crossbow. Perhaps you add custom-made sights to your weapon, or you have learned to maximize the stability and precision the weapon offers. Prereq: Proficiency with hand, heavy, or light crossbow, Weapon Focus with hand, heavy, or light crossbow, base attack bonus +1 --- !! ``` ## Crossbow Sniper *You are skilled in lining up accurate, deadly shots with your crossbow. Perhaps you add custom-made sights to your weapon, or you have learned to maximize the stability and precision the weapon offers.* **Prerequisite:** Proficiency with hand, heavy, or light crossbow, Weapon Focus with hand, heavy, or light crossbow, base attack bonus +1 **Benefit:** When using a crossbow for which you have the Weapon Focus feat, you gain a bonus on damage rolls equal to 1/2 your Dexterity bonus. If you have the skirmish or sneak attack ability, the maximum range at which you can make such attacks increases to 60 feet when you are using a crossbow for which you have the Weapon Focus feat. **Special:** A fighter can select Crossbow Sniper as one of his fighter bonus feats. ``` @@ --- Feat: Crowd Tactics Tags: Tactical Summ: You are adept at moving through and fighting in crowds. Prereq: Stealth 5 ranks, Dodge --- !! ``` ## Crowd Tactics (Tactical) *You are adept at moving through and fighting in crowds.* **Prerequisite:** Stealth 5 ranks, Dodge **Benefit:** The Crowd Tactics feat enables the use of three tactical maneuvers. You only gain these benefits if the crowd is indifferent or friendly. - _Moving with the Flow:_ Entering a square with a crowd in it does not cost you extra movement. - _One with the Crowd:_ You gain a +4 bonus on Stealth checks made in square with a crowd. - _Master of the Mob:_ You gain a +4 bonus on Diplomacy or Intimidate checks when attempting to direct a crowd. ``` @@ --- Feat: Crush Tags: Summ: Like a dragon, you can hurl your body onto opponents to deal tremendous damage. Prereq: Huge size --- !! ``` ## Crush Like a dragon, you can hurl your body onto opponents to deal tremendous damage. **Prerequisite:** Huge size **Benefit:** As a standard action, you can jump or fall onto opponents, using your whole body to crush them. This attack is useful only against creatures at least three size categories smaller than yourself. The base damage for a crush attack depends on your size category, as given on the table above. Add 1 1/2 times your Strength bonus to this base damage to determine the total damage for the attack. A crush attack deals bludgeoning damage and affects as many creatures as can fit under your body (see Large and Small Creatures in Combat in Chapter 8 of the _Player 's Handbook_). Each creature in the affected area must succeed on a Reflex save (DC 10 + your Str modifier + your size modifier for grapple attacks). On a failure, the opponent is pinned and automatically takes crush damage each round the pin is maintained. | **Size Category** | **Crush Base Damage** | |---|---| |**Huge**|2d8| |**Gargantuan**|4d6| |**Colossal**|4d8| ``` @@ --- Feat: Crushing Strike Tags: Summ: You wield a bludgeoning weapon with superior power, allowing you to batter aside an opponent's defenses. Prereq: Proficiency with a bludgeoning weapon, Weapon Focus with a bludgeoning weapon, Weapon Mastery (bludgeoning), Weapon Specialization with a bludgeoning weapon, base attack bonus +14 --- !! ``` ## Crushing Strike *You wield a bludgeoning weapon with superior power, allowing you to batter aside an opponent's defenses.* **Prerequisite:** Proficiency with a bludgeoning weapon, Weapon Focus with a bludgeoning weapon, Weapon Mastery (bludgeoning), Weapon Specialization with a bludgeoning weapon, base attack bonus +14 **Benefit:** When you use a full attack action while fighting with any bludgeoning weapon, each attack that connects beats down your foe's defenses, granting a cumulative +1 bonus on attack rolls until the end of your current turn. ``` @@ --- Feat: Cull Wand Essence Tags: Summ: You can focus the raw magical energy of a wand or staff into a beam of energy. Prereq: Use Magic Device 4 ranks. --- !! ``` ## Cull Wand Essence *You can focus the raw magical energy of a wand or staff into a beam of energy.* **Prerequisite:** Use Magic Device 4 ranks. **Benefit:** When using a spell trigger device, such as a wand or staff, you can expend a charge from the device and produce a ray of magical energy that you can fire at a single target within 60 feet. With a successful ranged touch attack, the ray deals damage based on the level of the spell normally produced by the magic item, according to the table below. | **Size Category** | **Crush Base Damage** | |---|---| |**1st**|1d6| |**2nd**|3d6| |**3rd**|6d6| |**4th**|10d6| For example, a charge from a wand of cure moderate wounds could be used to deal 3d6 points of damage to a target. This attack benefits from Weapon Focus (ranged spells) and similar feats and effects. The ray is treated as a spell of the same level as the spell normally produced by the magic item. Spell resistance applies to the damage, using the caster level of the spell trigger item. ``` @@ --- Feat: Cumbrous Dodge Tags: Summ: You have a chance to dodge attacks that hit you, but at a cost. Prereq: Dodge, Acrobratic 4 ranks --- !! ``` ## Cumbrous Dodge *You have a chance to dodge attacks that hit you, but at a cost.* **Prerequisite:** Dodge, Acrobratic 4 ranks **Benefit:** You may activate this feat as a free action. You gain a +2 bonus to your Armor Class for the rest of the current encounter. At the end of the encounter, you are fatigued. ``` @@ --- Feat: Cumbrous Fortitude Tags: Summ: You have a greater chance than normal to resist attacks against your vitality, but at a cost. Prereq: Great Fortitude --- !! ``` ## Cumbrous Fortitude *You have a greater chance than normal to resist attacks against your vitality, but at a cost.* **Prerequisite:** Great Fortitude **Benefit:** Before rolling a Fortitude save, you can decide to activate this feat, which gives you a +6 bonus on your saving throw. After the saving throw is resolved, regardless of the result, you are staggered until the end of the encounter. A staggered character can take only a partial action when he or she would normally be able to take a standard action. ``` @@ --- Feat: Cumbrous Reflexes Tags: Summ: You have a greater chance to resist attacks against your agility, but at a cost. Prereq: Lightning Reflexes --- !! ``` ## Cumbrous Reflexes You have a greater chance to resist attacks against your agility, but at a cost. **Prerequisite:** Lightning Reflexes **Benefit:** Before rolling a Reflex save, you can decide to activate this feat, which gives you a +6 bonus on your saving throw. After the saving throw is resolved, regardless of the result, you are prone and dazed. ``` @@ --- Feat: Cumbrous Will Tags: Summ: You have a greater chance to resist attacks against your willpower, but at a cost. Prereq: Iron Will --- !! ``` ## Cumbrous Will *You have a greater chance to resist attacks against your willpower, but at a cost.* **Prerequisite:** Iron Will **Benefit:** Before rolling a Will save, you can decide to activate this feat, which gives you a +6 bonus on your saving throw. After the saving throw is resolved, regardless of the result, you are shaken until the end of the encounter. A shaken character takes a –2 morale penalty on attack rolls, checks, and saving throws. ``` @@ --- Feat: Cunning Evasion Tags: Summ: When an area attack detonates around you, you use the chaos and flash of energy to duck out of sight. Prereq: Stealth 9 ranks, evasion --- !! ``` ## Cunning Evasion When an area attack detonates around you, you use the chaos and flash of energy to duck out of sight. **Prerequisite:** Stealth 9 ranks, evasion **Benefit:** If you are caught within an area attack whose damage you avoid completely due to your evasion or improved evasion ability, you can make a combined Stealth check and a 5-foot step as an immediate action. You can attempt this check only if there is cover suitable for a Hide check, and you can take your 5-foot step into cover before making your Hide attempt. **Special:** If you have the hide in plain sight class feature, you do not need cover near you to attempt the Hide check allowed by this feat. ``` @@ --- Feat: Cunning Sidestep Tags: Summ: You have a better than normal chance to avoid being bull rushed or tripped. Prereq: Improved Unarmed Strike, Clever Wrestling, size Small or Medium --- !! ``` ## Cunning Sidestep *You have a better than normal chance to avoid being bull rushed or tripped.* **Prerequisite:** Improved Unarmed Strike, Clever Wrestling, size Small or Medium **Benefit:** When your opponent is larger than Medium, you gain a circumstance bonus on any opposed check you make to avoid being bull rushed, tripped, knocked down, or pushed. The size of the bonus depends on your opponent's size: |Opponent|Size Bonus| |---|---| |Colossal|+8| |Gargantuan|+6| |Huge|+4| |Large|+2| **Special:** This feat is effective against the Large and in Charge feat. The bonus from this feat does not stack with the Clever Wrestling feat. ``` @@ --- Feat: Curative Legacy Tags: Legacy Summ: Your item's legacy ability is so linked with your aura that it restores your health each time it is activated. Prereq: Least Legacy, legacy ability with a daily use limit, ability to cast cure light wounds. --- !! ``` ## Curative Legacy (Legacy) *Your item's legacy ability is so linked with your aura that it restores your health each time it is activated.* **Prerequisite:** Least Legacy, legacy ability with a daily use limit, ability to cast cure light wounds. **Benefit:** When you select this feat, choose one of your item's available legacy abilities with a daily use limit. Each time you activate the chosen ability, you regain hit points as though a cure spell were cast on you. You cannot gain more hit points than your full normal total. The amount of damage healed depends on the power of the ability, as shown in the following table. |**Legacy Ability**|**Hit Points**| |---|---| |**Activated**|Restored| |**Least**|5| |**Lesser**|10| |**Greater**|25| **Special:** You can gain Curative Legacy multiple times. Its effects do not stack. Each time you take the feat, it applies to a new legacy ability. ``` @@ --- Feat: Curling Wave Strike Tags: Summ: Mimicking the forceful power of the wave, you can trip multiple foes as part of the same strike. Prereq: Dex 13, Improved Trip --- !! ``` ## Curling Wave Strike *Mimicking the forceful power of the wave, you can trip multiple foes as part of the same strike.* **Prerequisite:** Dex 13, Improved Trip **Benefit:** If you trip an opponent in melee combat, you can immediately make another trip attempt against another foe within reach at the same total attack bonus as the first trip attack. This replaces the free attack you would normally get against the tripped opponent (from the Improved Trip feat). If you successfully trip a second opponent, you do not get a free attack against that opponent. You can use this feat only once per round. **Normal**:: A character with Improved Trip who trips an opponent in melee gets a free attack against that opponent. ``` @@ --- Feat: Dallah Thaun's Luck Tags: Summ: 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. Prereq: Halfling subtype, Cha 13 --- !! ``` ## Dallah Thaun's Luck 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. **Prerequisite:** Halfling subtype, Cha 13 **Benefit:** Once per day, you can opt to gain a +5 luck bonus on a single saving throw. However, if you use this ability, you gain a –2 penalty on all other saving throws until sunrise the next morning. ``` @@ --- Feat: Dampen Spell Tags: Summ: 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. Prereq: Improved Counterspell --- !! ``` ## Dampen Spell *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.* **Prerequisite:** Improved Counterspell **Benefit:** You can use an immediate action to attempt to dampen an enemy's spell. As with counterspelling, you must identify the target spell as it is being cast. If you successfully identify it, you can expend any spell or spell slot to dampen your opponent's incantation. Because of your hasty, immediate casting, you do not fully counter the target spell. Instead, you subtract the level of the spell or spell slot you expend from the save DC of your opponent's spell. ``` @@ --- Feat: Dancing With Shadows Tags: Racial, Tactical Summ: You have studied sheshan talarash dasyannah, the martial dance of the kala'saam. Prereq: kala'saam, Perform (dance) 8 ranks, Path of Shadows, base attack bonus +4 --- !! ``` ## Dancing With Shadows (Racial, Tactical) *You have studied sheshan talarash dasyannah, the martial dance of the kala'saam.* **Prerequisite:** kala'saam, Perform (dance) 8 ranks, Path of Shadows, base attack bonus +4 **Benefit:** Dancing with Shadows enables the use of three tactical maneuvers. You can only benefit from one of these maneuvers in any given round. _Flowing Motion, Still Mind:_ To use this maneuver, you must use the Combat Expertise feat (taking a penalty of at least –2 on your attack rolls) or fight defensively for 1 round. Starting on your next turn, you gain a +2 bonus on Will saves that lasts as long as you continue to use Combat Expertise or fight defensively, plus 1 round thereafter. _Graceful Lunge:_ To use this maneuver, you must use Combat Expertise (taking a penalty of at least –2 on your attack rolls) or fight defensively for 1 round. In the next round, you gain a bonus on your first melee attack roll equal to the dodge bonus to AC granted by Combat Expertise or fighting defensively in the previous round. _Lingering Defense:_ To use this maneuver , you must use the Combat Expertise feat (taking a penalty of at least –2 on your attack rolls) or fight defensively for 2 consecutive rounds. In the next round, you continue to receive the same dodge bonus to AC gained from Combat Expertise or fighting defensively, but you take no penalty on attack rolls. ``` @@ --- Feat: Danger Sense Tags: Summ: You are one twitchy individual. Prereq: Improved Initiative --- !! ``` ## Danger Sense *You are one twitchy individual.* **Prerequisite:** Improved Initiative **Benefit:** Once per day, you can reroll an initiative check you have just made. You use the better of your two rolls. You must decide to reroll before the round starts. ``` @@ --- Feat: Daredevil Athlete Tags: Summ: You are capable of pulling off amazing stunts. Prereq: Three times per day, you can use an immediate action to gain a +5 competence bonus on a single Balance, Climb, Escape Artist, Jump, Ride, Swim, or Tumble check. --- !! ``` ## Daredevil Athlete *You are capable of pulling off amazing stunts.* **Benefit:** Three times per day, you can use an immediate action to gain a +5 competence bonus on a single Balance, Climb, Escape Artist, Jump, Ride, Swim, or Tumble check. ``` @@ --- Feat: Darguun Mauler Tags: Racial Summ: The memory of your people's lost glory drives your brutal mastery of the weapons of Darguun. Prereq: Humanoid (goblinoid), proficiency with flail or heavy flail, region of origin Darguun --- !! ``` ## Darguun Mauler (Racial) *The memory of your people's lost glory drives your brutal mastery of the weapons of Darguun.* **Prerequisite:** Humanoid (goblinoid), proficiency with flail or heavy flail, region of origin Darguun **Benefit:** You treat the dire flail and the spiked chain as martial weapons. As well, you gain a +1 bonus on damage rolls when making an attack with a flail, heavy flail, dire flail, or spiked chain as long as you do not move during the round in which you make the attack. If you have any of the following feats for the flail, heavy flail, dire flail, or spiked chain, you can apply the feats’ effects to all three weapons: Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization. Additionally, when you spend an action point to influence an attack roll made with a flail, heavy flail, dire flail, or spiked chain, you also add the result of the action point roll to your damage for that attack. ``` @@ --- Feat: Dark Speech Tags: Vile Summ: You learn a smattering of the language of truly dark power. Prereq: Will save bonus +5, Int 15, Cha 15. --- !! ``` ## Dark Speech (Vile) *You learn a smattering of the language of truly dark power.* **Prerequisite:** Will save bonus +5, Int 15, Cha 15. **Benefit:** You can use the Dark Speech to bring loathing and fear to others, to help cast evil spells and create evil magic items, and to weaken physical objects. | Level | Alignment | Result | | -------- | --------- | ----------------------------------------------------------------------------------------------------------- | | 1st–4th | non-evil | Listener is shaken for 10 rounds and must flee from you until you are out of sight. | | 1st–4th | evil | Listener cowers in fear for 10 rounds. | | 5th–10th | non-evil | Listener is shaken for 10 rounds. | | 5th–10th | evil | Listener is charmed by you (as _charm monster_) for 10 rounds. | | 11th+ | non-evil | Listener is filled with loathing for you but is not otherwise influenced. | | 11th+ | evil | Listener is impressed, and you gain a +2 competence bonus on attempts to change its attitude in the future. | _Dread:_ Whenever you use Dark Speech in this manner, you take 1d4 points of Charisma damage, and every other creature in a 30-foot radius must attempt a Will save (DC 10 + 1/2 your character level + your Cha modifier). The result of a failed save by a listener depends on the listener's character level and alignment, as detailed in the table below. _Power:_ Whenever you use Dark Speech in this manner, you take 1d4 points of Charisma damage. By incorporating the Dark Speech into the verbal component of a spell, you increase its effective caster level by 1. By using it during the creation of an evil magic item, you increase its caster level by 1 without increasing the cost. _Corruption:_ As a full-round action, you can whisper vile words at an inanimate object and reduce its hardness by half. This use does not drain you, but you cannot use the ability more than once on a single object. _Dark Unity:_ You can use the Dark Speech to establish a hive mind in any swarm of vermin or animals with an Intelligence score of 2 or lower. Thereafter, you can give the swarm one command as per the _suggestion_ spell (caster level equals your Hit Dice). Whenever you infuse a swarm in this manner, you take 1d4 points of Constitution damage. **Normal**:: Attempting to utter a word of Dark Speech always ends in immediate death for a speaker who is not trained in its dark power. It is impossible for an unwilling creature to use the Dark Speech, because the language's pronunciation is so exacting. **Special:** You gain a +4 circumstance bonus on saving throws made when someone uses the Dark Speech against you. **Special:** If you cannot take ability damage, you cannot select this feat. ``` @@ --- Feat: Dark Whispers Tags: Vile Summ: By whispering foul utterances in the Dark Speech, you can drive your enemies insane. Prereq: Dark Speech --- !! ``` ## Dark Whispers (Vile) *By whispering foul utterances in the Dark Speech, you can drive your enemies insane.* **Prerequisite:** Dark Speech **Benefit:** In addition to the basic uses of the Dark Speech, you can whisper words of incredible wickedness to form grotesque visions in the minds of those who hear you. All living creatures within a 30-foot radius that can hear your words must make Will saves (DC 10 + 1/2 your character level + your Cha modifier). On a failure, creatures with fewer Hit Dice than you are staggered for 1d10 rounds; those with as many or more Hit Dice are _confused_ for 1 round. This is a mind-affecting, supernatural effect. Whenever you use Dark Speech in this manner, you take 1 point of Charisma damage. **Special:** You gain a +2 circumstance bonus on saving throws made when someone uses the Dark Speech against you. This bonus stacks with the +4 circumstance bonus from Dark Speech. **Special:** If you cannot take ability damage, you cannot select this feat. ``` @@ --- Feat: Darkstalker Tags: Summ: You have learned how to stalk and surprise creatures whose senses are very different from those of a humanoid. Prereq: When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Perception checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can flank creatures that have the all-around vision special quality. --- !! ``` ## Darkstalker *You have learned how to stalk and surprise creatures whose senses are very different from those of a humanoid.* **Benefit:** When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Perception checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can flank creatures that have the all-around vision special quality. **Normal**:: Creatures with these senses do not need to make Spot or Perception checks to notice other creatures within range. Creatures with all-around vision can’t be flanked. ``` @@ --- Feat: Daring Outlaw Tags: Summ: You combine grace and stealth to deadly effect. Prereq: Grace +1, sneak attack +2d6. --- !! ``` ## Daring Outlaw *You combine grace and stealth to deadly effect.* **Prerequisite:** Grace +1, sneak attack +2d6. **Benefit:** Your rogue and swashbuckler levels stack for the purpose of determining your competence bonus on Reflex saves from the grace class feature and the swashbuckler's dodge bonus to AC. For example, a 7th-level rogue/4th-level swashbuckler has grace +2 and gains a +2 dodge bonus to Ac, as if she were an 11th-level swashbuckler. Your rogue and swashbuckler levels also stack for the purpose of determining your sneak attack bonus damage. For example, a 7th-level rogue/4th-level swashbuckler would deal an extra 6d6 points of damage with her sneak attack, as if she were an 11th-level rogue. ``` @@ --- Feat: Daring Warrior Tags: Summ: You combine agility and extraordinary combat prowess to great effect. Prereq: Weapon Specialization, grace +1. --- !! ``` ## Daring Warrior *You combine agility and extraordinary combat prowess to great effect.* **Prerequisite:** Weapon Specialization, grace +1. **Benefit:** Your fighter and swashbuckler levels stack for the purpose of determining your competence bonus on Reflex saves from the grace class feature and the swashbuckler's dodge bonus to AC. For example, a 6thlevel fighter /5th-level swashbuckler has grace +2 and gains a +2 dodge bonus to Ac, as if she were an 11th-level swashbuckler. Your fighter and swashbuckler levels also stack for the purpose of qualifying for feats that require a minimum fighter level, such as Greater Weapon Focus. **Special:** A fighter can select Daring Warrior as one of his fighter bonus feats (_Ph 38_). ``` @@ --- Feat: Dash Tags: Summ: You can move faster than normal. Prereq: If you are wearing light armor or no armor and are carrying a light load, your speed is 5 feet faster. --- !! ``` ## Dash *You can move faster than normal.* **Benefit:** If you are wearing light armor or no armor and are carrying a light load, your speed is 5 feet faster. ``` @@ --- Feat: Daunting Presence Tags: Summ: You are skilled at inducing fear in your opponents. Prereq: Cha 13, base attack bonus +1 --- !! ``` ## Daunting Presence *You are skilled at inducing fear in your opponents.* **Prerequisite:** Cha 13, base attack bonus +1 **Benefit:** You may take a standard action to overawe an opponent. The opponent must be within 30 feet, have line of sight to you, and have an Intelligence score. If the opponent fails a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier), the opponent is shaken for 10 minutes. This feat has no affect on a creature that is already shaken. **Special:** A fighter may select Daunting Presence as one of his fighter bonus feats. ``` @@ --- Feat: Dauntless Tags: Regional Summ: You can stand up to greater punishment than most and still keep on going. Prereq: Dwarf (the Galena Mountains, the Smoking Mountains, Turmish, Underdark (Earthroot), or Underdark (Old Shanatar)), human (Damara, the Great Dale, Impiltur, or the Moonshae Isles), lizardfolk (Surkh), orc (Amn, Chessenta, or Vaasa), or slyth (Underdark (Fluvenilstra)). --- !! ``` ## Dauntless (Regional) *You can stand up to greater punishment than most and still keep on going.* **Prerequisite:** Dwarf (the Galena Mountains, the Smoking Mountains, Turmish, Underdark (Earthroot), or Underdark (Old Shanatar)), human (Damara, the Great Dale, Impiltur, or the Moonshae Isles), lizardfolk (Surkh), orc (Amn, Chessenta, or Vaasa), or slyth (Underdark (Fluvenilstra)). **Benefit:** You gain +5 hit points. **Special:** You may not select this feat more than once, but its benefit stacks with Toughness. You may select this feat only as a 1st-level character. You may have only one regional feat. ``` @@ --- Feat: Daylight Adaptation Tags: Summ: You have grown accustomed to living in the surface world, such that bright light no longer blinds or dazzles you. Prereq: Light blindness or light sensitivity --- !! ``` ## Daylight Adaptation *You have grown accustomed to living in the surface world, such that bright light no longer blinds or dazzles you.* **Prerequisite:** Light blindness or light sensitivity **Benefit:** Unlike other members of your kind, you are not blinded or dazzled by exposure to bright light or sunlight. However, light spells or effects that affect all creatures, such as a _sunbeam_ or _sunburst_, still affect you normally. ``` @@ --- Feat: Dazzling Energy Tags: Psionic Summ: Your facility with energy is such that enemies are shaken by your prowess. Prereq: Know _energy missile*_ power, Privileged Energy*. --- !! ``` ## Dazzling Energy (Psionic) *Your facility with energy is such that enemies are shaken by your prowess.* **Prerequisite:** Know _energy missile*_ power, Privileged Energy*. **Benefit:** When you manifest an energy power that specifies a single target in conjunction with your chosen energy (cold, electricity, fire, or sonic), the discharge of that energy is enhanced with a spectacular secondary visual or auditory display. The foe that you strike with the energy power is dazzled for 1 minute. A dazzled creature takes a –1 penalty on attack rolls, Perception checks, and Perception checks. Sightless creatures are unaffected. ``` @@ --- Feat: Dazzling Fire Tags: Summ: The illumination you can bestow on others impedes their ability to fight. Prereq: _Faerie fire_ as a spell-like ability --- !! ``` ## Dazzling Fire *The illumination you can bestow on others impedes their ability to fight.* **Prerequisite:** _Faerie fire_ as a spell-like ability **Benefit:** When you use _faerie fire_ as a spell-like ability, you can choose also to render the target of the _faerie fire_ effect dazzled for its duration. You also gain one extra daily use of your _faerie fire_ spelllike ability. ``` @@ --- Feat: Dazzling Illusion Tags: Summ: Casting illusions causes the air about you to be filled with flashing colors that dazzle your foes. Prereq: Spell Focus (illusion) or illusionist level 1st --- !! ``` ## Dazzling Illusion *Casting illusions causes the air about you to be filled with flashing colors that dazzle your foes.* **Prerequisite:** Spell Focus (illusion) or illusionist level 1st **Benefit:** When you cast an illusion spell, you can choose to render all enemies within 30 feet dazzled for 1 round. Blind creatures are immune to this effect. **Special:** An illusionist can select this feat as a wizard bonus feat. ``` @@ --- Feat: Deadeye Shot Tags: Summ: You carefully line up a ranged attack, timing it precisely so that you hit your opponent when his guard is down. When your target is busy dealing with an ally's melee attack, you strike. Prereq: Point Blank Shot, Precise Shot, base attack bonus +4, skirmish or sneak attack ability. --- !! ``` ## Deadeye Shot *You carefully line up a ranged attack, timing it precisely so that you hit your opponent when his guard is down. When your target is busy dealing with an ally's melee attack, you strike.* **Prerequisite:** Point Blank Shot, Precise Shot, base attack bonus +4, skirmish or sneak attack ability. **Benefit:** By firing just as your ally connects with a blow, you take advantage of the distraction to strike the same enemy when his guard is ruined. If you ready a ranged attack to occur when an ally strikes a particular target, and your ally succeeds, that target loses his Dexterity bonus to AC against your attack. **Special:** A fighter can select Deadeye Shot as one of his fighter bonus feats. ``` @@ --- Feat: Deadly Chill Tags: Summ: Undead you raise or create deal more damage than normal. Prereq: Corpsecrafter --- !! ``` ## Deadly Chill *Undead you raise or create deal more damage than normal.* **Prerequisite:** Corpsecrafter **Benefit:** Each corporeal undead you raise or create with any necromancy spell deals an extra 1d6 points of cold damage with its natural weapons. ``` @@ --- Feat: Deadly Defense Tags: Combat Summ: You are at your most dangerous when forced to protect yourself. Prereq: When fighting defensively or using Combat Expertise, you deal an extra 1d6 points of damage with any light weapon or weapon with the finesse property. --- !! ``` ## Deadly Defense (Combat) *You are at your most dangerous when forced to protect yourself.* **Benefit:** When fighting defensively or using Combat Expertise, you deal an extra 1d6 points of damage with any light weapon or weapon with the finesse property. ``` @@ --- Feat: Deadly Poison Tags: Monstrous Summ: Your poison attack deals more damage than normal. Prereq: Con 19, poison special attack that deals ability damage as secondary damage, Ability Focus (poison). --- !! ``` ## Deadly Poison (Monstrous) *Your poison attack deals more damage than normal.* **Prerequisite:** Con 19, poison special attack that deals ability damage as secondary damage, Ability Focus (poison). **Benefit:** Your poison attack has the potential to deal more secondary damage than it otherwise could. If the target of the attack fails the secondary saving throw, the poison deals double its normal secondary damage. ``` @@ --- Feat: Deadly Precision Tags: Summ: You empty your mind of all distracting emotion, becoming an instrument of deadly precision. Prereq: Dex 15, base attack bonus +5 --- !! ``` ## Deadly Precision *You empty your mind of all distracting emotion, becoming an instrument of deadly precision.* **Prerequisite:** Dex 15, base attack bonus +5 **Benefit:** You have deadly accuracy with your sneak attacks. You can reroll any result of 1 on your sneak attack's extra damage dice. You must keep the result of the reroll, even if it is another 1. ``` @@ --- Feat: Deadly Spittle Tags: Monstrous Summ: You can use your spit attack against multiple opponents. Prereq: Spit Venom, spit attack, or spittle attack. --- !! ``` ## Deadly Spittle (Monstrous) *You can use your spit attack against multiple opponents.* **Prerequisite:** Spit Venom, spit attack, or spittle attack. **Benefit:** You can spray your spit in a 15-foot cone-shaped burst. ``` @@ --- Feat: Deafening Spell Tags: Metamagic Summ: You can modify a spell so it deafens targets. Prereq: You can alter a spell that deals damage to foes so that any living creature dealt damage by the spell is also deafened for 1 round. --- !! ``` ## Deafening Spell (Metamagic) *You can modify a spell so it deafens targets.* **Benefit:** You can alter a spell that deals damage to foes so that any living creature dealt damage by the spell is also deafened for 1 round. The effects from multiple deafening spells do not stack. A deafening spell uses up a spell slot one level higher than the spell's actual level. ``` @@ --- Feat: Deafening Strike Tags: Ambush Summ: Your stealthy attack leaves your foe's head ringing. Prereq: Sneak attack +4d6. --- !! ``` ## Deafening Strike (Ambush) *Your stealthy attack leaves your foe's head ringing.* **Prerequisite:** Sneak attack +4d6. **Benefit:** Anytime you successfully hit an opponent with a sneak attack, you may forgo 3d6 sneak attack damage to deafen your opponent for 3 rounds. ``` @@ --- Feat: Death Blow Tags: Summ: You waste no time in dealing with downed foes. Prereq: Improved Initiative, base attack bonus +2 --- !! ``` ## Death Blow *You waste no time in dealing with downed foes.* **Prerequisite:** Improved Initiative, base attack bonus +2 **Benefit:** You can perform a coup de grace attack against a helpless defender as a standard action. Doing this still provokes attacks of opportunity as normal. **Normal**:: Performing a coup de grace is a full-round action. ``` @@ --- Feat: Death Master Tags: Monstrous Summ: Foes are especially afraid of your critical hits. Prereq: Cha 13, undead type, Daunting Presence, base attack bonus +1 --- !! ``` ## Death Master (Monstrous) *Foes are especially afraid of your critical hits.* **Prerequisite:** Cha 13, undead type, Daunting Presence, base attack bonus +1 **Benefit:** Whenever you score a critical hit with a melee attack against a living foe, the foe is also shaken for 1 minute. This is a mind-affecting, fear effect. ``` @@ --- Feat: Deathless Fleshgrafter Tags: Item Creation Summ: You can grow and graft the tissues and body parts of deathless creatures onto others, granting the recipients of your grafts new, potent abilities. Prereq: Aereni Elf subtype, Knowledge (religion) 2 ranks, caster level 5th --- !! ``` ## Deathless Fleshgrafter (Item Creation) *You can grow and graft the tissues and body parts of deathless creatures onto others, granting the recipients of your grafts new, potent abilities.* **Prerequisite:** Aereni Elf subtype, Knowledge (religion) 2 ranks, caster level 5th **Benefit:** You can create and attach any deathless graft whose prerequisites you meet (see Magic of Eberron). Creating and attaching a deathless graft follows the normal rules for creating a graft. ``` @@ --- Feat: Debilitating Spell Tags: Tainted Summ: By calling upon the taint within, you add a malign power to your offensive spells. Prereq: Surge of Malevolence, moderate taint --- !! ``` ## Debilitating Spell (Tainted) *By calling upon the taint within, you add a malign power to your offensive spells.* **Prerequisite:** Surge of Malevolence, moderate taint **Benefit:** This feat adds the evil descriptor to a spell. Furthermore, if the spell deals any physical damage to a subject, the target also takes either 2 points of Constitution damage (if your corruption is higher than your depravity) or 4 points of Wisdom damage (if your depravity is higher than your corruption). If you have an equal level of corruption and depravity, choose which sort of damage you wish to deal. The spell deals this ability damage only to a single target, even if the spell itself affects an area or more than one subject (in which case, you choose the target affected by your taint). You can use this ability twice per day if you have moderate taint and four times per day if you have severe taint. **Special:** You must declare whether you are using this feat before casting the spell. If you use this feat on a creature immune to the ability damage, that daily use of the feat is still expended. You cannot combine this feat with Debilitating Strike on a single attack (for example, with a touch attack spell). If you have both feats, you must elect to use one or the other on a given attack. ``` @@ --- Feat: Debilitating Strike Tags: Tainted Summ: By calling upon the taint within, you add a malign power to your melee attacks. Prereq: Surge of Malevolence, moderate taint --- !! ``` ## Debilitating Strike (Tainted) *By calling upon the taint within, you add a malign power to your melee attacks.* **Prerequisite:** Surge of Malevolence, moderate taint **Benefit:** This feat makes your unarmed or melee attacks evil for purposes of overcoming damage reduction. Furthermore, if you successfully attack and deal physical damage to a creature, the target also takes either 2 points of Constitution damage (if your corruption is higher than your depravity) or 4 points of Wisdom damage (if your depravity is higher than your corruption). If you have an equal level of corruption and depravity, choose which sort of damage you wish to deal. You can use this ability twice per day if you have moderate taint and four times per day if you have severe taint. **Special:** You must declare whether you are using this feat before making your attack. If you use this feat on a creature immune to the ability damage, that daily use of the feat is still expended. You cannot combine this feat with Debilitating Spell on a single attack (for example, with a touch attack spell). If you have both feats, you must elect to use one or the other on a given attack. ``` @@ --- Feat: Deceptive Illumination Tags: Summ: Your innate power to create mobile light is far more precise than others. Prereq: _Dancing lights_ as a spell-like ability --- !! ``` ## Deceptive Illumination *Your innate power to create mobile light is far more precise than others.* **Prerequisite:** _Dancing lights_ as a spell-like ability **Benefit:** You can spend a daily use of your _dancing lights_ spell-like ability to cast _silent image_ instead. The illusion lasts for 3 rounds after you cease concentration, but otherwise functions exactly as the spell. Your caster level equals your class level. You gain one extra daily use of your _dancing lights_ spelllike ability. ``` @@ --- Feat: Deceptive Spell Tags: Metamagic Summ: You can cast spells that seem to come from somewhere other than where they should. Prereq: A deceptive spell appears to come from any direction you choose. For instance, a _magic missile_ might shoot from a nearby doorway, rather than from your own finger, or a _lightning bolt_ might emerge from the floor rather than from you. --- !! ``` ## Deceptive Spell (Metamagic) *You can cast spells that seem to come from somewhere other than where they should.* **Benefit:** A deceptive spell appears to come from any direction you choose. For instance, a _magic missile_ might shoot from a nearby doorway, rather than from your own finger, or a _lightning bolt_ might emerge from the floor rather than from you. You cannot use this feat to gain a bonus to hit, to circumvent cover, to flank, or in any other way to gain a numeric or mechanical advantage on any attack rolls. Its purpose is to disguise the source of the spell, preventing anyone who did not actively observe you casting it from recognizing you as its caster. You cannot apply Deceptive Spell to any spell with a range of touch or a target of you. A deceptive spell uses up a slot one level higher than the spell's actual level. ``` @@ --- Feat: Deep Denizen Tags: Summ: You are adapted to a subterranean environment. Prereq: Underground as sole terrain type --- !! ``` ## Deep Denizen *You are adapted to a subterranean environment.* **Prerequisite:** Underground as sole terrain type **Benefit:** Living underground has made you more reliant on nonvisual senses than surface dwellers. You gain a +2 competence bonus on Perception checks and a +4 competence bonus when tracking by scent. ``` @@ --- Feat: Deep Impact Tags: Psionic Summ: You can strike your foe with a melee weapon as if making a touch attack. Prereq: Str 13, Psionic Weapon, base attack bonus +5 --- !! ``` ## Deep Impact (Psionic) *You can strike your foe with a melee weapon as if making a touch attack.* **Prerequisite:** Str 13, Psionic Weapon, base attack bonus +5 **Benefit:** To use this feat, you must expend your psionic focus. You can resolve your attack with a melee weapon as a touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. ``` @@ --- Feat: Deep Vision Tags: Psionic Summ: Your mental focus helps you see farther with darkvision. Prereq: Darkvision --- !! ``` ## Deep Vision (Psionic) *Your mental focus helps you see farther with darkvision.* **Prerequisite:** Darkvision **Benefit:** While you are psionically focused, the effective distance of your natural darkvision increases by 30 feet. **Special:** This feat affects only permanent darkvision gained as part of a creature's race, type, or class, not from impermanent effects such as the _darkvision_ spell or _goggles of night._ ``` @@ --- Feat: Deepening Darkness Tags: Summ: Your inherent ability to create darkness is more powerful than normal. Prereq: Able to cast darkness as a spell-like ability --- !! ``` ## Deepening Darkness *Your inherent ability to create darkness is more powerful than normal.* **Prerequisite:** Able to cast darkness as a spell-like ability **Benefit:** The darkness you create with your racial ability is treated as deeper darkness for the purpose of countering or being countered by spells such as daylight. All other effects (duration, area of darkness, and so on) are as the _darkness_ spell, You can use your darkness ability two additional times per day, so if you normally could use _darkness_ as a spell-like ability 1/day, you can now use it 3/day. ``` @@ --- Feat: Deepspawn Tags: Aberrant Summ: The abnormalities of your aberration-tainted heritage grow more pronounced. Your body undergoes a shocking degeneration into something that is strikingly inhuman. Prereq: Aberration Blood, one other aberrant feat --- !! ``` ## Deepspawn (Aberrant) *The abnormalities of your aberration-tainted heritage grow more pronounced. Your body undergoes a shocking degeneration into something that is strikingly inhuman.* **Prerequisite:** Aberration Blood, one other aberrant feat **Benefit:** Two short but powerful tentacles sprout from your waist. You gain two tentacle natural attacks that each deal 1d4 points of damage (for a Medium creature) plus your Strength modifier. The tentacle attacks are treated as primary weapons. You can attack with weapons and also make tentacle attacks, but your tentacle attacks are treated as secondary weapons. You gain a +2 racial bonus on grapple checks. ``` @@ --- Feat: Defender Of The Homeland Tags: Exalted Summ: You have sworn a sacred oath to protect your country from evil Prereq: Wis 13, any good alignment. --- !! ``` ## Defender Of The Homeland (Exalted) You have sworn a sacred oath to protect your country from evil **Prerequisite:** Wis 13, any good alignment. **Benefit:** When fighting in your home region, you gain a +1 sacred bonus to Armor Class and immunity to fear effects. ``` @@ --- Feat: Defending Spirit Tags: Summ: Your watchful spirit helps keep you safe in combat. Prereq: Watchful spirit class feature (see the wu jen class in _Complete Arcane)._ --- !! ``` ## Defending Spirit *Your watchful spirit helps keep you safe in combat.* **Prerequisite:** Watchful spirit class feature (see the wu jen class in _Complete Arcane)._ **Benefit:** Your watchful spirit helps you defend yourself. If you use an initiative reroll from your watchful spirit class feature, you gain a +2 dodge bonus to your Armor Class for the duration of that encounter. Also, you gain one extra initiative reroll from your watchful spirit class feature. ``` @@ --- Feat: Defense Against The Supernatural Tags: Summ: Your in-depth knowledge of supernatural forces grants you greater ability to resist their effects. Prereq: Knowledge (arcana) 2 ranks --- !! ``` ## Defense Against The Supernatural *Your in-depth knowledge of supernatural forces grants you greater ability to resist their effects.* **Prerequisite:** Knowledge (arcana) 2 ranks **Benefit:** You gain a +2 insight bonus on saving throws made to resist supernatural special attacks. ``` @@ --- Feat: Defensive Archery Tags: Summ: You can avoid attacks of opportunity when making ranged attacks while threatened. Prereq: Point Blank Shot --- !! ``` ## Defensive Archery *You can avoid attacks of opportunity when making ranged attacks while threatened.* **Prerequisite:** Point Blank Shot **Benefit:** You gain a +4 dodge bonus to Armor Class against attacks of opportunity provoked when you make a ranged attack. ``` @@ --- Feat: Defensive Shell Tags: Host Summ: The psionic entity living in your mind enables you to better resist attacks. Prereq: A psionic entity takes up residence within your flesh. The entity grants you the following psi-like ability: _Psi-Like Ability:_ 1/day—_force screen_ or _empty mind._ Manifester level 1/2 your HD; save DC 11 + your Cha, Int, or Wis modifier. --- !! ``` ## Defensive Shell (Host) *The psionic entity living in your mind enables you to better resist attacks.* **Benefit:** A psionic entity takes up residence within your flesh. The entity grants you the following psi-like ability: _Psi-Like Ability:_ 1/day—_force screen_ or _empty mind._ Manifester level 1/2 your HD; save DC 11 + your Cha, Int, or Wis modifier. **Special:** You can use one or the other of your entity granted psi-like abilities once per day—you can't use both. Once you use one, you can't use the other for the rest of the day. ``` @@ --- Feat: Defensive Strike Tags: Summ: You can turn a strong defense into a powerful offense. Prereq: Dex 13, Int 13, Combat Expertise, Dodge --- !! ``` ## Defensive Strike *You can turn a strong defense into a powerful offense.* **Prerequisite:** Dex 13, Int 13, Combat Expertise, Dodge **Benefit:** If an opponent attacks you and misses while you are using the total defense action, you can attack that opponent on your next turn with a +4 bonus on your attack roll. You gain no bonus against an opponent that does not attack you or against an opponent that attacks and hits you. **Special:** A fighter may select Defensive Strike as one of his fighter bonus feats. ``` @@ --- Feat: Defensive Sweep Tags: Summ: You sweep your weapon through the area you threaten, warding away opponents and forcing them to move away or suffer a fearsome blow. Prereq: Base attack bonus +15 --- !! ``` ## Defensive Sweep You sweep your weapon through the area you threaten, warding away opponents and forcing them to move away or suffer a fearsome blow. **Prerequisite:** Base attack bonus +15 **Benefit:** If an opponent begins his action adjacent to you and does not move, he provokes an attack of opportunity from you immediately after his turn ends, provided that you threaten the square that he occupies. Any sort of movement, including a 5-foot step, allows the opponent to avoid provoking this special attack of opportunity. This feat does not give you any ability to make additional attacks of opportunity in a given round. **Special:** A fighter can select Defensive Sweep as one of his fighter bonus feats. ``` @@ --- Feat: Defensive Throw Tags: Summ: You can use your opponent's weight, strength, and momentum against her, deflecting her attack and throwing her to the ground. Prereq: Dex 13, Combat Reflexes, Dodge, Improved Trip, Improved Unarmed Strike --- !! ``` ## Defensive Throw You can use your opponent's weight, strength, and momentum against her, deflecting her attack and throwing her to the ground. **Prerequisite:** Dex 13, Combat Reflexes, Dodge, Improved Trip, Improved Unarmed Strike **Benefit:** If the opponent you have chosen to use your Dodge feat against attacks you and misses, you can make an immediate trip attack against that opponent. This attempt counts against your allowed attacks of opportunity in the round. ``` @@ --- Feat: Deflective Armor Tags: Psionic Summ: Your armor shields you from touch attacks as well as regular blows. Prereq: Heavy Armor Optimization --- !! ``` ## Deflective Armor (Psionic) *Your armor shields you from touch attacks as well as regular blows.* **Prerequisite:** Heavy Armor Optimization **Benefit:** While you are psionically focused and wearing heavy armor, the AC bonus from your armor (including any enhancement bonuses) applies against touch attacks as well as regular attacks. ``` @@ --- Feat: Deformity (Clawed Hands) Tags: Vile Summ: Because of intentional self-mutilation, the character has deformed arms and hands ending in sharp claws. Prereq: Willing Deformity --- !! ``` ## Deformity (Clawed Hands) (Vile) Because of intentional self-mutilation, the character has deformed arms and hands ending in sharp claws. **Prerequisite:** Willing Deformity **Benefit:** The character has the ability to deal 1d6 points of damage as an unarmed claw attack. The character is considered armed even when unarmed. **Special:** The character does not draw attacks of opportunity when attacking unarmed, and he threatens areas even when unarmed. ``` @@ --- Feat: Deformity (Eyes) Tags: Vile, Deformity Summ: You have either drilled a hole in your forehead trying to add a third eye, or you have supernaturally scarred one of your regular eyes. Prereq: Willing Deformity --- !! ``` ## Deformity (Eyes) (Vile, Deformity) You have either drilled a hole in your forehead trying to add a third eye, or you have supernaturally scarred one of your regular eyes. **Prerequisite:** Willing Deformity **Benefit:** As a supernatural ability, you can use see invisibility for 1 minute per day. **Special:** You take a –2 penalty on Perception checks. ``` @@ --- Feat: Deformity (Face) Tags: Vile, Deformity Summ: Because of intentional self-mutilation, you have a hideous face. Prereq: Willing Deformity --- !! ``` ## Deformity (Face) (Vile, Deformity) Because of intentional self-mutilation, you have a hideous face. **Prerequisite:** Willing Deformity **Benefit:** You gain a +2 circumstance bonus on Intimidate checks and a +2 deformity bonus on Diplomacy checks dealing with evil creatures of a different type. ``` @@ --- Feat: Deformity (Gaunt) Tags: Vile, Deformity Summ: Through intentional starvation and macabre operations, you are grossly underweight. You have a skeletal appearance, and your weight is now half normal for creatures of your kind. Prereq: Willing Deformity --- !! ``` ## Deformity (Gaunt) (Vile, Deformity) Through intentional starvation and macabre operations, you are grossly underweight. You have a skeletal appearance, and your weight is now half normal for creatures of your kind. **Prerequisite:** Willing Deformity **Benefit:** You gain a +2 bonus to Dexterity and a –2 penalty to Constitution. Furthermore, you gain a +2 circumstance bonus on Escape Artist checks and Intimidate checks. ``` @@ --- Feat: Deformity (Obese) Tags: Vile Summ: Through intentional gorging and general gluttony, the character is obese. Grossly overweight, she is now at least triple the normal weight for creatures of her kind. Prereq: Willing Deformity --- !! ``` ## Deformity (Obese) (Vile) Through intentional gorging and general gluttony, the character is obese. Grossly overweight, she is now at least triple the normal weight for creatures of her kind. **Prerequisite:** Willing Deformity **Benefit:** The character gains a +2 deformity bonus to Constitution and a –2 deformity penalty to Dexterity. Furthermore, she gains a +2 circumstance bonus on Intimidate checks and saving throws against poison. **Special:** A character with this feat may not take the Deformity (gaunt) feat. ``` @@ --- Feat: Deformity (Madness) Tags: Vile, Deformity Summ: You revel in madness, embracing your hallucinations, erratic behavior, and deviant cravings. Your mind cannot be touched by outside influences. Prereq: Willing Deformity --- !! ``` ## Deformity (Madness) (Vile, Deformity) You revel in madness, embracing your hallucinations, erratic behavior, and deviant cravings. Your mind cannot be touched by outside influences. **Prerequisite:** Willing Deformity **Benefit:** You take a permanent –4 profane penalty to your Wisdom score to become immune to all mind-affecting spells and abilities. As an immediate action, you can derive clarity from your madness to add a bonus equal to one-half your character level to a single Will save. Make this decision before determining the results of the saving throw. You must wait 1 minute before you can take this action again. ``` @@ --- Feat: Deformity (Parasite) Tags: Vile, Deformity Summ: You invite parasites into your body in exchange for a greater hardiness against diseases and poisons. Prereq: Willing Deformity --- !! ``` ## Deformity (Parasite) (Vile, Deformity) *You invite parasites into your body in exchange for a greater hardiness against diseases and poisons.* **Prerequisite:** Willing Deformity **Benefit:** As an immediate action, you can negate any disease or poison affecting you. On your next turn, you can take only a move action or a standard action as the agitated parasites wriggle in your flesh. ``` @@ --- Feat: Deformity (Skin) Tags: Vile Summ: Due to a regimen of deliberate abuse, you have roughened your skin until it has grown as coarse and tough as rhino hide. Prereq: Evil alignment, Willing Deformity --- !! ``` ## Deformity (Skin) (Vile) *Due to a regimen of deliberate abuse, you have roughened your skin until it has grown as coarse and tough as rhino hide.* **Prerequisite:** Evil alignment, Willing Deformity **Benefit:** You gain a +1 natural armor bonus. **Special:** You can take this feat more than once. Its effects stack. ``` @@ --- Feat: Deformity (Tall) Tags: Vile Summ: Through long and painful stints on the rack, bolstered by the surgical implantation of various splints and struts, you have stretched yourself to well over 7 feet in height. Prereq: Evil alignment, Willing Deformity, Medium size --- !! ``` ## Deformity (Tall) (Vile) *Through long and painful stints on the rack, bolstered by the surgical implantation of various splints and struts, you have stretched yourself to well over 7 feet in height.* **Prerequisite:** Evil alignment, Willing Deformity, Medium size **Benefit:** Even though you are still technically a Medium creature, your improved height and lanky limbs grant you an additional 5 feet to your reach, thereby allowing you to strike nonadjacent squares with no reach weapons. **Special:** You are a larger and clumsier target than you were before undergoing the height extension, giving you –1 to your AC. You also take a –2 penalty on Stealth checks. ``` @@ --- Feat: Deformity (Teeth) Tags: Vile Summ: By filing your teeth to points and brutalizing your gums, you gain a hideous smile full of razor-sharp teeth that enable you to make a grisly bite attack. Prereq: Evil alignment, Willing Deformity --- !! ``` ## Deformity (Teeth) (Vile) *By filing your teeth to points and brutalizing your gums, you gain a hideous smile full of razor-sharp teeth that enable you to make a grisly bite attack.* **Prerequisite:** Evil alignment, Willing Deformity **Benefit:** You gain a bite attack that can be used as a natural weapon to deal damage equal to 1d4 + your Strength modifier. If you attack with other weapons, you can use your bite as a secondary attack (taking a –5 penalty on your attack roll) for 1d4 + half Strength modifier damage. In addition, you gain a +1 bonus on Intimidate checks. ``` @@ --- Feat: Deformity (Tongue) Tags: Vile Summ: Through protracted self-mutilation that involves frequently piercing your tongue and dipping it in acid, your tongue becomes hideous to behold but oddly sensitive to the environment. Prereq: Evil alignment, Willing Deformity --- !! ``` ## Deformity (Tongue) (Vile) *Through protracted self-mutilation that involves frequently piercing your tongue and dipping it in acid, your tongue becomes hideous to behold but oddly sensitive to the environment.* **Prerequisite:** Evil alignment, Willing Deformity **Benefit:** You gain the ability to sense your surroundings by taste, much as a serpent can. You gain the blindsense ability out to a range of 30 feet. ``` @@ --- Feat: Deft Opportunist Tags: Summ: You are prepared for the unexpected. Prereq: Dex 15, Combat Reflexes --- !! ``` ## Deft Opportunist *You are prepared for the unexpected.* **Prerequisite:** Dex 15, Combat Reflexes **Benefit:** You get a +4 bonus on attack rolls when making attacks of opportunity. ``` @@ --- Feat: Deft Strike Tags: Summ: You can place attacks at weak points in your opponent's defenses. Prereq: Int 13, Combat Expertise, Perception 10 ranks, sneak attack --- !! ``` ## Deft Strike *You can place attacks at weak points in your opponent's defenses.* **Prerequisite:** Int 13, Combat Expertise, Perception 10 ranks, sneak attack **Benefit:** As a standard action, you can attempt to find a weak point in a visible target's armor. This requires a Spot check against a DC equal to your target's Armor Class. If you succeed, your next attack against that target (which must be made no later than your next turn) ignores the target's armor bonus and natural armor bonus to AC (including any enhancement bonuses to armor or natural armor). Other AC bonuses still apply normally. If you use a ranged weapon to deliver the attack, your opponent must be within 30 feet of you in order for you to benefit from this feat. ``` @@ --- Feat: Delay Potion Tags: Summ: You can drink a potion and postpone its effects. Prereq: Knowledge (arcana) 1 rank --- !! ``` ## Delay Potion *You can drink a potion and postpone its effects.* **Prerequisite:** Knowledge (arcana) 1 rank **Benefit:** You can drink a potion and delay its effects for a number of hours equal to your Constitution modifier (minimum 1 hour). At any time during this period, you can activate the potion's effect as a swift action. If the duration expires before you activate the potion, it is wasted. You can delay only one potion at a time. You must activate a delayed potion before you can choose to delay another one. ``` @@ --- Feat: Delay Power Tags: Metapsionic Summ: You can manifest powers that go off up to 5 rounds later. Prereq: To use this feat, you must expend your psionic focus. You can manifest a power as a delayed power. A delayed power doesn’t activate immediately. When you manifest the power, you choose one of three trigger mechanisms: (1) The power activates when you take a standard action to activate it; (2) It activates when a creature enters the area that the power will affect (only powers that affect areas can use this trigger condition); or (3) It activates on your turn after 5 rounds pass. If you choose one of the first two triggers and the conditions are not met within 5 rounds, the power activates automatically on the fifth round. --- !! ``` ## Delay Power (Metapsionic) *You can manifest powers that go off up to 5 rounds later.* **Benefit:** To use this feat, you must expend your psionic focus. You can manifest a power as a delayed power. A delayed power doesn’t activate immediately. When you manifest the power, you choose one of three trigger mechanisms: (1) The power activates when you take a standard action to activate it; (2) It activates when a creature enters the area that the power will affect (only powers that affect areas can use this trigger condition); or (3) It activates on your turn after 5 rounds pass. If you choose one of the first two triggers and the conditions are not met within 5 rounds, the power activates automatically on the fifth round. Only area and personal powers can be delayed. Any decisions you would make about the delayed power, including attack rolls, designating targets, or determining or shaping an area, are decided when the power is manifested. Any effects resolved by those affected by the power, including saving throws, are decided when the delay period ends. A delayed power can be dispelled normally during the delay, and can be detected normally in the area or on the target by the use of powers that can detect psionic effects. Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level. ``` @@ --- Feat: Delay Spell Tags: Metamagic Summ: You can cast spells that take effect after a short delay of your choosing. Prereq: Any metamagic feat --- !! ``` ## Delay Spell (Metamagic) *You can cast spells that take effect after a short delay of your choosing.* **Prerequisite:** Any metamagic feat **Benefit:** When casting a spell, you set a delay of 1 to 5 rounds before it takes effect. The delay time cannot be changed once set; the spell activates just before your turn on the round you designate. Only area, personal, and touch spells can be affected by this feat. Any decisions you would make about the spell (including attack rolls, designating targets, or determining or shaping an area) are decided when the spell is cast, with any of its effects (including damage and saving throws) decided when the spell triggers. If conditions change during the delay period in ways that would make the spell impossible to cast (the target you designate moves beyond the spell's range, for example), the spell fails. During the delay period, a delayed spell can be dispelled normally, and it can be detected in the area or on the target (as applicable). A delayed spell uses up a spell slot three levels higher than the spell's actual level. ``` @@ --- Feat: Demonic Conduit Tags: Vile Summ: Your evil brand incorporates blasphemous runes and sigils that augment magical attacks you make against lawful and/or good targets. Prereq: Evil Brand --- !! ``` ## Demonic Conduit (Vile) *Your evil brand incorporates blasphemous runes and sigils that augment magical attacks you make against lawful and/or good targets.* **Prerequisite:** Evil Brand **Benefit:** The save DC for any spell you cast against a lawful or good creature increases by 1. Against lawful good targets, the save DC increases by 2. ``` @@ --- Feat: Demonic Skin Tags: Abyssal Heritor Summ: Your skin has rough, scaly patches that enhance your natural armor. Prereq: Your natural armor bonus improves by 1. This improvement increases by 1 for every two Abyssal heritor feats you possess. If you do not have natural armor, assume your natural armor bonus is +0. --- !! ``` ## Demonic Skin (Abyssal Heritor) *Your skin has rough, scaly patches that enhance your natural armor.* **Benefit:** Your natural armor bonus improves by 1. This improvement increases by 1 for every two Abyssal heritor feats you possess. If you do not have natural armor, assume your natural armor bonus is +0. **Special:** Your thickened skin tends to catch on objects and makes you less flexible. Because of these effects, you take a –2 penalty on Escape Artist checks. ``` @@ --- Feat: Demonic Sneak Attack Tags: Abyssal Heritor Summ: You know exactly how to twist the blade to get the most out of your sneak attacks. Prereq: Sneak attack class feature --- !! ``` ## Demonic Sneak Attack (Abyssal Heritor) You know exactly how to twist the blade to get the most out of your sneak attacks. **Prerequisite:** Sneak attack class feature **Benefit:** When you make a successful sneak attack, you can reroll a number of sneak attack damage dice equal to the number of Abyssal heritor feats you possess. You must take the results of the rerolled dice. **Special:** You trade feints for finesse and find it difficult to hide your more malicious intentions; consequently, you take a –2 penalty on Bluff checks. ``` @@ --- Feat: Demon Mastery Tags: Summ: You are particularly skilled at summoning demons and convincing them to serve you. Prereq: You gain a +2 bonus on Charisma checks made to resolve the effects of planar binding and similar spells. --- !! ``` ## Demon Mastery *You are particularly skilled at summoning demons and convincing them to serve you.* **Benefit:** You gain a +2 bonus on Charisma checks made to resolve the effects of planar binding and similar spells. Additionally, whenever you use a spell to summon a demon, your effective caster level increases by 1 for the purpose of resolving its effects. ``` @@ --- Feat: Demonsworn Knight Tags: Combat, Vile Summ: A scornful champion of the demon princes, you detest and oppose devils and other creatures that refuse to heed the call of chaos. Prereq: Thrall to Demon, base attack bonus +4 --- !! ``` ## Demonsworn Knight (Combat, Vile) *A scornful champion of the demon princes, you detest and oppose devils and other creatures that refuse to heed the call of chaos.* **Prerequisite:** Thrall to Demon, base attack bonus +4 **Benefit:** Any weapon you wield is treated as chaotic- and evil-aligned for the purpose of overcoming damage reduction. In addition, against lawful outsiders, you deal an extra 1d6 points of damage with any successful weapon attack. **Special:** This feat can only be taken once. A character who takes this feat cannot also take the Hellbound Knight or Tormented Knight feat. A fighter can select this feat as one of his fighter bonus feats. In addition, your eyes turn dead black, and your teeth become as sharp as fangs. ``` @@ --- Feat: Desert Dweller Tags: Summ: You are adapted to a desert environment. Prereq: Desert terrain type --- !! ``` ## Desert Dweller You are adapted to a desert environment. **Prerequisite:** Desert terrain type **Benefit:** As a desert dweller, you are more hardy than those who live in more gentle climates. Your Fortitude save DC to avoid nonlethal damage from heat is reduced to 10 (see Heat Dangers in Chapter 3 of the _Dungeon_ _Master's Guide_). In addition, you can go without water for a number of hours equal to 24 + twice your Constitution score (see Starvation and Thirst Dangers in Chapter 3 of the _Dungeon_ _Master's Guide_). ``` @@ --- Feat: Desert Fire Tags: Summ: The power of the Desert Wind surges through you, and you find power in the motion of the hot winds and shifting sands that you can channel into your Desert Wind strikes. Prereq: One Desert Wind strike --- !! ``` ## Desert Fire *The power of the Desert Wind surges through you, and you find power in the motion of the hot winds and shifting sands that you can channel into your Desert Wind strikes.* **Prerequisite:** One Desert Wind strike **Benefit:** If you move at least 10 feet away from your original position before using a Desert Wind strike in the same round, that strike deals an extra 1d6 points of damage. ``` @@ --- Feat: Desert Wind Dodge Tags: Summ: Your training in the Desert Wind discipline allows you to dance across the battlefield like a blistering sirocco. Prereq: Dex 13, one Desert Wind maneuver --- !! ``` ## Desert Wind Dodge Your training in the Desert Wind discipline allows you to dance across the battlefield like a blistering sirocco. **Prerequisite:** Dex 13, one Desert Wind maneuver **Benefit:** If you move at least 10 feet from your original position, you gain a +1 dodge bonus to AC and deal an extra 1 point of fire damage with any attack you make with a scimitar, light mace, light pick, spear, or falchion. This benefit lasts until the start of your next turn. **Special:** Desert Wind Dodge can be used in place of Dodge to qualify for a feat, prestige class, or other special ability. If you already have Dodge when you select Desert Wind Dodge, you can choose to lose the Dodge feat and gain a new feat in its place. You must meet the prerequisite for the new feat. ``` @@ --- Feat: Destruction Retribution Tags: Summ: Undead you raise or create harbor a retributive curse that is unleashed if they are destroyed. Prereq: Corpsecrafter --- !! ``` ## Destruction Retribution *Undead you raise or create harbor a retributive curse that is unleashed if they are destroyed.* **Prerequisite:** Corpsecrafter **Benefit:** Each undead you raise or create with any necromancy spell releases a burst of negative energy upon its destruction, dealing 1d6 points of damage plus an additional 1d6 points per 2 Hit Dice to every creature within a 10-foot spread (Reflex DC 15 half). This damage comes from negative energy, and it therefore heals undead creatures. ``` @@ --- Feat: Destructive Rage Tags: Summ: You can shatter barriers and objects when enraged. Prereq: Rage or frenzy ability --- !! ``` ## Destructive Rage *You can shatter barriers and objects when enraged.* **Prerequisite:** Rage or frenzy ability **Benefit:** While you are in a rage or frenzy, you gain a +8 bonus on any Strength checks you make to break down doors or break inanimate, immobile objects. ``` @@ --- Feat: Detach Tags: Monstrous Summ: You can remove a part of your body and use it as a ranged weapon. Prereq: Con 19, regeneration --- !! ``` ## Detach (Monstrous) You can remove a part of your body and use it as a ranged weapon. **Prerequisite:** Con 19, regeneration **Benefit:** As an attack action, you can detach a portion of your body that can make a melee attack other than a bite (such as a paw, tail, or tentacle) and use it as a thrown weapon (range increment 20 feet). The thrown member deals its base damage plus your Strength bonus (not 1 1/2 times your Strength bonus). Special attacks that deal damage, such as poison and acid, take effect normally from the thrown member. Ability damage, ability drain, and energy drain attacks cannot be made with the detached body part. **Special:** Tearing off a piece of yourself is traumatic. You take nonlethal damage equal to one-quarter of your full normal hit point total. Damage reduction cannot reduce the amount of damage taken in this way. ``` @@ --- Feat: Detect Shadow Weave User Tags: Summ: You can determine if a magic item or spellcaster is using the Weave or the Shadow Weave. Prereq: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks. --- !! ``` ## Detect Shadow Weave User *You can determine if a magic item or spellcaster is using the Weave or the Shadow Weave.* **Prerequisite:** Knowledge (arcana) 5 ranks, Spellcraft 5 ranks. **Benefit:** Whenever you observe spellcasting or a magical effect you can make a Spellcraft check (DC 15 + spell level) as an immediate action to determine if the effect comes from the Weave or the Shadow Weave. When using detect magic, you automatically identify the Weave or Shadow Weave origin of any aura you detect. ``` @@ --- Feat: Devil's Aura Tags: Devil-Touched Summ: 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. Prereq: Cha 13, Intimidate 9 ranks, Devil's Favor. --- !! ``` ## Devil's Aura (Devil-Touched) *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.* **Prerequisite:** Cha 13, Intimidate 9 ranks, Devil's Favor. **Benefit:** You can generate an aura of fear for 1 round as a swift action. All living creatures within 10 feet must succeed on a Will save (DC 10 + 1/2 your HD + your Cha modifier) or become shaken for 1d3 rounds. Multiple exposures to the same aura have no additional effect. The aura lasts for 1 round. You can use this ability a number of times per day equal to the total number of devil-touched feats you have selected, including this one. ``` @@ --- Feat: Devil's Favor Tags: Devil-Touched Summ: You have entered into an infernal pact with a dark power. In return for an indelible stain on your soul, and possibly an eternity of torment in Hell, you gain the ability to call upon the powers of Hell to aid your efforts. Prereq: Pact with devil --- !! ``` ## Devil's Favor (Devil-Touched) *You have entered into an infernal pact with a dark power. In return for an indelible stain on your soul, and possibly an eternity of torment in Hell, you gain the ability to call upon the powers of Hell to aid your efforts.* **Prerequisite:** Pact with devil **Benefit:** When you attempt an attack, save, or check of any sort, you can beseech the dark powers to aid you. You gain a +2 bonus on the attack, save, or check. You can use this ability a number of times per day equal to the total number of devil-touched feats you have selected, including this one. ``` @@ --- Feat: Devil's Flesh Tags: Devil-Touched Summ: Your skin thickens and assumes a scaled, leathery texture that turns aside blows but serves as a clear mark of your taint. Prereq: Con 15, Devil's Favor. --- !! ``` ## Devil's Flesh (Devil-Touched) *Your skin thickens and assumes a scaled, leathery texture that turns aside blows but serves as a clear mark of your taint.* **Prerequisite:** Con 15, Devil's Favor. **Benefit:** You gain a bonus to your natural armor and on Intimidate checks equal to half the number of devil-touched feats you have selected, including this one. If you do not have a natural armor bonus, this feat provides you with one. If you already have one, this feat improves your existing bonus. In addition, you take a penalty on all Diplomacy checks against good creatures equal to the natural armor bonus provided by this feat. ``` @@ --- Feat: Devil's Sight Tags: Devil-Touched Summ: Your eyes glow red with infernal energy, allowing you to pierce magical darkness. Prereq: Wis 15, Devil's Favor. --- !! ``` ## Devil's Sight (Devil-Touched) *Your eyes glow red with infernal energy, allowing you to pierce magical darkness.* **Prerequisite:** Wis 15, Devil's Favor. **Benefit:** You gain darkvision out to 60 feet. If you already have darkvision, its range improves by 60 feet. In addition, as a swift action, you can gain blindsight out to 30 feet for 5 rounds. You can use your blindsight ability a number of times per day equal to the total number of devil-touched feats you have selected, including this one. ``` @@ --- Feat: Devil's Stamina Tags: Devil-Touched Summ: Your body is infused with the toughness and fortitude of a devil. You can shrug off attacks that would slay a lesser creature. Prereq: Devil's Favor, base Fortitude save +3. --- !! ``` ## Devil's Stamina (Devil-Touched) *Your body is infused with the toughness and fortitude of a devil. You can shrug off attacks that would slay a lesser creature.* **Prerequisite:** Devil's Favor, base Fortitude save +3. **Benefit:** You gain 2 extra hit points per devil-touched feat you have selected, including this one. These hit points add to your maximum hit points, just like hit points from any other source. In addition, once per day you gain fast healing equal to the number of devil-touched feats you possess for 5 rounds. ``` @@ --- Feat: Devil's Tongue Tags: Devil-Touched Summ: 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. Prereq: Cha 15, Devil's Favor. --- !! ``` ## Devil's Tongue (Devil-Touched) *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.* **Prerequisite:** Cha 15, Devil's Favor. **Benefit:** As a standard action, you can speak soothing words of friendship and amity to any opponent within 60 feet. The target must be able to hear and understand you. The target must make a Will save (DC 10 + 1/2 your HD + your Cha modifier) or be dazed for 1 round. In addition, he is rendered flat-footed. You can use this ability a number of times per day equal to the number of devil-touched feats you possess. You can choose to spend two uses of this ability to use it as a swift action rather than as a standard action. This is a mind-affecting, language-dependent, supernatural ability. ``` @@ --- Feat: Devoted Bulwark Tags: Summ: 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. Prereq: One Devoted Spirit maneuver --- !! ``` ## Devoted Bulwark *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.* **Prerequisite:** One Devoted Spirit maneuver **Benefit:** If an enemy deals damage to you with a melee attack, you gain a +1 morale bonus to your AC until the end of your next turn. ``` @@ --- Feat: Devoted Inquisitor Tags: Summ: Your faithful service to your patron deity involves training and methods that many paladins consider questionable. By using the unconventional methods of rogues and assassins, you have learned to deliver devastating sneak attacks against evil foes. Prereq: Smite evil, sneak attack --- !! ``` ## Devoted Inquisitor Your faithful service to your patron deity involves training and methods that many paladins consider questionable. By using the unconventional methods of rogues and assassins, you have learned to deliver devastating sneak attacks against evil foes. **Prerequisite:** Smite evil, sneak attack **Benefit:** When you successfully use your sneak attack ability and your smite evil ability against the same foe in a single attack, you can potentially daze your foe. An opponent affected by both abilities must make a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier) or be dazed for 1 round. In addition, you can multiclass freely between the paladin and rogue classes. You must still remain lawful good in order to retain your paladin abilities and take paladin levels. You still face the normal XP penalties for having multiple classes more than one level apart. ``` @@ --- Feat: Devoted Performer Tags: Summ: You have foregone the pursuit of frivolous musical talents, instead entering religious training in service of honor and justice. Prereq: Bardic performance, smite evil --- !! ``` ## Devoted Performer *You have foregone the pursuit of frivolous musical talents, instead entering religious training in service of honor and justice.* **Prerequisite:** Bardic performance, smite evil **Benefit:** If you have levels in paladin and bard, those levels stack for the purpose of determining the bonus damage dealt by your smite evil ability and determining the number of times per day that you can use your Bardic performance. This feat does not allow additional daily uses of smite evil or Bardic performance abilities beyond what your class levels would normally allow. In addition, you can gain favored class bonuses while taking levels in either bard or monk. ``` @@ --- Feat: Devoted Tracker Tags: Summ: You have found a balance between your woodland training and your devotion to religious training, blending these two aspects into one seamless whole. Prereq: Track, smite evil, wild empathy --- !! ``` ## Devoted Tracker You have found a balance between your woodland training and your devotion to religious training, blending these two aspects into one seamless whole. **Prerequisite:** Track, smite evil, wild empathy **Benefit:** If you have levels in paladin and ranger, those levels stack for the purposes of determining the extra damage dealt by your smite evil ability and determining the bonus for your wild empathy class feature. This feat does not allow additional daily uses of smite evil. If you have both the special mount and animal companion class features, you can designate your special mount as your animal companion. The mount gains all the benefits of being both your special mount and your animal companion. For instance, a 5th-level paladin/6th-level ranger's special mount would have 4 bonus Hit Dice, a +6 natural armor adjustment, +2 Strength, +1 Dexterity, two bonus tricks, and Intelligence 6, as well as the empathic link, improved evasion, share spells, share saving throws, and link special abilities. In addition, you can multiclass freely between the paladin and ranger classes. You must still remain lawful good in order to retain your paladin abilities and take paladin levels. In addition, you can gain favored class bonuses while taking levels in either paladin or ranger. ``` @@ --- Feat: Dilate Aura Tags: Summ: You can extend the range of your aura. Prereq: Aura ability --- !! ``` ## Dilate Aura You can extend the range of your aura. **Prerequisite:** Aura ability **Benefit:** Once per encounter, you can double the range of your aura. The expanded aura lasts for a number of rounds equal to your Charisma modifier (minimum 1 round). ``` @@ --- Feat: Dimensional Jaunt Tags: Reserve Summ: With a single step, you can cross an entire room. Prereq: Ability to cast 4th-level spells --- !! ``` ## Dimensional Jaunt (Reserve) With a single step, you can cross an entire room. **Prerequisite:** Ability to cast 4th-level spells **Benefit:** As long as you have a teleportation spell of 4th level or higher available to cast, you can spend a standard action to teleport yourself and carried objects up to your heavy load a distance of 5 feet per level of the highest-level teleportation spell you have available to cast. You can teleport only to a location that you can see (including one you are currently scrying). You can't bring along another creature (except for a familiar). As a secondary benefit, you gain a +1 competence bonus to your caster level when casting teleportation spells. ``` @@ --- Feat: Dimensional Reach Tags: Reserve Summ: You can transport small objects to you with an act of will. Prereq: Ability to cast 3rd-level spells --- !! ``` ## Dimensional Reach (Reserve) *You can transport small objects to you with an act of will.* **Prerequisite:** Ability to cast 3rd-level spells **Benefit:** As long as you have a conjuration (summoning) spell of 3rd level higher available to cast, you can transport small items directly into your hand as a standard action. You must have line of sight to an item you wish to transport in this way, and it must be unattended. This ability works at a range of up to 5 feet per level of the highest-level summoning spell you have available to cast, and the item can weigh up to 2 pounds per level of that spell. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration _summoned creatures even more potent_ (summoning) spells ``` @@ --- Feat: Dinosaur Hunter Tags: Racial Summ: Your extraordinary knowledge of dinosaurs grants you special aptitude for tracking and hunting them. Prereq: Halfling subtype, Knowledge (nature) 1 rank, Survival 1 rank, region of origin Talenta Plains --- !! ``` ## Dinosaur Hunter (Racial) Your extraordinary knowledge of dinosaurs grants you special aptitude for tracking and hunting them. **Prerequisite:** Halfling subtype, Knowledge (nature) 1 rank, Survival 1 rank, region of origin Talenta Plains **Benefit:** You gain a +2 bonus on Listen, Spot, and Survival checks when using these skills against dinosaurs, and a +2 bonus on Knowledge (nature) checks involving dinosaurs. In addition, you gain a +2 bonus on weapon damage rolls against these creatures. ``` @@ --- Feat: Dinosaur Wrangler Tags: Racial Summ: You are attuned to dinosaurs and possess a special bond with them. Prereq: Halfling subtype, Handle Animal 1 rank, region of origin Talenta Plains --- !! ``` ## Dinosaur Wrangler (Racial) You are attuned to dinosaurs and possess a special bond with them. **Prerequisite:** Halfling subtype, Handle Animal 1 rank, region of origin Talenta Plains **Benefit:** You gain a +4 bonus on Handle Animal and wild empathy checks when dealing with dinosaurs, and a +4 bonus on Ride checks when riding a dinosaur. ``` @@ --- Feat: Dire Flail Mind Blade Tags: Psionic Summ: When you reshape your mind blade, you can change it into an exotic weapon: a dire flail. Prereq: Ability to generate a mind blade, shape mind blade class feature --- !! ``` ## Dire Flail Mind Blade (Psionic) *When you reshape your mind blade, you can change it into an exotic weapon: a dire flail.* **Prerequisite:** Ability to generate a mind blade, shape mind blade class feature **Benefit:** Any time you wish to reshape your mind blade using your shape mind blade class feature, you can add the dire flail to your shape repertoire. You are proficient with your dire flail mind blade—you are treated as if you possess the feat Exotic Weapon Proficiency (dire flail mind blade). The weapon is sized appropriately for you and deals damage as a dire flail. ``` @@ --- Feat: Dire Flail Smash Tags: Combat Summ: You have mastered the style of fighting with the dire flail and have learned to deal thunderous blows with the weapon. Prereq: Str 13, Improved Sunder, Power Attack, Weapon Focus (dire flail). --- !! ``` ## Dire Flail Smash (Combat) You have mastered the style of fighting with the dire flail and have learned to deal thunderous blows with the weapon. **Prerequisite:** Str 13, Improved Sunder, Power Attack, Weapon Focus (dire flail). **Benefit:** If you hit the same creature with both ends of your dire flail in the same round, it must make a Fortitude saving throw (DC 10+ 1/2 your character level + your Str modifier) or be dazed by the pain for 1 round. **Special:** A fighter can select this feat as one of his fighter bonus feats. ``` @@ --- Feat: Dire Stun Tags: Psionic Summ: When you choose to stun your foe with your lurk augment ability, your foe might be stunned for a long time. Prereq: Lurk augment class feature (page 14), Extra Lurk Augment*. --- !! ``` ## Dire Stun (Psionic) *When you choose to stun your foe with your lurk augment ability, your foe might be stunned for a long time.* **Prerequisite:** Lurk augment class feature (page 14), Extra Lurk Augment*. **Benefit:** When you use a lurk augment to deal a stunning strike, the save DC against the stun is increased by 2, and the stun duration is increased by 1 round. ``` @@ --- Feat: Dirty Rat Tags: Summ: You are quite adept at slipping under a foe's guard while he's distracted. Prereq: Acrobatics 4 ranks. --- !! ``` ## Dirty Rat You are quite adept at slipping under a foe's guard while he's distracted. **Prerequisite:** Acrobatics 4 ranks. **Benefit:** You gain an additional +1 bonus on attack rolls when flanking an opponent. ``` @@ --- Feat: Discipline Tags: Regional Summ: Your people are admired for their single-minded determination and clarity of purpose. You are difficult to distract by spell, or blow. Prereq: Chitine (Underdark (Yathchol)), elf (Evereska or the Yuirwood), gnome (the Western Heartlands), halfling (Luiren), human (Aglarond, Cormyr, Shadovar, Shou Expatriate, or Thay), planetouched (Mulhorand), or slyth (Underdark (Fluvenilstra)). --- !! ``` ## Discipline (Regional) Your people are admired for their single-minded determination and clarity of purpose. You are difficult to distract by spell, or blow. **Prerequisite:** Chitine (Underdark (Yathchol)), elf (Evereska or the Yuirwood), gnome (the Western Heartlands), halfling (Luiren), human (Aglarond, Cormyr, Shadovar, Shou Expatriate, or Thay), planetouched (Mulhorand), or slyth (Underdark (Fluvenilstra)). **Benefit:** You gain a +2 bonus on Will saves and a +2 bonus on Concentration checks. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ``` @@ --- Feat: Disciple Of Darkness Tags: Vile Summ: The character formally supplicates himself to an archdevil. In return for this obedience, he gains a small measure of power. Prereq: Once per day, while performing an evil act, the character may call upon his diabolic patron to add a +1 luck bonus on any one die roll. --- !! ``` ## Disciple Of Darkness (Vile) *The character formally supplicates himself to an archdevil. In return for this obedience, he gains a small measure of power.* **Benefit:** Once per day, while performing an evil act, the character may call upon his diabolic patron to add a +1 luck bonus on any one die roll. **Special:** Once a character takes this feat, he may not take it again; he may not be the disciple of more than one devil. Nor may he take the Thrall to Demon feat. ``` @@ --- Feat: Disciple Of The Sun Tags: Divine Summ: You can destroy undead instead of merely turning them. Prereq: Channel energy class feature, good alignment --- !! ``` ## Disciple Of The Sun (Divine) *You can destroy undead instead of merely turning them.* **Prerequisite:** Channel energy class feature, good alignment **Benefit:** You may spend two channel energyattempts when you channel energyinstead of one. If you do then you get destroy the undead instead of turning them. ``` @@ --- Feat: Disease Immunity Tags: Summ: Whether due to prolonged exposure or natural hardiness, you have grown immune to some diseases and resistant to all others. Prereq: Constitution 13 --- !! ``` ## Disease Immunity Whether due to prolonged exposure or natural hardiness, you have grown immune to some diseases and resistant to all others. **Prerequisite:** Constitution 13 **Benefit:** You are immune to one specific type of disease, such as the red ache or mummy rot. In addition, you gain a +2 circumstance bonus on saving throws against other diseases (including magical diseases). You recover points lost to ability damage from disease at double the normal rate (2 points per day, rather than 1). If someone with the Heal skill (including yourself) uses your blood to help someone with the disease to which you are immune, the diseased character automatically makes his saving throw to recover. If your blood is used to aid in the healing of someone with any other disease, it provides a +4 bonus on the Heal check. **Special:** You can gain this feat multiple times. Each time you take it, you become immune to a new disease. The +2 circumstance bonus against other diseases does not stack with itself subtype, since the circumstances of each disease immunity are essentially the same. ``` @@ --- Feat: Disemboweling Strike Tags: Ambush Summ: You can slash open your opponent to devastating effect. Prereq: Sneak attack +5d6, Weapon Focus (any slashing weapon). --- !! ``` ## Disemboweling Strike (Ambush) *You can slash open your opponent to devastating effect.* **Prerequisite:** Sneak attack +5d6, Weapon Focus (any slashing weapon). **Benefit:** Your successful sneak attack with a slashing weapon for which you have selected Weapon Focus deals 1d4 points of Constitution damage in addition to its normal damage. You can’t use this feat against the same target more than once per day. Using this feat reduces your sneak attack damage by 4d6. ``` @@ --- Feat: Disentangler Tags: Summ: Thanks to the teachings of Thard Harr, you have practiced evading the attacks of jungle plants. Prereq: Wild dwarf --- !! ``` ## Disentangler *Thanks to the teachings of Thard Harr, you have practiced evading the attacks of jungle plants.* **Prerequisite:** Wild dwarf **Region**:: Chult, wild dwarf **Benefit:** You receive a +2 bonus on all Escape Artist checks and a +2 bonus on opposed grapple checks. ``` @@ --- Feat: Disguise Spell Tags: Summ: You can cast spells without observers noticing. Prereq: Perform (any) 9 ranks, Bardic performance --- !! ``` ## Disguise Spell *You can cast spells without observers noticing.* **Prerequisite:** Perform (any) 9 ranks, Bardic performance **Benefit:** You can cast spells unobtrusively, mingling verbal and somatic components into your performances. To disguise a spell, make a Perform check as part of the action used to cast the spell. Onlookers must match or exceed your check result with a Spot check to detect that you’re casting a spell (your performance is obvious to everyone in the vicinity, but the fact that you are casting a spell isn’t). Unless the spell visibly emanates from you, or observers have some other means of determining its source, they don’t know where the effect came from. A disguised spell can’t be identified with a Spellcraft check, even by someone who realizes you’re casting a spell. The act of casting still provokes attacks of opportunity as normal. ``` @@ --- Feat: Disrupting Spell Tags: Metamagic Summ: You can cast spells that disrupt other caster's magical capabilities. Prereq: You can alter a spell so it interferes with one or more targets’ supernatural and spell-like abilities, as well as any spells they cast. --- !! ``` ## Disrupting Spell (Metamagic) *You can cast spells that disrupt other caster's magical capabilities.* **Benefit:** You can alter a spell so it interferes with one or more targets’ supernatural and spell-like abilities, as well as any spells they cast. A disrupting spell temporarily reduces the save DC of any spell, spell-like, or supernatural ability the affected creature or creatures can cast or use by 2. The effect of a disrupting spell lasts for a number of rounds equal to the spell's unmodified level. Multiple disrupting spells do not stack. A disrupting spell has no effect on magic items. A disrupting spell uses up a spell slot two levels higher than the spell's actual level. ``` @@ --- Feat: Distant Horizon Tags: Summ: An initiate of the Setting Sun sometimes learns a set of combat maneuvers that combine to create the Distant Horizon fighting form. This form teaches you how to recognize an opponent's weaknesses in the current moment, as well as in the future. A blow struck now ruins an opponent's defenses against your next volley of attacks. Prereq: Int 13, Falling Sun Attack, base attack bonus +6, two Setting Sun maneuvers. --- !! ``` ## Distant Horizon *An initiate of the Setting Sun sometimes learns a set of combat maneuvers that combine to create the Distant Horizon fighting form. This form teaches you how to recognize an opponent's weaknesses in the current moment, as well as in the future. A blow struck now ruins an opponent's defenses against your next volley of attacks.* **Prerequisite:** Int 13, Falling Sun Attack, base attack bonus +6, two Setting Sun maneuvers. **Benefit:** The Distant Horizon feat enables the use of three tactical options. _Continued Push:_ To use this option, you must move an opponent at least 5 feet with a bull rush attack or a Setting Sun strike. On your next turn, you gain a +4 bonus on any Strength, Dexterity, or grapple checks you make against that foe. _Turn the Tables:_ To use this option, a foe must charge you and either miss you with his charge attack or be unable to attempt the attack (perhaps because of your use of a maneuver). On your next turn, you can make a charge attack against that foe even if you cannot move more than 5 feet. You can also make a charge attack against that enemy even if you cannot charge in a straight line. _Lasting Weak Spot:_ To use this option, you must hit a foe that you flank with at least two melee attacks on your turn. On your next turn, as a standard action, you can make a single melee attack against your foe with a –2 penalty. If this attack hits, your foe takes an extra 1 point of damage from every melee attack that hits him for the next minute. ``` @@ --- Feat: Distracting Attack Tags: Summ: You are skilled at interfering with opponents in melee. Prereq: Base attack bonus +1 --- !! ``` ## Distracting Attack *You are skilled at interfering with opponents in melee.* **Prerequisite:** Base attack bonus +1 **Benefit:** When you make a melee attack against a creature, whether you are successful or not, all other creatures get a +1 circumstance bonus on attack rolls against that creature until the start of your next turn. **Special:** A fighter may select Distracting Attack as one of his fighter bonus feats. ``` @@ --- Feat: Disturbing Visage Tags: Racial, Tactical Summ: You can change your features to chilling effect. Prereq: Changeling, Bluff 6 ranks, Quick Change --- !! ``` ## Disturbing Visage (Racial, Tactical) *You can change your features to chilling effect.* **Prerequisite:** Changeling, Bluff 6 ranks, Quick Change **Benefit:** The Disturbing Visage feat enables the use of three tactical maneuvers. Creatures immune to mind-affecting spells and abilities cannot be affected by this feat; regardless of the outcome of the opposed check, a creature can be affected only once by each of these maneuvers in a 24-hour period. _Cringe:_ You change your features to appear weak and unworthy of an opponent's best efforts. To use this maneuver, you must use your minor change shape ability and take the total defense action in the same turn. You then make a Bluff check as a free action. From the end of your turn until the beginning of your next turn, any opponent that attempts to make a melee attack against you must make a Sense Motive check opposed by your Bluff check result. Failure means that the opponent takes a –5 penalty on weapon damage rolls (minimum 1 point) against you for 1 minute. _Taunt:_ You change your features to mock an opponent. To use this maneuver, you must use your minor change shape ability to mimic the features of a selected target creature, who must be no more than 10 feet from you, must have missed you with a melee or ranged attack in the previous round, and is a humanoid, monstrous humanoid, or giant. You then make a Bluff check as a free action, opposed by the selected creature's Sense Motive check. If your check is successful, your foe takes a –2 penalty on attack rolls for 1 minute. _Unnerve:_ You change your features to become a more terrifying foe. To use this maneuver, you must hit the target creature with a melee attack and use your minor change shape ability in the same round. You then make a Bluff check as a free action, opposed by a Sense Motive check from the foe you hit. If your check is successful, your foe takes a –2 penalty to AC for 1 minute. ``` @@ --- Feat: Dive For Cover Tags: Summ: You can dive behind cover or drop to the ground quickly enough to avoid many area effects. Prereq: Base Reflex save bonus +4. --- !! ``` ## Dive For Cover *You can dive behind cover or drop to the ground quickly enough to avoid many area effects.* **Prerequisite:** Base Reflex save bonus +4. **Benefit:** If you fail a Reflex saving throw, you can immediately attempt the saving throw again. You must take the second result, whether it succeeds or fails. You become prone immediately after attempting the second roll. ``` @@ --- Feat: Diverse Background Tags: Racial Summ: You have a wide and diverse background, giving you a greater understanding of different occupations. Prereq: Half-human --- !! ``` ## Diverse Background (Racial) *You have a wide and diverse background, giving you a greater understanding of different occupations.* **Prerequisite:** Half-human **Benefit:** Choose one class. That class is also a favored class for you. **Special:** This feat may only be taken at 1st level. ``` @@ --- Feat: Divine Accuracy Tags: Divine Summ: You can channel positive energy to give your allies’ melee attacks another chance to strike true against incorporeal creatures. Prereq: Channel energy class feature --- !! ``` ## Divine Accuracy (Divine) *You can channel positive energy to give your allies’ melee attacks another chance to strike true against incorporeal creatures.* **Prerequisite:** Channel energy class feature **Benefit:** Spend one of your turn or rebuke attempts to grant all your allies (including yourself) within a 60-foot burst the ability to reroll their miss chance with melee attacks whenever they miss a foe because of a miss chance caused by incorporealness. This effect lasts for 1 minute and can be used once per missed attack. ``` @@ --- Feat: Divine Armor Tags: Divine Summ: You call upon your deity to protect you in your hour of need by wreathing you in divine power that wards off your enemies’ attacks. Prereq: Divine caster level 5th, Channel energy class feature --- !! ``` ## Divine Armor (Divine) *You call upon your deity to protect you in your hour of need by wreathing you in divine power that wards off your enemies’ attacks.* **Prerequisite:** Divine caster level 5th, Channel energy class feature **Benefit:** As a swift action, you can expend a turn or rebuke undead attempt to gain damage reduction 5/– until the start of your next turn. ``` @@ --- Feat: Divine Censure Tags: Divine Summ: You can channel divine energy to instill fear in evil outsiders. Prereq: channel energy class feature, good alignment --- !! ``` ## Divine Censure (Divine) *You can channel divine energy to instill fear in evil outsiders.* **Prerequisite:** channel energy class feature, good alignment **Benefit:** You can spend one of your channel energyattempts as a standard action to channel your god's outrage, condemning all evil outsiders within 30 feet. Such creatures must make a Will save (DC 10 + 1/2 your character level + your Cha modifier) or become shaken for a number of rounds equal to your Charisma modifier (minimum 1 round). ``` @@ --- Feat: Divine Cleansing Tags: Divine Summ: You can channel energy to improve your allies’ ability to resist attacks against their vitality and health. Prereq: Turn or rebuke undead ability --- !! ``` ## Divine Cleansing (Divine) *You can channel energy to improve your allies’ ability to resist attacks against their vitality and health.* **Prerequisite:** Turn or rebuke undead ability **Benefit:** As a standard action, you can spend one of your turn or rebuke undead attempts to grant all allies (including yourself) within a 60-foot burst a +2 sacred bonus on Fortitude saving throws for a number of rounds equal to your Charisma modifier. ``` @@ --- Feat: Divine Damage Reduction Tags: Divine Summ: You can channel energy to give yourself a small amount of protection from weapons. Prereq: Con 13, Wis 13, Earth Sense, Earth's Warding, ability to rebuke earth creatures. --- !! ``` ## Divine Damage Reduction (Divine) *You can channel energy to give yourself a small amount of protection from weapons.* **Prerequisite:** Con 13, Wis 13, Earth Sense, Earth's Warding, ability to rebuke earth creatures. **Benefit:** As a standard action, you can spend one of your rebuke earth creatures attempts to give yourself damage reduction 2/adamantine. This benefit lasts for a number of rounds equal to your character level. You must be touching the ground to use this feat. ``` @@ --- Feat: Divine Defiance Tags: Divine Summ: You can channel divine energy to counter spells without readying an action in advance. Prereq: Divine caster level 3rd, Channel energy class feature --- !! ``` ## Divine Defiance (Divine) *You can channel divine energy to counter spells without readying an action in advance.* **Prerequisite:** Divine caster level 3rd, Channel energy class feature **Benefit:** You can spend one of your turn or rebuke undead attempts as an immediate action to counter a spell. For example, if an evil cleric targets Jozan with a _hold person_ spell, as an immediate action, Jozan can spend a channel energyattempt to counter the spell if he had prepared a _hold person_ or _dispel magic_ spell. You must have the relevant spell prepared as normal (or _dispel magic_), and you must make a Spellcraft check to identify the target's spell if applicable. (See _Ph_ 170 for details on counterspells.) **Normal**:: You must typically use a readied action to counter an enemy's spell. ``` @@ --- Feat: Divine Denial Tags: Summ: You harden your will against the power of the deities. Prereq: Knowledge (religion) 9 ranks, Iron Will --- !! ``` ## Divine Denial *You harden your will against the power of the deities.* **Prerequisite:** Knowledge (religion) 9 ranks, Iron Will **Benefit:** Whenever you are the target of a divine spell, you gain a +2 bonus on saving throws to resist the spell. If the spell does not allow a saving throw, you can make a Will save against the spell's DC as if it allowed a save. If you succeed, you negate the effect of the spell. ``` @@ --- Feat: Divine Fortune Tags: Summ: With a quick prayer, you channel divine energy to help resist a spell, poison, or other deadly effect. Prereq: Divine caster level 5th, Channel energy class feature --- !! ``` ## Divine Fortune *With a quick prayer, you channel divine energy to help resist a spell, poison, or other deadly effect.* **Prerequisite:** Divine caster level 5th, Channel energy class feature **Benefit:** As an immediate action, you can expend a turn or rebuke undead attempt to gain a +4 bonus on your next saving throw. If this benefit is not used immediately, it lasts until the start of your next turn. ``` @@ --- Feat: Divine Justice Tags: Summ: You can channel divine energy to turn your foe's strength against him, striking him with the same force that he used against you. Prereq: Channel energy class feature --- !! ``` ## Divine Justice *You can channel divine energy to turn your foe's strength against him, striking him with the same force that he used against you.* **Prerequisite:** Channel energy class feature **Benefit:** As a swift action, you can expend a turn or rebuke undead attempt to mark an opponent as the target of this feat. The next time this opponent strikes you with an armed melee attack or a natural weapon, record the damage he deals. The next time you strike him in melee, you deal that damage or your weapon's normal damage, whichever is greater. Your weapon's qualities still determine if damage reduction applies to the damage you deal. You can mark only one opponent at a time with this feat. You must take damage from your foe within 1 minute of using this feat, or your turn or rebuke undead attempt is wasted. After taking damage, you must strike your foe within 1 minute, or you lose this feat's benefit. Until you strike your foe and trigger the feat's benefit, you cannot use this feat again to mark the same or a different opponent. ``` @@ --- Feat: Divine Justice Tags: Divine Summ: You can channel divine energy to deal extra melee damage to evil outsiders. Prereq: Channel energy class feature --- !! ``` ## Divine Justice (Divine) *You can channel divine energy to deal extra melee damage to evil outsiders.* **Prerequisite:** Channel energy class feature **Benefit:** As a swift action, spend one of your turn or rebuke undead attempts to deal an extra 2d6 points of damage with all your successful melee attacks against evil outsiders until the end of the round. In addition, evil outsiders struck by one of your attacks while you are using this feat must succeed on a Will save (DC 10 + 1/2 your character level + your Cha modifier) or be shaken for 1 minute. ``` @@ --- Feat: Divine Metamagic Tags: Divine Summ: You can channel energy into some of your divine spells to make them more powerful. Prereq: channel energy class feature or rebuke undead --- !! ``` ## Divine Metamagic (Divine) *You can channel energy into some of your divine spells to make them more powerful.* **Prerequisite:** channel energy class feature or rebuke undead **Benefit:** When you take this feat, choose a metamagic feat. This feat applies only to that metamagic feat. As a free action, you can take the energy from turning or rebuking undead and use it to apply a metamagic feat to spells that you know. You must spend one turn or rebuke attempt, plus an additional attempt for each level increase in the metamagic feat you’re using. For example, Jozan the cleric could sacrifice three turn attempts to empower a _holy smite_ he's casting. Because you’re using positive or negative energy to augment your spells, the spell slot for the spell doesn’t change. **Special:** This feat may be taken multiple times. Each time you take this feat choose a different metamagic feat to which to apply it. ``` @@ --- Feat: Divine Resistance Tags: Divine Summ: You can channel energy to temporarily reduce damage you and your allies take from some sources. Prereq: Turn or rebuke undead ability, Divine Cleansing --- !! ``` ## Divine Resistance (Divine) *You can channel energy to temporarily reduce damage you and your allies take from some sources.* **Prerequisite:** Turn or rebuke undead ability, Divine Cleansing **Benefit:** As a standard action, spend one of your turn or rebuke undead attempts to imbue all allies within a 60-foot burst (including yourself) with resistance to cold 5, electricity 5, and fire 5. This resistance does not stack with similar resistances, such as those granted by spells or special abilities. The protection lasts for a number of rounds equal to your Charisma modifier. ``` @@ --- Feat: Divine Shield Tags: Divine Summ: You can channel energy to make your shield more effective for either offense or defense. Prereq: Turn or rebuke undead ability, Proficiency with a shield --- !! ``` ## Divine Shield (Divine) *You can channel energy to make your shield more effective for either offense or defense.* **Prerequisite:** Turn or rebuke undead ability, Proficiency with a shield **Benefit:** As a standard action, spend one of your turn/ rebuke undead attempts to channel energy into your shield, granting it a bonus equal to your Charisma modifier. This bonus applies to the shield's bonus to Armor Class and lasts for a number of rounds equal to half your character level. ``` @@ --- Feat: Divine Soultouch Tags: Divine Summ: You can channel positive or negative energy to imbue yourself with incarnum. Prereq: Con 13, Channel energy class feature. --- !! ``` ## Divine Soultouch (Divine) *You can channel positive or negative energy to imbue yourself with incarnum.* **Prerequisite:** Con 13, Channel energy class feature. **Benefit:** You can spend a turn or rebuke undead attempt as a free action to add 1 point of essence to your essential pool for 1 round. For the duration of this effect, your essential capacity in all soulmelds, incarnum feats, and other essentia-powered abilities is increased by 1. You can use this ability once per round. ``` @@ --- Feat: Divine Spell Power Tags: Divine Summ: You can channel positive or negative energy to enhance your divine spellcasting ability. Prereq: Channel energy class feature, able to cast 1st-level divine spells --- !! ``` ## Divine Spell Power (Divine) *You can channel positive or negative energy to enhance your divine spellcasting ability.* **Prerequisite:** Channel energy class feature, able to cast 1st-level divine spells **Benefit:** You can spend a turn or rebuke attempt as a free action and roll a turning check (with a special +3 bonus, plus any other modifiers you’d normally apply to your turning check). Treat the result of the turning check as a modifier to your caster level on the next divine spell you cast in that round. For example, if a cleric used this feat and rolled a 16 on his turning check, he would add a +2 bonus to his caster level for the next divine spell he casts in the round. Had he rolled an 8, he would instead apply a –1 penalty to his caster level for the next divine spell he cast in the round. If you don’t cast a divine spell before your next turn, you lose the effect of the check result. This feat has no effect on your arcane spellcasting ability. ``` @@ --- Feat: Divine Spellshield Tags: Divine Summ: You can channel energy to help your allies resist spells and spell-like effects. Prereq: Ability to rebuke earth creatures, racial bonus on saves against spells --- !! ``` ## Divine Spellshield (Divine) *You can channel energy to help your allies resist spells and spell-like effects.* **Prerequisite:** Ability to rebuke earth creatures, racial bonus on saves against spells **Benefit:** As a standard action, you can spend one of your rebuke earth creatures attempts to grant all allies within 30 feet a +2 sacred bonus on saving throws against spells and spell-like effects. This bonus lasts for a number of rounds equal to your character level. You must be touching the ground to use this feat. ``` @@ --- Feat: Divine Spirit Tags: Divine Summ: The fervor and dedication of the Devoted Spirit discipline, combined with your fanatical adherence to a divine power, turns you into a font of spiritual energy. With only a moment's focus, you can channel power to enhance your fighting talents. Prereq: Channel energy class feature, one Devoted Spirit stance --- !! ``` ## Divine Spirit (Divine) *The fervor and dedication of the Devoted Spirit discipline, combined with your fanatical adherence to a divine power, turns you into a font of spiritual energy. With only a moment's focus, you can channel power to enhance your fighting talents.* **Prerequisite:** Channel energy class feature, one Devoted Spirit stance **Benefit:** While in a Devoted Spirit stance, you can expend a turn or rebuke undead attempt as an immediate action to heal yourself a number of hit points equal to 3 + your Charisma modifier, if any (minimum 1 point). ``` @@ --- Feat: Divine Vengeance Tags: Divine Summ: You can channel energy to deal additional damage against undead in melee. Prereq: channel energy class feature, Extra Turning --- !! ``` ## Divine Vengeance (Divine) *You can channel energy to deal additional damage against undead in melee.* **Prerequisite:** channel energy class feature, Extra Turning **Benefit:** Spend one of your channel energyattempts to add 2d6 points of sacred energy damage to all your successful melee attacks against undead until the end of your next action. ``` @@ --- Feat: Divine Vigor Tags: Divine Summ: You can channel energy to increase your speed and durability. Prereq: Turn or rebuke undead ability --- !! ``` ## Divine Vigor (Divine) *You can channel energy to increase your speed and durability.* **Prerequisite:** Turn or rebuke undead ability **Benefit:** As a standard action, spend one of your turn or rebuke undead attempts to increase your base speed by 10 feet and gain +2 temporary hit points per character level. These effects last a number of minutes equal to your Charisma modifier. ``` @@ --- Feat: Divine Ward Tags: Summ: You create a channel of divine energy between yourself and a willing ally. This link allows you to cast your spells upon him from greater than normal range. Prereq: Channel energy class feature --- !! ``` ## Divine Ward You create a channel of divine energy between yourself and a willing ally. This link allows you to cast your spells upon him from greater than normal range. **Prerequisite:** Channel energy class feature **Benefit:** Once every 24 hours, you can spend 10 minutes creating a magical ward between you and one willing target. For the rest of the 24-hour period, you can increase the range of a touch spell to short range (25 feet + 5 feet per two caster levels) if you target the warded creature, and only the warded creature. When you cast a spell in this manner, you must expend a turn or rebuke undead attempt. You can create a ward between you and more than one target, so long as you expend the necessary time and turning attempts. You must expend a turn or rebuke undead attempt to create each ward beyond the first. ``` @@ --- Feat: Diving Charge Tags: Summ: You can dive down at a target to deal a devastating strike. Prereq: When charging while flying, if you move at least 30 feet and descend at least 10 feet, you gain a bonus on your damage roll based on your fly speed. (The damage bonus is based on your fly speed, not how far you have moved in your charge.) --- !! ``` ## Diving Charge *You can dive down at a target to deal a devastating strike.* **Benefit:** When charging while flying, if you move at least 30 feet and descend at least 10 feet, you gain a bonus on your damage roll based on your fly speed. (The damage bonus is based on your fly speed, not how far you have moved in your charge.) | **Fly Speed** | **Damage Bonus** | | --------------------- | ---------------- | | **30 feet or slower** | +1d6 | | **31 to 90 feet** | +2d6 | | **91 feet or faster** | +3d6 | In addition, after you make this attack you can choose, regardless of your maneuverability, to turn in place so that you are now flying parallel to the ground. ``` @@ --- Feat: Domain Focus Tags: Summ: You have mastered the subtle intricacies of the divine power you’ve devoted yourself to. Prereq: Access to relevant domain --- !! ``` ## Domain Focus *You have mastered the subtle intricacies of the divine power you’ve devoted yourself to.* **Prerequisite:** Access to relevant domain **Benefit:** You can cast spells associated with one of your domains at +1 caster level. This benefit also applies to caster level checks to overcome a target's spell resistance as well as other variables such as spell duration. If you cast a spell from one of your nondomain spell slots, this feat does not help you, even if the spell also happens to appear on your domain list. **Special:** You can take Domain Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new domain to which you have access. ``` @@ --- Feat: Domain Spontaneity Tags: Divine Summ: You are so familiar with one of your domains that you can convert other prepared spells into spells from that domain. Prereq: Channel energy class feature --- !! ``` ## Domain Spontaneity (Divine) *You are so familiar with one of your domains that you can convert other prepared spells into spells from that domain.* **Prerequisite:** Channel energy class feature **Benefit:** Each time you take this feat, choose a domain that you have access to. You may now convert prepared divine spells into any spell from that domain. You expend a spell of equal or higher level, as well as expending one of your daily channel energyattempts. This works just as good clerics spontaneously cast prepared spells as _cure_ spells. **Special:** You can take this feat multiple times. Each time you take the feat, it applies to a new domain. ``` @@ --- Feat: Don Mantle Tags: Psionic Summ: You gain the granted ability of a mantle you have tapped. Prereq: Tap Mantle --- !! ``` ## Don Mantle (Psionic) *You gain the granted ability of a mantle you have tapped.* **Prerequisite:** Tap Mantle **Benefit:** You gain the granted ability of a mantle you have accessed using the Tap Mantle feat. **Special:** You can gain this feat multiple times. Each time you do, you choose a new mantle you have tapped with the Tap Mantle feat. ``` @@ --- Feat: Doomspeak Tags: Bardic Summ: You can demoralize an enemy with horrible condemnations and grim portents of impending doom. Prereq: Bardic performance class feature, Intimidate 8 ranks, Perform 8 ranks. --- !! ``` ## Doomspeak (Bardic) You can demoralize an enemy with horrible condemnations and grim portents of impending doom. **Prerequisite:** Bardic performance class feature, Intimidate 8 ranks, Perform 8 ranks. **Benefit:** You can spend one of your Bardic performance uses to utter a string of crass and appalling epithets and curses at one enemy within 120 feet. The intended target must be able to hear and comprehend your damning remarks. A target that fails a Will save (DC 10 + your character level + your Cha modifier) is cursed with a -10 penalty on attack rolls, saves, ability checks, and skill checks for 1 round. This is a supernatural, necromantic effect. ``` @@ --- Feat: Dorje Mastery Tags: Summ: Psionic dorjes are more potent in your hands. Prereq: Craft Dorje, manifester level 9th --- !! ``` ## Dorje Mastery *Psionic dorjes are more potent in your hands.* **Prerequisite:** Craft Dorje, manifester level 9th **Benefit:** When you use a dorje, the power manifested is treated as if it were augmented by 4 additional power points. If the power cannot be augmented, then the DC of saving throws against the dorje's effect is increased by 2. ``` @@ --- Feat: Double Draconic Aura Tags: Summ: You can project two draconic auras simultaneously. Prereq: Character level 12th, ability to project two different draconic auras --- !! ``` ## Double Draconic Aura *You can project two draconic auras simultaneously.* **Prerequisite:** Character level 12th, ability to project two different draconic auras **Benefit:** You can project two draconic auras (see page 86) simultaneously. You must activate or dismiss your draconic auras separately. ``` @@ --- Feat: Double Chakra Tags: Summ: One of your chakras becomes capable of holding more incarnum than it is normally capable of containing. Prereq: Meldshaper level 9th --- !! ``` ## Double Chakra *One of your chakras becomes capable of holding more incarnum than it is normally capable of containing.* **Prerequisite:** Meldshaper level 9th **Benefit:** When this feat is selected, choose a chakra to which you can bind soulmelds. Two of your shaped soulmelds can occupy (and be bound to) that chakra simultaneously. This counts as two chakra binds. **Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new chakra. **Normal**:: Without this feat, each chakra can only be occupied or bound by a single soulmeld. ``` @@ --- Feat: Double Hit Tags: Summ: You can react with your off hand to make an additional attack along with an attack of opportunity. Prereq: Combat Reflexes, Two-Weapon Fighting, Improved Two-Weapon Fighting --- !! ``` ## Double Hit You can react with your off hand to make an additional attack along with an attack of opportunity. **Prerequisite:** Combat Reflexes, Two-Weapon Fighting, Improved Two-Weapon Fighting **Benefit:** When making an attack of opportunity, you may make an attack with your off hand against the same target at the same time. You must decide before your first attack roll whether you want to also use your off hand. If you do, both attacks take the standard penalties for fighting with two weapons. **Special:** A fighter may select Double Hit as one of his fighter bonus feats. ``` @@ --- Feat: Double Steel Strike Tags: Summ: Through monastic weapon training, you have mastered a fighting style that makes use of an unusual monk weapon: the two-bladed sword. Prereq: Exotic Weapon Proficiency (two-bladed sword), Weapon Focus (two-bladed sword), flurry of blows class feature --- !! ``` ## Double Steel Strike Through monastic weapon training, you have mastered a fighting style that makes use of an unusual monk weapon: the two-bladed sword. **Prerequisite:** Exotic Weapon Proficiency (two-bladed sword), Weapon Focus (two-bladed sword), flurry of blows class feature **Benefit:** You can treat a two-bladed sword as a special monk weapon, allowing you to perform a flurry of blows with it. ``` @@ --- Feat: Double Wand Wielder Tags: Summ: You can activate two wands at the same time. Prereq: Craft Wand, Two-Weapon Fighting --- !! ``` ## Double Wand Wielder You can activate two wands at the same time. **Prerequisite:** Craft Wand, Two-Weapon Fighting **Benefit:** As a full-round action, you can wield a wand in each hand (if you have both hands free), with one wand designated as your primary wand and the other your secondary wand. Each use of the secondary wand expends 2 charges from it instead of 1. ``` @@ --- Feat: Draconic Archivist Tags: Summ: In addition to your studies of the darkness, you have spent time studying dragons and constructs. Prereq: Dark knowledge --- !! ``` ## Draconic Archivist *In addition to your studies of the darkness, you have spent time studying dragons and constructs.* **Prerequisite:** Dark knowledge **Benefit:** You can use your dark knowledge ability on dragons and constructs. You use Knowledge (arcana) for dark knowledge checks regarding these two creature types. **Normal**:: Without this feat, a character with dark knowledge can use that class feature only on aberrations, elementals, magical beasts, outsiders, and undead. ``` @@ --- Feat: Draconic Arcane Grace Tags: Draconic Summ: You can convert some of your arcane spell energy into a saving throw bonus. Prereq: Draconic Heritage, sorcerer level 1st --- !! ``` ## Draconic Arcane Grace (Draconic) *You can convert some of your arcane spell energy into a saving throw bonus.* **Prerequisite:** Draconic Heritage, sorcerer level 1st **Benefit:** As an immediate action, you can give up an arcane spell slot to gain a bonus on all saving throws until the start of your next turn. The bonus equals the level of the spell slot used. You can declare that you are using this ability after you have rolled a save, but you must do so before the DM reveals whether the saving throw succeeded or failed. ``` @@ --- Feat: Draconic Armor Tags: Draconic Summ: You learn to block damage from successful attacks, lessening the blows with spell energy. Prereq: Draconic Heritage, sorcerer level 1st --- !! ``` ## Draconic Armor (Draconic) *You learn to block damage from successful attacks, lessening the blows with spell energy.* **Prerequisite:** Draconic Heritage, sorcerer level 1st **Benefit:** Whenever you cast an arcane spell, you gain damage reduction of that spell's level for 1 round. For example, after casting _fireball,_ you would gain DR 3/Magic for 1 round. ``` @@ --- Feat: Draconic Aura Tags: Summ: You can tap into the raw power of dragons to create a variety of potent auras around you. Prereq: Character level 3rd --- !! ``` ## Draconic Aura You can tap into the raw power of dragons to create a variety of potent auras around you. **Prerequisite:** Character level 3rd **Benefit:** When you select this feat, choose a draconic aura (see page 86). You can project this aura as a swift action. Its benefit applies to you and to all allies within 30 feet. The bonus of your draconic aura is +1. The aura remains in effect until you dismiss it (a free action), you are rendered unconscious or dead, or you activate another draconic aura in its place. **Special:** If you are of the dragonblood subtype, the bonus of your draconic aura improves with your class level. The aura grants a +2 bonus at 7th level, a +3 bonus at 14th level, and a +4 bonus at 20th level. You can select this teat more than once. Each time you select it, you gain the ability to project another aura of your choice (but not more than one aura at a time). ``` @@ --- Feat: Draconic Breath Tags: Draconic Summ: You can convert some of your arcane spell energy into a breath weapon. Prereq: Draconic Heritage, sorcerer level 1st --- !! ``` ## Draconic Breath (Draconic) *You can convert some of your arcane spell energy into a breath weapon.* **Prerequisite:** Draconic Heritage, sorcerer level 1st **Benefit:** As a standard action, you can convert an arcane spell slot into a breath weapon. The breath weapon is a 30-foot cone (cold or fire) or a 60-foot line (acid or electricity) that deals 2d6 points of damage per level of the spell slot you expended to create the effect. Any creature in the area can make a Reflex save (DC 10 + level of the spell used + your Cha modifier) for half damage. This is a supernatural ability. **Special:** If the breath weapon of your draconic forebears does not deal acid, cold, electricity, or fire damage, you choose from among the four energy types mentioned above. ``` @@ --- Feat: Draconic Claw Tags: Draconic Summ: You develop natural weapons like those of your draconic ancestors. Prereq: Draconic Heritage, sorcerer level 1st --- !! ``` ## Draconic Claw (Draconic) You develop natural weapons like those of your draconic ancestors. **Prerequisite:** Draconic Heritage, sorcerer level 1st **Benefit:** You gain a claw attack. You can make a natural attack with two claws, dealing damage based on your size as if you were truly a dragon (Small 1d4, Medium 1d6, Large 1d8). In any round when you cast a spell with a casting time of 1 standard action, you can make a single claw attack at your full attack bonus as a swift action (see page 122) against an opponent you threaten. ``` @@ --- Feat: Draconic Flight Tags: Draconic Summ: The secret of draconic flight has been revealed to you, granting you the ability to fly occasionally. Prereq: Draconic Heritage, sorcerer level 1st --- !! ``` ## Draconic Flight (Draconic) *The secret of draconic flight has been revealed to you, granting you the ability to fly occasionally.* **Prerequisite:** Draconic Heritage, sorcerer level 1st **Benefit:** After you cast an arcane spell with a casting time of 1 standard action, you gain a fly speed equal to 10 feet per level of the spell you just cast for the remainder of your turn. Draconic Heritage for All True Dragons The table above provides the benefits of the Draconic Heritage feat for all the kinds of true dragons published in D&D products to date. Many of the draconic bloodlines listed on the table don’t grant a bonus on saves against effects of a particular energy type. Instead, you gain a bonus on saves against spells and abilities associated with the effect (such as force or the Tarterian dragon) or subschool (such as compulsion for the chaos dragon) that matches the entry on the table, as well as the normal bonus provided by the feat against magic sleep and paralysis effects. **Special:** A character who chooses yu lung as his draconic heritage can, when he selects another draconic feat, choose to change his draconic heritage to any other lung dragon (chiang lung, li lung, lung wang, pan lung, shen lung, t’ien lung, or tun mi lung). Once this choice is made, it can only be changed by undergoing the Rite of Draconic. ``` @@ --- Feat: Draconic Knowledge Tags: Draconic Summ: Your draconic blood lets you access ancient draconic knowledge. Prereq: Draconic Heritage, sorcerer level 1st --- !! ``` ## Draconic Knowledge (Draconic) *Your draconic blood lets you access ancient draconic knowledge.* **Prerequisite:** Draconic Heritage, sorcerer level 1st **Benefit:** You gain a bonus on Knowledge checks equal to the number of draconic feats you have. All Knowledge skills are class skills for all your classes. ``` @@ --- Feat: Draconic Legacy Tags: Draconic Summ: You have realized greater arcane power through your draconic heritage. Prereq: Any four draconic feats --- !! ``` ## Draconic Legacy (Draconic) You have realized greater arcane power through your draconic heritage. **Prerequisite:** Any four draconic feats **Benefit:** Based on your draconic heritage, add the following spells to your list of spells known. Each spell is added at the level that a spellcaster would normally gain it unless otherwise indicated. | **Dragon Kind** | Spells known | | ------------------------ | -------------------------------------------------------------------------- | | | | | **Amethyst** | Delay poison, invisibility, suggestion | | **Battle** | Aid, heroism, protection from evil | | **Black** | Charm animal (snakes and lizards only), deeper darkness, insect plague | | **Blue** | Major image, mirage arcana, ventriloquism | | **Brass** | Control winds, endure elements, tongues | | **Bronze** | Control water (4th level), speak with animals, water breathing | | **Brown** | Create water, endure elements, disintegrate | | **Chaos** | Entropic shield, mislead (6th level), protection from law | | **Chiang lung** | Augury, bane, control water (4th level) | | **Copper** | Silent image, stone shape, wall of stone | | **Crystal** | Color spray, control winds, dominate person | | **Deep** | Alter Self, freedom of movement, true seeing | | **Emerald** | Fog cloud, greater invisibility, legend lore | | **Ethereal** | Blink, dimensional anchor, see invisibility | | **Fang** | Dispel magic, shield, telekinesis | | **Force** | Blur, shield, Otiluke's resilient sphere | | **Gold** | Bless, daylight, dispel evil | | **Green** | Charm person, dominate person, plant growth | | **Howling** | Confusion, gust of wind, Tasha's hideous laughter | | **Li lung** | Stone shape (3rd level), sound burst, wall of stone | | **Lung wang** | Obscuring mist, solid fog, suggestion | | **Oceanus** | Control water (4th level), daze monster, detect evil | | **Pan lung** | Bane, major image, phantasmal killer | | **Platinum**<sup>1</sup> | — | | **Prismatic** | Color spray, hypnotic pattern, rainbow pattern | | **Pyroclastic** | Produce flame (1st level), pyrotechnics, shout | | **Radiant** | Daylight, remove paralysis, restoration | | **Red** | Detect secret doors, suggestion, true seeing | | **Rust** | Lesser orb of acid (Complete Arcane page 115), rusting grasp, wall of iron | | **Sand** | Endure elements, haboob, wall of sand | | **Sapphire** | Spider climb, stone shape, teleport | | **Shadow** | Dimension door, mirror image, nondetection | | **Shen lung** | Bless, cone of cold, ice storm | | **Silver** | Air walk, feather fall, wind wall | | **Song** | Light, tongues, true seeing | | **Styx** | Feeblemind, fog cloud, stinking cloud | | **Tarterian** | Crushing despair (3rd level), freedom of movement, shield | | **T’ien lung** | Pyrotechnics, suggestion, control weather (6th level) | | **Tun mi lung** | Feather fall, fog cloud, control weather (6th level) | | **Topaz** | Darkness, lightning bolt, repulsion (6th level) | | **White** | Obscuring mist, sleet storm, wall of ice | | **Yu lung** | None | <sup>1</sup>Only a dragonborn character can select this draconic heritage. **Special:** if any of the spells you would gain from this feat are spells you already know, you can pick another spell that a sorcerer would ordinarily have available to him at that same level. ``` @@ --- Feat: Draconic Persuasion Tags: Draconic Summ: Your arcane talents lend you a great deal of allure. Prereq: Draconic Heritage, sorcerer level 1st --- !! ``` ## Draconic Persuasion (Draconic) *Your arcane talents lend you a great deal of allure.* **Prerequisite:** Draconic Heritage, sorcerer level 1st **Benefit:** After you cast an arcane spell, you gain a bonus equal to 1-1/2 times the spell's level on your next Bluff, Intimidate, or Perform check. The check must be made before the end of the next round. ``` @@ --- Feat: Draconic Power Tags: Draconic Summ: You have greater power when manipulating the energies of your heritage. Prereq: Draconic Heritage, sorcerer level 1st --- !! ``` ## Draconic Power (Draconic) *You have greater power when manipulating the energies of your heritage.* **Prerequisite:** Draconic Heritage, sorcerer level 1st **Benefit:** Your caster level increases by one, and you add 1 to the save DC of all arcane spells with the descriptor or subschool associated with your draconic heritage. **Special:** This feat works in conjunction with the Energy Substitution feat as long as the substituted energy matches the energy type associated with your draconic heritage. ``` @@ --- Feat: Draconic Presence Tags: Draconic Summ: When you use your magic, your mere presence can terrify those around you. Prereq: Draconic Heritage, sorcerer level 1st --- !! ``` ## Draconic Presence (Draconic) *When you use your magic, your mere presence can terrify those around you.* **Prerequisite:** Draconic Heritage, sorcerer level 1st **Benefit:** Whenever you cast an arcane spell, opponents within 10 feet of and with fewer Hit Dice than you become shaken or a number of rounds equal to the level of the spell you cast. A Will save (DC 10 + level of the spell cast + your Cha modifier) negates the effect. A successful save draconic presence for 24 hours. This ability does not affect creatures with an Intelligence of 3 or lower or creatures that are already shaken, nor does it have any effect on dragons. ``` @@ --- Feat: Draconic Resistance Tags: Draconic Summ: Your bloodline hardens your body against effects related to the nature of your progenitor. Prereq: Draconic Heritage, sorcerer level 1st --- !! ``` ## Draconic Resistance (Draconic) *Your bloodline hardens your body against effects related to the nature of your progenitor.* **Prerequisite:** Draconic Heritage, sorcerer level 1st **Benefit:** You gain resistance to the energy type associated with your draconic heritage equal to three times the number of draconic feats you have, including draconic feats you take after gaining this feat. **Special:** This feat grants no benefit to a character whose draconic heritage is not associated with an energy type, such as a sorcerer with pan lung heritage. ``` @@ --- Feat: Draconic Senses Tags: Draconic Summ: Your draconic blood grants you great sensory powers. Prereq: Cha 11, dragonblood subtype --- !! ``` ## Draconic Senses (Draconic) *Your draconic blood grants you great sensory powers.* **Prerequisite:** Cha 11, dragonblood subtype **Benefit:** You gain low-light vision and a bonus on Listen, Search- and Perception checks equal to the number of draconic feats you have. If you have three or more draconic feats, you also gain darkvision out to 60 feet. If you have four or more draconic feats, you also gain blindsense out to 20 feet. ``` @@ --- Feat: Draconic Skin Tags: Draconic Summ: Your skin takes on a sheen, luster, and hardness related to your draconic ancestor. Prereq: Draconic Heritage, sorcerer level 1st --- !! ``` ## Draconic Skin (Draconic) *Your skin takes on a sheen, luster, and hardness related to your draconic ancestor.* **Prerequisite:** Draconic Heritage, sorcerer level 1st **Benefit:** Your natural armor bonus increases by 1. ``` @@ --- Feat: Draconic Toughness Tags: Draconic Summ: Your draconic nature reinforces your body as you embrace your heritage. Prereq: Draconic Heritage, sorcerer level 1st --- !! ``` ## Draconic Toughness (Draconic) *Your draconic nature reinforces your body as you embrace your heritage.* **Prerequisite:** Draconic Heritage, sorcerer level 1st **Benefit:** When you take this feat, you gain 2 hit points for each draconic feat you have, including this one. Whenever you take a new draconic feat, you gain 2 more hit points. ``` @@ --- Feat: Draconic Vigor Tags: Draconic Summ: You gain some of the vitality of your draconic ancestry when casting spells. Prereq: Draconic Heritage, sorcerer level 1st --- !! ``` ## Draconic Vigor (Draconic) *You gain some of the vitality of your draconic ancestry when casting spells.* **Prerequisite:** Draconic Heritage, sorcerer level 1st **Benefit:** Whenever you cast an arcane spell, you heal a number of points of damage equal to the spell's level. ``` @@ --- Feat: Dragon Breath Tags: Summ: You can use your breath weapon as often as a normal dragon. Prereq: Half-dragon, 6 HD, breath weapon --- !! ``` ## Dragon Breath *You can use your breath weapon as often as a normal dragon.* **Prerequisite:** Half-dragon, 6 HD, breath weapon **Benefit:** You can use your breath weapon every 1d4 rounds. **Normal**:: A half-dragon's breath weapon can only be used once per day. ``` @@ --- Feat: Dragon Cohort Tags: Summ: You gain the service of a loyal dragon ally. Prereq: Character level 9th, Speak Language (Draconic) --- !! ``` ## Dragon Cohort *You gain the service of a loyal dragon ally.* **Prerequisite:** Character level 9th, Speak Language (Draconic) **Benefit:** You gain a cohort selected from Table 3–14: Dragon Cohorts (page 139), just as you would by selecting the Leadership feat. However, you may treat the dragon's Ecl as if it were 3 lower than indicated. See Dragons as Cohorts, page 138, for more information. ``` @@ --- Feat: Dragon Familiar Tags: Summ: When you are able to acquire a new familiar, you may select a wyrmling dragon as a familiar. Prereq: Cha 13, Speak Language (Draconic), arcane spellcaster level 7th, ability to acquire a new familiar, compatible alignment --- !! ``` ## Dragon Familiar When you are able to acquire a new familiar, you may select a wyrmling dragon as a familiar. **Prerequisite:** Cha 13, Speak Language (Draconic), arcane spellcaster level 7th, ability to acquire a new familiar, compatible alignment **Benefit:** When acquiring a new familiar, you can choose a wyrmling dragon. See Dragons as Familiars, page 141, for more information. ``` @@ --- Feat: Dragon Hunter Tags: Summ: You have made a special study of dragons and know how to defend against a dragon's attacks. Prereq: Wis 13 --- !! ``` ## Dragon Hunter *You have made a special study of dragons and know how to defend against a dragon's attacks.* **Prerequisite:** Wis 13 **Benefit:** You gain a +2 dodge bonus to Armor Class against attacks made by dragons and a +2 competence bonus on saving throws against the spells, attacks, and special abilities of dragons. Likewise, you gain a +2 competence bonus on any opposed check (such as a bull rush attempt or a grapple check) you make against a dragon. ## Dragon Hunter Bravery *You resist dragons’ frightful presence, and your mere presence helps others resist as well.* **Prerequisites**: Wis 13, Dragon Hunter. **Benefit:** You and all allies within 30 feet who can see you are treated as having +4 HD for the purposes of determining your resistance to the frightful presence of dragons. All creatures so affected also gain a +4 morale bonus on Will saves made to resist a dragon's frightful presence. Your animal companion, familiar, or special mount automatically succeeds on its Will save to resist the dragon's frightful presence if you succeed on yours (or if your effective Hit Dice total makes you immune). ``` @@ --- Feat: Dragon Hunter Defense Tags: Summ: Your insight into the tactics and abilities of dragons grants you awareness of how best to avoid their magical attacks. Prereq: Wis 13, Dragon Hunter. --- !! ``` ## Dragon Hunter Defense *Your insight into the tactics and abilities of dragons grants you awareness of how best to avoid their magical attacks.* **Prerequisites**:: Wis 13, Dragon Hunter. **Benefit:** You gain the evasion ability against the breath weapons of dragons. Also, you gain a bonus equal to 1/2 your character level on all saving throws you make against the supernatural or spell-like abilities of dragons. ## Dragon Prophesier *The sky above, the pits and caverns below, and the land between contain signs and portents for those with the skill to see them. The dragons of Argonnessen seek meaning in the patterns they observe all around them, looking for omens of the draconic Prophecy.* *Like the dragons, you seek to untangle and perceive the record of everything that has been, and more important, what will be. The world is the record, and you are the perennial student. This openness to knowledge infuses you with additional foresight—you have prophetic favor.* **Prerequisite:** Knowledge (arcana) 2 ranks, Speak Language (Draconic) **Benefit:** With a full-round action, you can place yourself in a state of openness and insight into the world around you. This state is referred to as prophetic favor, and it lasts for a number of rounds equal to 3 + 1/2 the number of Knowledge (arcana) ranks you have. While in prophetic favor, you gain a +1 insight bonus on saves. Dragon Prophesier also enables you to take additional feats that grant you extra benefits while in a state of prophetic favor. You can enter a state of prophetic favor a number of times per day equal to 1/2 your HD (round up) + your Wis bonus (if any). ``` @@ --- Feat: Dragon Rage Tags: Summ: You call upon the power of your dragon totem to enhance your barbarian rage. Prereq: Base attack bonus +4, Dragon Totem, Rage class feature --- !! ``` ## Dragon Rage You call upon the power of your dragon totem to enhance your barbarian rage. **Prerequisite:** Base attack bonus +4, Dragon Totem, Rage class feature **Benefit:** When you enter a rage or frenzy, your natural armor bonus improves by +2. In addition, for the duration of your rage or frenzy you gain resistance 10 to the energy type associated with your dragon totem (total resistance 15 while raging). ``` @@ --- Feat: Dragon Steed Tags: Summ: You have earned the service of a loyal draconic steed. Prereq: Cha 13, Ride 8 ranks, Speak Language (Draconic) --- !! ``` ## Dragon Steed You have earned the service of a loyal draconic steed. **Prerequisite:** Cha 13, Ride 8 ranks, Speak Language (Draconic) **Benefit:** You gain the service of a dragonnel (see page 150) as a steed. It serves loyally as long as you treat it fairly, much like a cohort. **Special:** If you have a special mount (such as from the paladin class feature), this dragonnel replaces your special mount. See Dragons as Special Mounts, page 139, for details. ``` @@ --- Feat: Dragon Tail Tags: Summ: Your draconic ancestry manifests as a muscular tail you can use in combat. Prereq: Dragonblood subtype, 1st level only --- !! ``` ## Dragon Tail Your draconic ancestry manifests as a muscular tail you can use in combat. **Prerequisite:** Dragonblood subtype, 1st level only **Benefit:** You have a tail that you can use to make a secondary natural attack in combat. This attack deals bludgeoning damage according to your size, as shown on the table below. If you already have a tail slap attack when you take this feat, use the value from the table or your existing damage value, whichever is greater. | **Size** | **Tail Slap Damage** | | -------------- | -------------------- | | **Fine** | 1 | | **Diminutive** | 1d2 | | **Tiny** | 1d3 | | **Small** | 1d4 | | **Medium** | 1d6 | | **Large** | 1d8 | | **Huge** | 2d6 | | **Gargantuan** | 2d8 | | **Colossal** | 4d6 | **Special:** This feat must be taken at 1st level. ``` @@ --- Feat: Dragon Totem Tags: Summ: As a proud warrior of the barbarian tribes of Argonnessen and Seren, you have claimed one of the true dragon types as your totem—a patron, protector, and source of strength. Prereq: Base attack bonus +1, region of origin Argonnessen or Seren. --- !! ``` ## Dragon Totem *As a proud warrior of the barbarian tribes of Argonnessen and Seren, you have claimed one of the true dragon types as your totem—a patron, protector, and source of strength.* **Prerequisite:** Base attack bonus +1, region of origin Argonnessen or Seren. **Benefit:** Choose one kind of true dragon as your totem. You gain resistance 5 to the type of energy associated with it. | **Dragon** | **Energy** | | ---------- | ----------- | | **Black** | Acid | | **Blue** | Electricity | | **Brass** | Fire | | **Bronze** | Electricity | | **Copper** | Acid | | **Gold** | Fire | | **Green** | Acid | | **Red** | Fire | | **Silver** | Cold | | **White** | Cold | ``` @@ --- Feat: Dragon Totem Focus Tags: Summ: Your focus allows you to enjoy the benefit of a dragon totem ritual longer than normal. Prereq: Base attack bonus +4, Concentration 2 ranks, Dragon Totem. --- !! ``` ## Dragon Totem Focus *Your focus allows you to enjoy the benefit of a dragon totem ritual longer than normal.* **Prerequisite:** Base attack bonus +4, Concentration 2 ranks, Dragon Totem. **Benefit:** Whenever you benefit from a dragon totem ritual (Magic of Eberron p. 43), the effects last for an additional 24 hours. ``` @@ --- Feat: Dragon Totem Lorekeeper Tags: Summ: You have been instructed in how to perform the rituals of dragon totem magic. Prereq: Knowledge (history) 15 ranks, Dragon Totem, ability to spontaneously cast 1st-level arcane spells --- !! ``` ## Dragon Totem Lorekeeper *You have been instructed in how to perform the rituals of dragon totem magic.* **Prerequisite:** Knowledge (history) 15 ranks, Dragon Totem, ability to spontaneously cast 1st-level arcane spells **Benefit:** You can perform dragon totem rituals (Magic of Eberron p. 43). ``` @@ --- Feat: Dragon Totem Scion Tags: Summ: You are naturally attuned to the magic of the dragon totem ritual. Prereq: Dragon Totem --- !! ``` ## Dragon Totem Scion *You are naturally attuned to the magic of the dragon totem ritual.* **Prerequisite:** Dragon Totem **Benefit:** You can treat your Hit Dice and all ability scores as two higher for the purpose of meeting prerequisites for dragon totem rituals. ``` @@ --- Feat: Dragon Trainer Tags: Summ: Your draconic nature gives you special insight into training dragons and draconic creatures. Prereq: Dragonblood subtype, Handle Animal 4 ranks, Speak Language (Draconic) --- !! ``` ## Dragon Trainer *Your draconic nature gives you special insight into training dragons and draconic creatures.* **Prerequisite:** Dragonblood subtype, Handle Animal 4 ranks, Speak Language (Draconic) **Benefit:** You can use your Handle Animal skill to handle and train dragons with Intelligence scores of 6 or lower as if they were animals. You can also handle, train, and rear animals with the draconic template as if they were animals (rather than magical beasts). Even with this feat, dragons can’t be reared with the Handle Animal skill. (For information on rearing dragons, see page 13 of _Draconomicon._) **Normal**:: Without this feat, only animals and magical beasts with Intelligence scores of 1 or 2 can be handled and trained with the Handle Animal skill, and using Handle Animal on a magical beast is done with a –4 penalty on the check. ``` @@ --- Feat: Dragon Wild Shape Tags: Summ: You can take the form of a dragon. Prereq: Wis 19, Knowledge (nature) 15 ranks, wild shape ability --- !! ``` ## Dragon Wild Shape *You can take the form of a dragon.* **Prerequisite:** Wis 19, Knowledge (nature) 15 ranks, wild shape ability **Benefit:** You can use your wild shape ability to change into a Small or Medium dragon. You gain all the extraordinary and supernatural abilities of the dragon whose form you take, but not any spell-like abilities or spellcasting powers. ``` @@ --- Feat: Dragon Wings Tags: Summ: Your draconic ancestry manifests as a pair of wings that aid your jumps and allow you to glide. Prereq: Dragonblood subtype, 1st level only --- !! ``` ## Dragon Wings *Your draconic ancestry manifests as a pair of wings that aid your jumps and allow you to glide.* **Prerequisite:** Dragonblood subtype, 1st level only **Benefit:** You have wings that aid your jumps, granting a +10 racial bonus on Acrobatics checks. In addition, you can use your wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet with average maneuverability. Even if your maneuverability improves, you can’t hover while gliding. You can’t glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall. **Special:** Unlike most feats, this feat must be taken at 1st level, during character creation. A kobold with the Dragonwrought feat can take this feat at 3rd level. ``` @@ --- Feat: Dragonwrought Tags: Summ: You were born a dragonwrought kobold, proof of your race's innate connection to dragons. Prereq: Kobold, 1st level only --- !! ``` ## Dragonwrought *You were born a dragonwrought kobold, proof of your race's innate connection to dragons.* **Prerequisite:** Kobold, 1st level only **Benefit:** You are a dragon wrought kobold. Your type is dragon rather than humanoid, and you lose the dragonblood subtype. You retain all your other subtypes and your kobold racial traits. Your scales become tinted with a color that matches that of your draconic heritage. As a dragon, you are immune to magic sleep and paralysis effects. You have darkvision out to 60 feet and low-light vision. You gain a +2 racial bonus on the skill indicated for your draconic heritage on the table on page 103. **Special:** Unlike most feats, this feat must be taken at 1st level, during character creation. Having this feat allows you to take the Dragon Wings feat at 3rd level. ``` @@ --- Feat: Dragonbane Tags: Summ: 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. Prereq: Int 13, Dragonfoe, base attack bonus +6 --- !! ``` ## Dragonbane 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. **Prerequisite:** Int 13, Dragonfoe, base attack bonus +6 **Benefit:** You may use a full-round action to make a single attack (melee or ranged) against a dragon with a +4 bonus on the attack roll. Such an attack deals an extra 2d6 points of damage if it hits. For a ranged attack, the dragon must be within 30 feet to gain the bonus to hit and the extra damage. **Special:** The bonus on the attack roll and the extra damage stack with the benefits provided by a weapon with the bane (dragons) special ability. In the case of a critical hit, the extra damage dice aren’t multiplied. ``` @@ --- Feat: Dragoncrafter Tags: Summ: You can make special weapons, armor, and other items using parts of dragons as materials. Prereq: Knowledge (arcana) 2 ranks --- !! ``` ## Dragoncrafter *You can make special weapons, armor, and other items using parts of dragons as materials.* **Prerequisite:** Knowledge (arcana) 2 ranks **Benefit:** You can create any dragoncraft item whose prerequisites you meet. Creating a dragoncraft item follows the normal rules for the Craft skill (see page 70 of the _Player's Handbook_). See Dragoncraft Items, page 116, for details. ``` @@ --- Feat: Dragondoom Tags: Summ: You have learned how to place blows against a dragon that deal tremendous damage. Prereq: Int 13, Dragonbane, Dragonfoe, base attack bonus +10 --- !! ``` ## Dragondoom You have learned how to place blows against a dragon that deal tremendous damage. **Prerequisite:** Int 13, Dragonbane, Dragonfoe, base attack bonus +10 **Benefit:** When you attack a dragon, the critical multiplier of your weapon improves as noted below. | Normal Multiplier | New Multiplier | | ----------------- | -------------- | | ×2 | ×3 | | ×3 | ×5 | | ×4 | ×7 | **Special:** The benefit of this feat does not stack with any other ability or effect that alters a weapon's critical multiplier. ``` @@ --- Feat: Dragonfire Assault Tags: Draconic Summ: You can augment your most powerful melee attacks with draconic power. Prereq: Str 13, Cha 11, dragonblood subtype, Power Attack --- !! ``` ## Dragonfire Assault (Draconic) *You can augment your most powerful melee attacks with draconic power.* **Prerequisite:** Str 13, Cha 11, dragonblood subtype, Power Attack **Benefit:** When you use Power Attack to increase the damage dealt from your attack, you can choose for the extra damage to be of the fire type instead of its normal type. Make this choice for each attack after it is resolved but before damage is dealt. This is a supernatural ability. **Special:** If you have the Draconic Heritage feat or if you are a half-dragon, the extra damage is of the energy type (acid, cold, electricity, fire, or sonic) that corresponds to your heritage or your draconic parent instead. If your feat or your parent is not associated with one of these energy types, this feat has no effect for you, ``` @@ --- Feat: Dragonfire Channeling Tags: Divine, Draconic Summ: You channel draconic fire through your holy symbol. Prereq: Cha 11, dragonblood subtype, Channel energy class feature or elementals --- !! ``` ## Dragonfire Channeling (Divine, Draconic) *You channel draconic fire through your holy symbol.* **Prerequisite:** Cha 11, dragonblood subtype, Channel energy class feature or elementals **Benefit:** You can spend a turn or rebuke undead attempt or a turn or rebuke elementals attempt as a standard action to create a 15-foot cone of fire that deals 1d6 points of damage per 2 cleric levels (minimum 1d6 points). A successful Reflex save (DC 10 + 1/2 your cleric level + your Cha modifier) halves this damage. Half of this damage is fire, while the remainder is sacred damage (to which resistance or immunity to fire does not apply). If your effective cleric level for the purpose of turning or rebuking is higher than your actual cleric level (for instance, if you are a paladin), use that value instead. **Special:** If you have the Draconic Heritage teat or if you are a half-dragon, the extra damage is of the energy type (acid, cold, electricity, fire, or sonic) that corresponds to your heritage or your draconic parent instead. If your feat or your parent is not associated with one of these energy types, this feat has no effect for you. ``` @@ --- Feat: Dragonfire Inspiration Tags: Draconic Summ: You can channel the power of your draconic ancestry into the attacks of your allies. Prereq: Cha 11, dragonblood subtype, Bardic performance --- !! ``` ## Dragonfire Inspiration (Draconic) *You can channel the power of your draconic ancestry into the attacks of your allies.* **Prerequisite:** Cha 11, dragonblood subtype, Bardic performance **Benefit:** You gain the dragonblood subtype. You gain 1 hit point, a +1 bonus on Listen, Search, and Perception checks, and a +1 bonus on saving throws against paralysis and sleep effects. In addition, you can select draconic feats as if you were a sorcerer of your character level. **Benefit:** When you use your Bardic performance to inspire courage, you can choose to imbue your allies with dragonfire. This choice is made when first activating the ability, and the choice applies to all allies affected. Each ally so inspired loses the standard morale bonus on weapon attack rolls and damage rolls. Instead, he deals an extra 1d6 points of fire damage with his weapons for every point of morale bonus that your inspire courage ability would normally add to the attack roll. For example, an 8th-level bard using this ability would add 2d6 points of fire damage to his allies' attacks. **Special:** If you have the Draconic Heritage feat or if you are a half-dragon, the extra damage is of the energy type (acid, cold, electricity, fire, or sonic) that corresponds to your heritage or your draconic parent instead. It your feat or your ``` @@ --- Feat: Dragonfoe Tags: Summ: You have learned how to how to attack dragons more effectively than most other individuals. Prereq: Int 13 --- !! ``` ## Dragonfoe *You have learned how to how to attack dragons more effectively than most other individuals.* **Prerequisite:** Int 13 **Benefit:** You gain a +2 bonus on attack rolls against dragons and a +2 bonus on caster level checks made to overcome a dragon's spell resistance. Also, dragons take a –2 penalty on saving throws against your spells, spell-like abilities, and supernatural abilities. ``` @@ --- Feat: Dragonfriend Tags: Summ: You are a known and respected ally of dragons. Prereq: Cha 11, Speak Language (Draconic) --- !! ``` ## Dragonfriend *You are a known and respected ally of dragons.* **Prerequisite:** Cha 11, Speak Language (Draconic) **Benefit:** You gain a +4 bonus on Diplomacy checks made to adjust the attitude of a dragon, and a +2 bonus on Ride checks made when you are mounted on a dragon. In addition, you gain a +4 bonus on saves against the frightful presence of good dragons. **Special:** You can’t select this feat if you have already taken the Dragonthrall feat. ``` @@ --- Feat: Dragonsong Tags: Summ: Your song or poetics echo the power of the dragonsong, an ancient style of vocal performance created by dragons in the distant past. Prereq: Cha 13, Knowledge (arcana) 4 ranks, Perform 6 ranks, Speak Language (Draconic) --- !! ``` ## Dragonsong *Your song or poetics echo the power of the dragonsong, an ancient style of vocal performance created by dragons in the distant past.* **Prerequisite:** Cha 13, Knowledge (arcana) 4 ranks, Perform 6 ranks, Speak Language (Draconic) **Benefit:** You gain a +2 bonus on Perform checks involving song, poetics, or any other verbal or spoken form of performance. In addition, the DC of any saving throw required by mind-affecting effects based on your song or poetics (such as Bardic performance) is increased by +2. ``` @@ --- Feat: Dragonfire Strike Tags: Draconic Summ: You can call upon your innate draconic power to augment certain weapon attacks. Prereq: Cha 11, dragonblood subtype, and one of these class features: sneak attack, sudden strike, or skirmish. --- !! ``` ## Dragonfire Strike (Draconic) *You can call upon your innate draconic power to augment certain weapon attacks.* **Prerequisite:** Cha 11, dragonblood subtype, and one of these class features: sneak attack, sudden strike, or skirmish. **Benefit:** When you gain extra damage from a sneak attack, sudden strike, or skirmish, you can choose for the extra damage to be fire damage. If you apply this effect, increase the extra damage dealt by 1d6 points. Make this choice for each attack after it is resolved but before damage is dealt. This is a supernatural ability. **Special:** If you have the Draconic Heritage feat or if you are a half-dragon, the extra damage is of the energy type (acid, cold, electricity, fire, or sonic) that corresponds to your heritage or your draconic parent instead. If your feat or your parent is not associated with one of these energy types, this feat has no effect for you. ``` @@ --- Feat: Dragonthrall Tags: Summ: You have pledged your life to the service of evil dragonkind. Prereq: Speak Language (Draconic) --- !! ``` ## Dragonthrall *You have pledged your life to the service of evil dragonkind.* **Prerequisite:** Speak Language (Draconic) **Benefit:** You gain a +4 bonus on any Bluff check made against a dragon, and a +2 bonus on Ride checks made when you are mounted on a dragon. You gain a +4 bonus on saves against the frightful presence of evil dragons. You take a –2 penalty on saves against enchantment spells and effects cast by dragons. **Special:** You can’t select this feat if you have already taken the Dragonfriend feat. ``` @@ --- Feat: Dragontouched Tags: Summ: You have a trace of draconic power, a result of dragons in your ancestry or a spiritual connection between you and the forces of dragonkind. Prereq: Cha 11 --- !! ``` ## Dragontouched *You have a trace of draconic power, a result of dragons in your ancestry or a spiritual connection between you and the forces of dragonkind.* **Prerequisite:** Cha 11 **Benefit:** You gain the dragonblood subtype. You gain 1 hit point, a +1 bonus on Listen, Search, and Perception checks, and a +1 bonus on saving throws against paralysis and sleep effects. In addition, you can select draconic feats as if you were a sorcerer of your character level. ``` @@ --- Feat: Draw From The Land Tags: Summ: You can draw strength and sustenance from the land itself. Prereq: Ethran --- !! ``` ## Draw From The Land *You can draw strength and sustenance from the land itself.* **Prerequisite:** Ethran **Region**:: Rashemen **Benefit:** Before resting, you may draw upon, the power of the land to revitalize your body and mind. This allows you to recover 2 hit points per day of light activity, or 4 hit points per level for each day of complete rest, and 2 ability score points per day, or 4 ability score points for each day of complete rest. This stacks with the benefits of long-term care provided by someone with the Heal skill. You may also use the energy of the land to fuel your body's need for food and water. This gives you a +10 bonus on Constitution checks made to avoid nonlethal damage from hunger and thirst. Finally, you may use the power of the land to refresh your mind and body as a supplement to sleep. You require half as much sleep as normal (although you still have to rest a full 8 hours to prepare spells or regain spell slots). Outside of Rashemen, you must make a Concentration check (DC 10 + 2 per 100 miles from the border of Rashemen) to activate this ability. If you fail, you cannot retry for 1 day. ``` @@ --- Feat: Dread Tyranny Tags: Initiate Summ: A devoted student of Hextor's militant teachings, you are skilled at intimidating and dominating weaker beings. Prereq: Cleric level 3rd, Str 13, deity Hextor --- !! ``` ## Dread Tyranny (Initiate) *A devoted student of Hextor's militant teachings, you are skilled at intimidating and dominating weaker beings.* **Prerequisite:** Cleric level 3rd, Str 13, deity Hextor **Benefit:** Add Intimidate to your list of cleric class skills. You add your Strength bonus in addition to your Charisma bonus on Intimidate checks. Furthermore, when you use a lethal weapon to deal nonlethal damage, you lessen the penalty on attack rolls by 2 (–2 penalty instead of –4). In addition, you may add the following spells to your cleric spell list: - 2nd _Scare_ - 4th _Black Tentacles_ - 5th _Dominate Person_ - 6th _Eyebite_ - 8th _Demand_ - 9th _Dominate Monster_ ``` @@ --- Feat: Dreadful Wrath Tags: Regional Summ: You are terrible to behold in battle, and few foes have the heart to face you without quailing. Prereq: Human (Rashemen), Kuo-toa (Underdark (Sloopdilmonpolop)), or planetouched (Impiltur, the Silver Marches, Thay, or Western Heartlands). --- !! ``` ## Dreadful Wrath (Regional) *You are terrible to behold in battle, and few foes have the heart to face you without quailing.* **Prerequisite:** Human (Rashemen), Kuo-toa (Underdark (Sloopdilmonpolop)), or planetouched (Impiltur, the Silver Marches, Thay, or Western Heartlands). **Benefit:** When you charge, make a full attack, or cast a spell that either targets an enemy or includes an enemy in its area, you gain the frightful presence ability f6r that round. Each enemy within a 20-foot radius of you must succeed on a Will save (DC 10 + 1/2 your character level + your Cha modifier) or be shaken for 1 minute. Regardless of its success or failure on the saving throw, any creature exposed to this effect is immune to your frightful presence for the next 24 hours. This is an extraordinary morale, effect. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ``` @@ --- Feat: Dreaming Spirit Tags: Spirit Summ: You have a stronger connection to your Basheire spirit, allowing you to see with sight beyond sight. Prereq: Bash subtype, Dreaming Tortoise spirit --- !! ``` ## Dreaming Spirit (Spirit) *You have a stronger connection to your Basheire spirit, allowing you to see with sight beyond sight.* **Prerequisite:** Bash subtype, Dreaming Tortoise spirit **Benefit:** While invoking your spirit, you gain a +5 bonus on Perception checks and can see invisible creatures and objects within 30 feet. This otherwise acts as the _see invisibility_ spell. ``` @@ --- Feat: Dreamtelling Tags: Summ: You can use your Knowledge (Planes) skill to interpret your dreams or the dreams of others, thus gleaning useful information and insights. Prereq: You can use Knowledge (Planes) interpret the basic symbolism of a dream to figure out what sorts of concerns or fears are likely to have inspired it. --- !! ``` ## Dreamtelling *You can use your Knowledge (Planes) skill to interpret your dreams or the dreams of others, thus gleaning useful information and insights.* **Benefit:** You can use Knowledge (Planes) interpret the basic symbolism of a dream to figure out what sorts of concerns or fears are likely to have inspired it. | **Dream Being Interpreted . . .** | DC | | -------------------------------------------------------------------------- | ---------------------------------------- | | Features obvious symbolism | 10 | | Involves cultural details or concepts with which you are not very familiar | 15 | | Represents memories of past events with which you are not familiar | 20 | | Both the previous conditions are true | 25 | Attempting to garner insight into future events, or events occurring elsewhere, by reading the prophetic images of a dream adds +10 to +20 to the base DC, depending on how obscure the omens are. The DM must decide if a dream contains prophetic imagery; a sufficiently high roll might glean some information even if the dream was not overtly oracular. Making the DC required to interpret a dream grants information comparable to an _augury_ spell. Exceeding the required check by 10 or more offers information comparable to a _divination_ spell. Exceeding the required check by 20 or more offers information comparable to a _commune_ spell. Even if your result was not high enough to enable you to read prophetic images, the result might be sufficient to interpret basic symbols and events. Thus, a check result of 18 is insufficient to foretell the future but still grants some information about cultural details or concepts. You can use this feat to determine what effect injuries received in a dreamscape are likely to have on you once you return (DC 15), or whether an item or location was created by the dreamer or brought in from outside (DC 20); see Chapter 3 for information on adventuring within dreamscapes. Finally, this feat allows Knowledge (Planes) to function in place of Survival when used within a dreamscape. This skill can be used to retrace your steps and return to a known person's dream, or to attempt to track a creature across the dreamscape. _Action_: Dream telling requires careful analysis of bizarre images and events. If you are trying to interpret your own dream, you must cogitate on it for a number of minutes equal to 30 minus your Intelligence modifier. If you wish to analyze someone else's dream, that person must first describe it to you in great detail, adding an additional 10+1d10 minutes to the process. _Try Again_: No. The check represents your ability to interpret that particular dream. You can attempt to interpret other dreams the same individual has later, but you get only one attempt per dream. Similarly, you have only one attempt to determine whether an item is native to a particular dream. **Special:** Most campaigns are not set up to interact with the dream world. Hence, this feat is only available if the DM specifically states that he or she has decided to allow it in his or her campaign. ``` @@ --- Feat: Drift Magic Tags: Summ: You can tap the power of drift magic. Prereq: Knowledge (Local) 4 ranks, ability to cast spells --- !! ``` ## Drift Magic *You can tap the power of drift magic.* **Prerequisite:** Knowledge (Local) 4 ranks, ability to cast spells **Benefit:** You can use drift magic, as described on page 105. ``` @@ --- Feat: Driving Attack Tags: Summ: When you strike an opponent with a piercing weapon, the brutal impact of your strike sends him sprawling. Prereq: Proficiency with selected piercing weapon, Weapon Focus with selected piercing weapon, Weapon Mastery (piercing), Weapon Specialization with selected piercing weapon, base attack bonus +14 --- !! ``` ## Driving Attack *When you strike an opponent with a piercing weapon, the brutal impact of your strike sends him sprawling.* **Prerequisite:** Proficiency with selected piercing weapon, Weapon Focus with selected piercing weapon, Weapon Mastery (piercing), Weapon Specialization with selected piercing weapon, base attack bonus +14 **Benefit:** If you use a full-round action to make a single melee attack with any piercing weapon and succeed in hitting, you can initiate a special bull rush attempt against the target. This bull rush uses your total bonus on damage rolls in place of your Strength modifier. You do not provoke an attack of opportunity with this bull rush, and you cannot move forward with your opponent. If you succeed in pushing an opponent back 10 feet or more, you can reduce the distance you push him by 10 feet. In return, your foe falls prone in the square where he ends his movement. Note that by reducing the distance you push your opponent, you can have him fall prone in his current space. ``` @@ --- Feat: Dromite Barrier Tags: Psionic, Racial Summ: You can convert uses of your energy ray psi-like ability into walls of energy. Prereq: Dromite, Dromite Ray*, 3 HD. --- !! ``` ## Dromite Barrier (Psionic, Racial) *You can convert uses of your energy ray psi-like ability into walls of energy.* **Prerequisite:** Dromite, Dromite Ray*, 3 HD. **Benefit:** You can use one (or more) of your _energy ray_ uses for the day to create a wall of energy of your chosen energy type. When you use this ability in conjunction with triggering _energy ray_ as a psi-like ability, you create a 10-foot-by-10-foot vertical plane of energy. The opaque wall's near endpoint begins at any corner of your space and extends in a straight line 10 feet long (or as long as space permits, if the area is smaller). The wall lasts for 1d4 rounds. Any creature passing through the wall takes damage equal to the damage your _energy ray_ psi-like ability would normally deal. If you create a wall so that it appears where creatures are, each creature takes damage as if passing through the wall. Either way, a successful Reflex save halves this damage (DC 10 + 1/2 your HD + your Con modifier). ``` @@ --- Feat: Dromite Ray Tags: Psionic, Racial Summ: You can use your energy ray psi-like ability more often. Prereq: Dromite --- !! ``` ## Dromite Ray (Psionic, Racial) *You can use your energy ray psi-like ability more often.* **Prerequisite:** Dromite **Benefit:** You can use the _energy ray_ granted by your dromite heritage two more times per day. **Normal**:: A dromite's _energy ray_ can only be used once per day. **Special:** You can take this feat multiple times. Each time you take it, you gain two additional daily uses of your _energy ray_ psi-like ability. ``` @@ --- Feat: Eyes of the Starless Night Tags: Summ: You have trained your eyes to see in the dark as well as your ancestors. Prereq: Elf subtype, darkvision --- !! ``` ## Eyes of the Starless Night *You have trained your eyes to see in the dark as well as your ancestors.* **Prerequisite:** Elf subtype, darkvision **Benefit:** You gain darkvision 120 ft. ``` @@ --- Feat: Drow Skirmisher Tags: Racial Summ: Your experience with the guerrilla-style combat of the deep jungle grants you mastery of the weapons of the drow. Prereq: Drow, region of origin Xen’drik --- !! ``` ## Drow Skirmisher (Racial) Your experience with the guerrilla-style combat of the deep jungle grants you mastery of the weapons of the drow. **Prerequisite:** Drow, region of origin Xen’drik **Benefit:** You treat the Xen’drik boomerang, the drow scorpion chain*, and the drow long knife* as martial weapons. As well, you gain a +1 bonus on damage rolls when making an attack with a drow long knife or a drow scorpion chain as long as you have moved more than 5 feet under your own power during the round in which you make the attack. For example, being bull rushed 10 feet isn’t sufficient to grant you the extra damage from this feat. If you have any of the following feats for the dagger or short sword, you can apply the feats’ effects to the drow long knife: Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, or Greater Weapon Specialization. If you have any of the same feats for the spiked chain, you can apply the feats’ effects to the drow scorpion chain. Additionally, when you spend an action point to influence an attack roll made with either a Xen’drik boomerang, drow scorpion chain, or drow long knife, you also add the result of the action point roll to your damage for that attack. ``` @@ --- Feat: Drowning Glance Tags: Reserve Summ: With a look, you create a small but incapacitating amount of water in the subject's lungs. Prereq: Ability to cast 4th-level spells --- !! ``` ## Drowning Glance (Reserve) *With a look, you create a small but incapacitating amount of water in the subject's lungs.* **Prerequisite:** Ability to cast 4th-level spells **Benefit:** As long as you have a water spell of 4th level or higher available to cast, you can use a standard action to transform a small portion of the air in a living creature's lungs to water, making it difficult for the creature to breathe. The subject must be within 30 feet. The target becomes exhausted for 1 round; if it succeeds on a Fortitude save, it is instead fatigued for 1 round. Whether or not a targeted creature successfully saves, it is immune to any further uses of your drowning glance for 24 hours. Creatures that can breathe water (or who don't breathe) are immune to this effect. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting water spells. ``` @@ --- Feat: Druuth Slayer Tags: Summ: You have studied the lore of the druuth (a cabal of doppelgangers led by a mind flayer) and know how to recognize and resist their powers. Prereq: Knowledge (dungeoneering) 2 ranks, Knowledge (nature) 2 ranks. --- !! ``` ## Druuth Slayer *You have studied the lore of the druuth (a cabal of doppelgangers led by a mind flayer) and know how to recognize and resist their powers.* **Prerequisite:** Knowledge (dungeoneering) 2 ranks, Knowledge (nature) 2 ranks. **Benefit:** This feat grants three benefits. First, you get a +1 bonus on Will saving throws. Second, you gain a +10 insight bonus on Perception checks made to recognize a doppelganger using its change shape ability. Third, if affected by a mind flayer's mind blast, you get a new saving throw every round at the end of your turn to end the stun effect. ``` @@ --- Feat: Dual Dorje Tags: Summ: You can fight with two dorjes at the same time. Prereq: Craft Dorje, Two-Weapon Fighting --- !! ``` ## Dual Dorje *You can fight with two dorjes at the same time.* **Prerequisite:** Craft Dorje, Two-Weapon Fighting **Benefit:** As a full-round action, you can wield and activate a dorje in each hand (if you have both hands free), with one designated as your primary dorje and the other as your secondary dorje. Each use of the secondary dorje expends 2 charges instead of 1. ``` @@ --- Feat: Duergar Expansion Tags: Psionic, Racial Summ: You can use your _expansion_ psi-like ability more often. Prereq: Duergar, _expansion_ psi-like ability --- !! ``` ## Duergar Expansion (Psionic, Racial) You can use your _expansion_ psi-like ability more often. **Prerequisite:** Duergar, _expansion_ psi-like ability **Benefit:** You can use the _expansion_ psi-like ability granted by your duergar heritage a total of three times per day. **Normal**:: A duergar's _expansion_ psi-like ability can only be used once per day. **Special:** You can gain this feat multiple times. Each time you take the feat, you gain two additional daily uses of your _expansion_ ability. ``` @@ --- Feat: Duergar Invisibility Tags: Psionic, Racial Summ: You can use your _invisibility_ psi-like ability more often. Prereq: Duergar, _invisibility_ psi-like ability --- !! ``` ## Duergar Invisibility (Psionic, Racial) You can use your _invisibility_ psi-like ability more often. **Prerequisite:** Duergar, _invisibility_ psi-like ability **Benefit:** You can use the _invisibility_ psi-like ability granted by your duergar heritage a total of three times per day. **Normal**:: A duergar's _invisibility_ psi-like ability can only be used once per day. **Special:** You can gain this feat multiple rimes. Each time you take the feat, you gain two additional daily uses of your _invisibility_ ability. ``` @@ --- Feat: Duergar Mindshaper Tags: Summ: You are accomplished at using the power of your mind to overcome weaker personalities. Prereq: Gray dwarf --- !! ``` ## Duergar Mindshaper *You are accomplished at using the power of your mind to overcome weaker personalities.* **Prerequisite:** Gray dwarf **Benefit:** You gain +1 spell power (+1 on save DCs and a +1 bonus on checks to overcome spell resistance) on enchantment spells and spell-like abilities. ``` @@ --- Feat: Duerran Metaform Training Tags: Psionic Summ: Your studies have shown you the way to link your psionics and your enlarge person spell-like ability. Prereq: Gray dwarf. --- !! ``` ## Duerran Metaform Training (Psionic) *Your studies have shown you the way to link your psionics and your enlarge person spell-like ability.* **Prerequisite:** Gray dwarf. **Benefit:** You can expend 5 power points to activate your enlarge person spell-like ability. Though the triggering energy is psionic (and thus can't be initiated where psionics is unavailable), all other effects work like standard spell-like abilities. Note: This psionic technique was created by the gray dwarf worshipers of Deep Duerra, but other duergar (including exiles) have developed it independently. ``` @@ --- Feat: Duerran Stealth Training Tags: Psionic Summ: Your studies have shown you the way to link your psionics and your invisibility spell-like ability. Prereq: Gray dwarf --- !! ``` ## Duerran Stealth Training (Psionic) *Your studies have shown you the way to link your psionics and your invisibility spell-like ability.* **Prerequisite:** Gray dwarf **Benefit:** You can expend 5 power points to activate your invisibility spell-like ability. Though the triggering energy is psionic (and thus can't be initiated where psionics is unavailable), all other effects work like standard spell-like abilities. Note: This psionic technique was created by the gray dwarf worshipers of Deep Duerra, but other duergar (including exiles) have developed it independently. ``` @@ --- Feat: Dungeoneer's Intuition Tags: Summ: You can sense when things don't feel right, and you have a knack for avoiding deadly traps and sudden ambushes. Prereq: Wisdom 13, trap sense class feature. --- !! ``` ## Dungeoneer's Intuition You can sense when things don't feel right, and you have a knack for avoiding deadly traps and sudden ambushes. **Prerequisite:** Wisdom 13, trap sense class feature. **Benefit:** You add your Wisdom bonus to your trap sense bonus. In addition, you can apply your trap sense bonus to your AC during a surprise round (although you still might be flat-footed if you were not aware of your foes before they struck). ``` @@ --- Feat: Dust Cloud Tags: Monstrous Summ: You can sweep dust into the air to hide from opponents. Prereq: Dex 19, Int 19, Huge size, Combat Reflexes, wings or tail --- !! ``` ## Dust Cloud (Monstrous) *You can sweep dust into the air to hide from opponents.* **Prerequisite:** Dex 19, Int 19, Huge size, Combat Reflexes, wings or tail **Benefit:** As an attack action, you can sweep a limb across the ground and create a dust cloud. This hemispherical cloud has a radius in feet equal to 20 × your Hit Dice. Creating the cloud has a 50% chance to snuff unprotected flames (candles, torches, small campfires) of nonmagical origin in the area. The cloud obscures vision, and creatures caught within are blinded while inside and for 1 round after emerging. Any creature caught in the cloud must succeed on a Concentration check (DC 10 + 1/2 your Hit Dice + your Str modifier) to cast a spell. The cloud lasts a number of rounds equal to 1 + your Dexterity modifier. **Special:** A flying creature with this feat must be within each of the ground to create the effect, but need not actually be in contact with it. ``` @@ --- Feat: Dutiful Guardian Tags: Summ: You put yourself into harm's way to protect your allies. Prereq: Constant Guardian --- !! ``` ## Dutiful Guardian *You put yourself into harm's way to protect your allies.* **Prerequisite:** Constant Guardian **Benefit:** Whenever the beneficiary of your Constant Guardian feat is attacked, you can take an immediate action to instantly exchange places with that character. Both you and the ally must be able to move into and legally occupy the new space in order for this feat to function. For example, an incorporeal character inside a solid object couldn’t exchange places with a corporeal character, nor could a nonflying creature exchange places with an airborne flying creature. ``` @@ --- Feat: Durable Form Tags: Aberrant Summ: You are much more resilient than the fragile humanoids that do not share your aberrant heritage. Prereq: Aberration Blood. --- !! ``` ## Durable Form (Aberrant) *You are much more resilient than the fragile humanoids that do not share your aberrant heritage.* **Prerequisite:** Aberration Blood. **Benefit:** You gain 6 hit points for each aberrant feat you have. ``` @@ --- Feat: Dwarven Armor Proficiency Tags: Racial Summ: You are familiar with exotic armor of dwarven manufacture and understand how to use it properly. Prereq: Dwarf subtype, Armor Proficiency (heavy) --- !! ``` ## Dwarven Armor Proficiency (Racial) *You are familiar with exotic armor of dwarven manufacture and understand how to use it properly.* **Prerequisite:** Dwarf subtype, Armor Proficiency (heavy) **Benefit:** You are proficient with battle plate, interlocking plate, interlocking scale, and mountain plate, and you take no armor nonProficiency penalties when you wear any of these types of exotic armor. (See Chapter 7 for descriptions of these armor types.) **Normal**:: A character who wears exotic armor with which she is not proficient takes its armor check penalty on attack rolls and on all Strength- and Dexterity-based skill checks. **Special:** A fighter may select Dwarven Armor Proficiency as one of her fighter bonus feats ``` @@ --- Feat: Dwarven Urgrosh Mind Blade Tags: Psionic Summ: When you reshape your mind blade, you can change it into an exotic weapon: a dwarven urgosh. Prereq: Ability to generate a mind blade, shape mind blade class feature --- !! ``` ## Dwarven Urgrosh Mind Blade (Psionic) *When you reshape your mind blade, you can change it into an exotic weapon: a dwarven urgosh.* **Prerequisite:** Ability to generate a mind blade, shape mind blade class feature **Benefit:** Any time you wish to reshape your mind blade using your shape mind blade class feature, you can add the dwarven urgosh to your shape repertoire. You are proficient with your dwarven urgosh mind blade—you are treated as if you possess the feat Exotic Weapon Proficiency (dwarven urgrosh mind blade). The weapon is sized appropriately for you and deals damage as a dwarven urgrosh. ``` @@ --- Feat: Eagle Claw Attack Tags: Summ: Your superior insight allows you to strike objects with impressive force. Prereq: Wis 13, Improved Sunder, Improved Unarmed Strike --- !! ``` ## Eagle Claw Attack *Your superior insight allows you to strike objects with impressive force.* **Prerequisite:** Wis 13, Improved Sunder, Improved Unarmed Strike **Benefit:** When you make an unarmed strike against an object, you may add your Wisdom bonus to the damage dealt to the object. ``` @@ --- Feat: Eagle Tribe Vision Tags: Regional Summ: You have keen eyesight reminiscent of the giant eagles that fly over your tribal lands. Prereq: Human (the Shaar) --- !! ``` ## Eagle Tribe Vision (Regional) *You have keen eyesight reminiscent of the giant eagles that fly over your tribal lands.* **Region**:: Human (the Shaar) **Clan**:: Eagle Tribe **Benefit:** You gain a +2 bonus on Perception checks. ``` @@ --- Feat: Eagle's Fury Tags: Summ: You know how to wield the eagle's claw with deadly speed. Prereq: Dex 15, Proficiency with eagle's claw. --- !! ``` ## Eagle's Fury *You know how to wield the eagle's claw with deadly speed.* **Prerequisite:** Dex 15, Proficiency with eagle's claw. **Benefit:** You can get one extra attack per round with an eagle's claw (see page 96). The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must take a full attack action to use this feat. ``` @@ --- Feat: Eagle's Wings Tags: Wild Summ: You can take wing and fly with the grace of an eagle. Prereq: Ability to wild shape --- !! ``` ## Eagle's Wings (Wild) *You can take wing and fly with the grace of an eagle.* **Prerequisite:** Ability to wild shape **Benefit:** You can spend one wild shape to grow feathery wings. These allow you to fly at a speed of 60 feet (average maneuverability). The wings remain for 1 hour. ``` @@ --- Feat: Earth Adept Tags: Summ: You are in tune with the ground at your feet, making you more dangerous in the shifting conditions of combat. Prereq: Con 13, Wis 13, Earth Sense --- !! ``` ## Earth Adept *You are in tune with the ground at your feet, making you more dangerous in the shifting conditions of combat.* **Prerequisite:** Con 13, Wis 13, Earth Sense **Benefit:** You gain a +1 bonus on weapon damage rolls if both you and your foe are touching the ground. ``` @@ --- Feat: Earth Fist Tags: Combat, Racial Summ: Your bond with the earth and martial training has imbued your fists with the qualities of cold iron. Prereq: Dwarf subtype, Koth subtype, or Earth subtype, Con 13, Wis 13, Earth Sense, Improved Unarmed Strike --- !! ``` ## Earth Fist (Combat, Racial) *Your bond with the earth and martial training has imbued your fists with the qualities of cold iron.* **Prerequisite:** Dwarf subtype, Koth subtype, or Earth subtype, Con 13, Wis 13, Earth Sense, Improved Unarmed Strike **Benefit:** As long as you are touching the ground, your unarmed attacks are treated as cold iron weapons for the purpose of dealing damage to creatures with damage reduction. ``` @@ --- Feat: Earth Heritage Tags: Heritage Summ: You are descended from creatures native to the Elemental Plane of Earth. You share some of your ancestors’ natural stability and physical power. Prereq: Your stability grants you a +4 bonus on checks to avoid being bull rushed or tripped while standing on the ground. This bonus stacks with the benefits of similar effects, such as a dwarf's stability. --- !! ``` ## Earth Heritage (Heritage) *You are descended from creatures native to the Elemental Plane of Earth. You share some of your ancestors’ natural stability and physical power.* **Benefit:** Your stability grants you a +4 bonus on checks to avoid being bull rushed or tripped while standing on the ground. This bonus stacks with the benefits of similar effects, such as a dwarf's stability. ``` @@ --- Feat: Earth Master Tags: Summ: You are in tune with the ground at your feet, helping you anticipate your opponent's movements in combat. Prereq: Con 13, Wis 13, Earth Adept, Earth Sense --- !! ``` ## Earth Master *You are in tune with the ground at your feet, helping you anticipate your opponent's movements in combat.* **Prerequisite:** Con 13, Wis 13, Earth Adept, Earth Sense **Benefit:** You gain a +1 bonus on attack rolls if both you and your foe are touching the ground. ``` @@ --- Feat: Earth Power Tags: Psionic Summ: You draw psionic energy from raw stone. Prereq: Con 13, Wis 13, Earth Sense --- !! ``` ## Earth Power (Psionic) *You draw psionic energy from raw stone.* **Prerequisite:** Con 13, Wis 13, Earth Sense **Benefit:** As long as you are psionically focused and standing on stone or unworked earth (including normal soil), you can pull psychic energy from the earth when you manifest a power. When you manifest a power in this way, you pay 1 less power point than you normally would. The use of this feat cannot reduce a power's cost below 1 power point. You cannot use this ability when you expend your psionic focus to enhance the same power in a different manner. For example, if you have the Maximize Power feat, you cannot expend your focus to maximize a power and also reduce the cost of that same power. ``` @@ --- Feat: Earth Sense Tags: Summ: You are in tune with the earth beneath you. Prereq: Con 13, Wis 13 --- !! ``` ## Earth Sense You are in tune with the earth beneath you. **Prerequisite:** Con 13, Wis 13 **Benefit:** As long as you are touching the ground, you can take a move action to sense the number of creatures within 20 feet that are also touching the ground and the direction to each one. You cannot pinpoint the location of any creature with this feat. **Special:** Creatures with the air or aquatic subtype may not select this feat. ``` @@ --- Feat: Earth Spell Tags: Summ: You draw magical power from the earth beneath your feet. Prereq: Con 13, Wis 13, Earth Sense, Heighten Spell --- !! ``` ## Earth Spell You draw magical power from the earth beneath your feet. **Prerequisite:** Con 13, Wis 13, Earth Sense, Heighten Spell **Benefit:** As long as you are standing on stone or unworked earth (including normal soil), you can use the Heighten Spell feat to added effect. If you cast a spell using a spell slot one level higher than the spell's actual level, the spell is treated as a spell of two levels higher and your effective caster level is increased by one. If you use a spell slot two levels higher, the spell is treated as three levels higher and your effective caster level is increased by two, and so on. You cannot gain the benefit of this feat when casting a spell with the air, fire, or water descriptor. ``` @@ --- Feat: Earthbound Spell Tags: Metamagic Summ: 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. Prereq: When you cast an earthbound spell, you place it within a square adjacent to you. You must specify all effects, options, and other relevant variables when you cast the spell. The next creature to enter the warded square triggers the spell. If the spell affects an area, that square is the center of the area or the point at which the area begins. For a cone, line, or similar area, you must designate the direction in which the cone or line extends. An earthbound spell that does not affect an area targets the creature that triggered it. --- !! ``` ## Earthbound Spell (Metamagic) *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.* **Benefit:** When you cast an earthbound spell, you place it within a square adjacent to you. You must specify all effects, options, and other relevant variables when you cast the spell. The next creature to enter the warded square triggers the spell. If the spell affects an area, that square is the center of the area or the point at which the area begins. For a cone, line, or similar area, you must designate the direction in which the cone or line extends. An earthbound spell that does not affect an area targets the creature that triggered it. You cannot apply the Earthbound Spell metamagic feat to a spell with a range of personal. An earthbound spell remains in place for 1 hour or until it is triggered. A Search check (DC 25 + the spell's level) reveals its presence, as does _detect magic_ and similar abilities. A character with trapfinding can make a Disable Device check (DC 25 + the spell's level) to remove an earthbound spell (as if it is a magic trap). A _dispel magic_ effect can also remove an earthbound spell, thus preventing it from functioning. An earthbound spell uses up a spell slot two levels higher than the spell's actual level. ``` @@ --- Feat: Earth's Embrace Tags: Summ: You can crush opponents when you grapple them. Prereq: Str 15, Improved Grapple or improved grab, Improved Unarmed Strike --- !! ``` ## Earth's Embrace You can crush opponents when you grapple them. **Prerequisite:** Str 15, Improved Grapple or improved grab, Improved Unarmed Strike **Benefit:** While grappling, if you pin your opponent, you deal an extra 1d12 points of damage in each round that you maintain the pin. You must hold your opponent immobile as normal (with an opposed grapple check), but you must also remain immobile, giving opponents (other than the one you’re pinning) a +4 bonus on attack rolls against you (but you are not helpless). You do not gain this extra damage against creatures that are immune to critical hits. **Normal**:: You may deal normal damage to a pinned opponent by making a successful grapple check. You also gain a +1 bonus on weapon damage rolls if both you and your foe touch the ground. ``` @@ --- Feat: Earth's Warding Tags: Divine Summ: You can channel energy to infuse your skin with the strength of the earth. Prereq: Con 13, Wis 13, Earth Sense, ability to rebuke earth creatures --- !! ``` ## Earth's Warding (Divine) *You can channel energy to infuse your skin with the strength of the earth.* **Prerequisite:** Con 13, Wis 13, Earth Sense, ability to rebuke earth creatures **Benefit:** As a standard action, spend one of your rebuke earth creatures attempts to increase your natural armor bonus by 2. This increase lasts for a number of minutes equal to your Constitution bonus. **Special:** You must be touching the ground to use this feat. ``` @@ --- Feat: Ecclesiarch Tags: Summ: You command a degree of respect in your church's hierarchy. Prereq: Knowledge (religion) 6 ranks --- !! ``` ## Ecclesiarch *You command a degree of respect in your church's hierarchy.* **Prerequisite:** Knowledge (religion) 6 ranks **Benefit:** Add Diplomacy and Knowledge (local) to your list of class skills. This benefit represents your ability to learn details about any community from the clergy of its churches. In addition, if you take the Leadership feat, you gain a +2 bonus to your Leadership score. ``` @@ --- Feat: Ectopic Form Tags: Psionic Summ: This fear allows you to create astral constructs with distinct appearances and specialties. Prereq: Know _astral construct_ power --- !! ``` ## Ectopic Form (Psionic) *This fear allows you to create astral constructs with distinct appearances and specialties.* **Prerequisite:** Know _astral construct_ power **Benefit:** The astral constructs you create using this feat vary in appearance and talents. **Special:** You can gain Ectopic Form multiple times. Each time you take the feat, it applies to a new form of astral construct. You can only apply one of the following feats to each astral construct you create. When you use this fear, refer to the preconstructed astral constructs of particular kinds on pages 121-128. ``` @@ --- Feat: Ectopic Form, Agile Loper Tags: Summ: Astral constructs you create with this form take on a distinctive quadruped appearance. They are quicker and more agile than normal. Prereq: When you create an astral construct using this form, you imbue it with +4 bonus on initiative checks and a +20-foot increase to its base speed. --- !! ``` ## Ectopic Form, Agile Loper *Astral constructs you create with this form take on a distinctive quadruped appearance. They are quicker and more agile than normal.* **Benefit:** When you create an astral construct using this form, you imbue it with +4 bonus on initiative checks and a +20-foot increase to its base speed. An agile loper construct is the same base size as an unmodified astral construct fashioned with the _astral construct_ power. Agile lopers appear as sleek, centaurlike quadrupeds with pale fur, humanoid torsos, and black, ramlike horns on their foreheads. ``` @@ --- Feat: Ectopic Form, Alabaster Aerial Tags: Summ: Astral constructs you create with this form take on a distinctive humanoid appearance, but possessing wings instead of arms. They are natural fliers. Prereq: When you create an astral construct using this form, you shape its arms into wings and give its feet a distinctive hand like appearance. The addition of wings grants your alabaster aerial a fly speed of 20 feet (average). An alabaster aerial of at least 4th level has a fly speed of 30 feet (average), and an alabaster aerial of at least 7th level has a fly speed of 40 feet (average). --- !! ``` ## Ectopic Form, Alabaster Aerial *Astral constructs you create with this form take on a distinctive humanoid appearance, but possessing wings instead of arms. They are natural fliers.* **Benefit:** When you create an astral construct using this form, you shape its arms into wings and give its feet a distinctive hand like appearance. The addition of wings grants your alabaster aerial a fly speed of 20 feet (average). An alabaster aerial of at least 4th level has a fly speed of 30 feet (average), and an alabaster aerial of at least 7th level has a fly speed of 40 feet (average). An alabaster aerial construct is the same base size as an unmodified astral construct fashioned with the astral construct power. Alabaster aerials appear as silvery-white humanoids with wings for arms and large hands on the ends of their legs, rather than feet. They use their wings for flight and their feet for pummeling opponents. ``` @@ --- Feat: Ectopic Form, Amber Tunneler Tags: Summ: Astral constructs you create with this form take on a distinctive many-legged form, with short, strong legs. Prereq: When you create an astral construct using this form, you give it short, powerful legs that can be used for digging in the ground at great speed. The creature is a natural tunneler, having a burrow speed equal to its base land speed. --- !! ``` ## Ectopic Form, Amber Tunneler *Astral constructs you create with this form take on a distinctive many-legged form, with short, strong legs.* **Benefit:** When you create an astral construct using this form, you give it short, powerful legs that can be used for digging in the ground at great speed. The creature is a natural tunneler, having a burrow speed equal to its base land speed. An amber tunneler construct is the same base size as an unmodified astral construct fashioned with the _astral construct_ power. Amber tunnelers appear as amber-colored, many-legged, buglike burrowers that are wide and low to the ground, possessing powerful legs for digging or attacking. ``` @@ --- Feat: Ectopic Form, Anathemic Carapace Tags: Summ: Astral constructs you create with this form take on a distinctive buglike appearance, and harbor a retributive energy that is unleashed if they are destroyed. Prereq: Ectopic Form (any form). --- !! ``` ## Ectopic Form, Anathemic Carapace *Astral constructs you create with this form take on a distinctive buglike appearance, and harbor a retributive energy that is unleashed if they are destroyed.* **Prerequisite:** Ectopic Form (any form). **Benefit:** When you create an astral construct using this form, you imbue it with latent energy that is unleashed in a destructive burst when the construct is destroyed, dealing up to 1d6 points of damage plus an extra 1d6 points for every Hit Die of the construct to every adjacent creature (Reflex half; DC 10 + 1/2 constructs HD). You can choose to detonate an anathemic carapace construct as a standard action if you have unobstructed line of sight to your creation. Each round, starting in the round after it appears, the damage of an anathemic carapace's burst reduces by 1d6 points. An anathemic carapace construct is the same base size as an unmodified astral construct fashioned with the astral construct power. Anathemic carapaces appear as oversized, red scarabs, eyes blazing with the destructive power they contain. ``` @@ --- Feat: Ectopic Form, Astral Aquan Tags: Summ: Astral constructs you create with this form take on a distinctive eel-like appearance, with a pair of long tentacles protruding from its mouth. They are natural swimmers. Prereq: 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. --- !! ``` ## Ectopic Form, Astral Aquan *Astral constructs you create with this form take on a distinctive eel-like appearance, with a pair of long tentacles protruding from its mouth. They are natural swimmers.* **Benefit:** 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. An astral aquan construct is the same base size as an unmodified astral construct fashioned with the _astral construct_ power. Astral aquans appear as silvery-blue eels with, two long tentacles protruding from their mouths. They use these tentacles for pummeling opponents. ``` @@ --- Feat: Ectopic Form, Ebony Stinger Tags: Summ: Astral constructs you create with this form take on a distinctive spiderlike appearance, with a large hooked tail tipped with a wickedly barbed stinger. Prereq: Ectopic Form (any form). --- !! ``` ## Ectopic Form, Ebony Stinger *Astral constructs you create with this form take on a distinctive spiderlike appearance, with a large hooked tail tipped with a wickedly barbed stinger.* **Prerequisite:** Ectopic Form (any form). **Benefit:** When you create an astral construct using this form, you shape a large hooked tail tipped with a barbed stinger. Each of the creature's attacks is made with this tail, which does piercing damage rather than bludgeoning damage. In addition, an ebony stingers attacks deal 1 point of Constitution damage in addition to their normal damage (Fortitude negates; DC 10 + 1/2 construct's HD). Creatures immune to poison are likewise immune to this effect. An ebony stinger construct is the same base size as an unmodified astral construct fashioned with the astral _construct_ power. Ebony stingers appear as shiny black spiders with a hooked tail that is tipped with a wicked barb, capable of delivering a minor poison. ``` @@ --- Feat: Ectopic Form, Emerald Gyre Tags: Summ: 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. Prereq: When you create an astral construct using this form, you shape a third arm in the middle of the creature's back that is used to assist in grabbing opponents, granting the construct the improved grab menu B ability (Eph 186). An emerald gyre construct is the same base size as an unmodified astral construct fashioned with the _astral construct_ power. An emerald gyre appears as a green humanoid (size depends on the level of construct) that possesses a third arm growing from the middle of its back. --- !! ``` ## Ectopic 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. **Benefit:** When you create an astral construct using this form, you shape a third arm in the middle of the creature's back that is used to assist in grabbing opponents, granting the construct the improved grab menu B ability (Eph 186). An emerald gyre construct is the same base size as an unmodified astral construct fashioned with the _astral construct_ power. An emerald gyre appears as a green humanoid (size depends on the level of construct) that possesses a third arm growing from the middle of its back. ``` @@ --- Feat: Ectopic Form, Iridescent Serpent Tags: Summ: 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. Prereq: When you create an astral construct using this form, you imbue it with a form of energy of your choice (acid, cold, electricity, or fire). The construct gains resistance 10 to the chosen energy type. --- !! ``` ## Ectopic 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.* **Benefit:** When you create an astral construct using this form, you imbue it with a form of energy of your choice (acid, cold, electricity, or fire). The construct gains resistance 10 to the chosen energy type. An iridescent serpent construct is the same base size as an unmodified astral construct fashioned with the _astral construct_ power. They appear as serpents with a clubbed tail that delivers a blow enhanced by a chosen energy type. ``` @@ --- Feat: Education Tags: Summ: Some lands hold the pen in higher regard than the sword. In your youth, you received the benefit of several years of formal schooling. Prereq: 1st level only --- !! ``` ## Education Some lands hold the pen in higher regard than the sword. In your youth, you received the benefit of several years of formal schooling. **Prerequisite:** 1st level only **Benefit:** All Knowledge skills are class skills for you. You get a +1 bonus on all checks with any two Knowledge skills of your choice. ``` @@ --- Feat: Efficient Defender Tags: Summ: You have learned to use new techniques and modifications to your armor to increase its protective ability. Prereq: Heavy armor Proficiency --- !! ``` ## Efficient Defender You have learned to use new techniques and modifications to your armor to increase its protective ability. **Prerequisite:** Heavy armor Proficiency **Benefit:** When you wear light or medium armor, you gain 1 more point of armor bonus to your AC than that armor normally provides. For example, a suit of studded leather would have a +4 armor bonus rather than 3. However, because you must adjust and customize the armor to more effectively cover weak spots, it is also slightly more encumbering, increasing its armor check penalty by 1. You are not required to make use of this feat. You decide when donning the armor whether you wish to don it normally, or with this feat in effect. **Special:** A fighter can select this feat as one of his bonus feats. ``` @@ --- Feat: Einhander Tags: Tactical Summ: You excel at wielding a one-handed weapon while carrying nothing in your off hand. Prereq: Acrobatics 6 ranks, base attack bonus +6 --- !! ``` ## Einhander (Tactical) You excel at wielding a one-handed weapon while carrying nothing in your off hand. **Prerequisite:** Acrobatics 6 ranks, base attack bonus +6 **Benefit:** If you are fighting with a one-handed weapon or a light weapon and carrying nothing in your off hand, the Einhander feat grants you access to three special tactical maneuvers. - _Narrow Profile:_ You can tuck your arm behind your back and offer a narrow profile when you concentrate on defense rather than offense. You gain an additional +2 dodge bonus to AC when fighting defensively or using the total defense action. - _Off-Hand Balance:_ You use your off hand to balance yourself while performing acrobatic maneuvers. After you successfully strike an opponent, you gain a +2 bonus on Acrobatics checks to avoid his attacks of opportunity until the start of your next turn. When you flip and roll out of harm's way, you use one hand to keep your balance and your other hand to keep your weapon trained on your foe. - _Off-Hand Swap:_ With a flourish, you flip your weapon into the air, catch it in your off hand, and continue to press the attack. When you use this maneuver, you must first take a full attack action to strike an opponent at least twice. On your next turn, you can make a special feint as a free action, using Sleight of Hand rather than Bluff. Your opponent uses the standard rules for resisting a feint. Once you use this maneuver against a particular opponent, whether it succeeds or fails, you cannot use it against him again. **Special:** A fighter can select Einhander as one of his fighter bonus feats. ``` @@ --- Feat: Elan Repletion, Enhanced Tags: Psionic, Racial Summ: As an elan, you can sustain yourself with repletion longer than other members of your race. Prereq: Aberrant subtype --- !! ``` ## Elan Repletion, Enhanced (Psionic, Racial) *As an elan, you can sustain yourself with repletion longer than other members of your race.* **Prerequisite:** Aberrant subtype **Benefit:** You never need to eat or drink again, and instead you rely entirely on your psionic metabolism to provide optimum nutrition and hydration. **Normal**:: A typical elan can sustain himself without food or water for 24 hours if he spends 1 power point. ``` @@ --- Feat: Elan Resilience, Enhanced Tags: Psionic, Racial Summ: As an elan, you can prevent greater amounts of damage than other members of your race. Prereq: Aberrant subtype --- !! ``` ## Elan Resilience, Enhanced (Psionic, Racial) *As an elan, you can prevent greater amounts of damage than other members of your race.* **Prerequisite:** Aberrant subtype **Benefit:** As an immediate action, you can reduce the damage you are about to take by 4 points for every 1 power point spent. **Normal**:: A typical elan can reduce damage he is about to take by 2 points for every 1 power point spent. ``` @@ --- Feat: Elan Resistance, Enhanced Tags: Psionic, Racial Summ: As an elan, you can resist harmful effects more readily than other members of your race. Prereq: Aberrant subtype --- !! ``` ## Elan Resistance, Enhanced (Psionic, Racial) *As an elan, you can resist harmful effects more readily than other members of your race.* **Prerequisite:** Aberrant subtype **Benefit:** As an immediate action, you can spend 1 power point to gain a +6 racial bonus on saving throws until the beginning of your next turn. **Normal**:: A typical elan gains a +4 racial bonus on saving throws until the beginning of his next turn. ``` @@ --- Feat: Elan Retainment Tags: Psionic, Racial Summ: You can use your psionic metabolism to aid your ability to retain your psionic focus when you would otherwise expend it. Prereq: Aberrant subtype, 3rd Level --- !! ``` ## Elan Retainment (Psionic, Racial) You can use your psionic metabolism to aid your ability to retain your psionic focus when you would otherwise expend it. **Prerequisite:** Aberrant subtype, 3rd Level **Benefit:** Once per day as an immediate action, you can spend 3 power points to maintain your psionic focus, even if you have just taken an action that would normally expend it. ``` @@ --- Feat: Eldeen Plantgrafter Tags: Item Creation Summ: You can create and apply plant grafts onto others, granting the recipients of your grafts new, potent abilities. Prereq: Knowledge (nature) 4 ranks, caster level 5th --- !! ``` ## Eldeen Plantgrafter (Item Creation) You can create and apply plant grafts onto others, granting the recipients of your grafts new, potent abilities. **Prerequisite:** Knowledge (nature) 4 ranks, caster level 5th **Benefit:** You can create and attach any plant graft whose prerequisites you meet (see individual grafts in Chapter 5 for requirements). Creating and attaching a plant graft follows the normal rules for creating a graft (see page 127). ``` @@ --- Feat: Eldritch Corruption Tags: Tainted Summ: You can add power to your spells or spell-like abilities at the expense of your companions’ health. Prereq: Any one metamagic feat, moderate depravity --- !! ``` ## Eldritch Corruption (Tainted) You can add power to your spells or spell-like abilities at the expense of your companions’ health. **Prerequisite:** Any one metamagic feat, moderate depravity **Benefit:** You can enlarge, extend, heighten, or widen a spell, as though you had the appropriate metamagic feat, without increasing the spell level or, for spontaneous casters, casting time. You can apply any number of these metamagic effects to a spell in this way; if you choose heighten, then that spell's level is heightened by up to two levels. For each level of metamagic you apply, one of your allies takes 2 points of Constitution damage. In this case, “ally” is defined as someone who knowingly and willingly fights alongside you against a common foe, or who otherwise considers you a trusted companion. You decide, when casting the spell, which ally takes the Constitution damage. You cannot select an ally immune to Constitution damage or an ally without a Constitution score. For purposes of this spell, you cannot designate a summoned or charmed being as your ally. You can use this feat three times per day. **Special:** You can select this feat more than once. Each time you do, you gain an additional three uses per day. ``` @@ --- Feat: Eldritch Erosion Tags: Ambush Summ: Your attack can weaken your foe's resistance to magic. Prereq: Sneak attack +4d6, Knowledge (arcana) 1 rank. --- !! ``` ## Eldritch Erosion (Ambush) Your attack can weaken your foe's resistance to magic. **Prerequisite:** Sneak attack +4d6, Knowledge (arcana) 1 rank. **Benefit:** Your successful sneak attack reduces the target's spell resistance and power resistance by 5 (minimum 0) for 10 rounds. If you use this feat a second time on a target before 10 rounds have elapsed, the effect of the first use expires. Using this feat reduces your sneak attack damage by 4d6. ``` @@ --- Feat: Eldritch Linguist Tags: Summ: You have a deep understanding of how words themselves have their own kind of magic, and a mastery of the secret syntax of power. Prereq: Human subtype, ability to cast divine spells --- !! ``` ## Eldritch Linguist *You have a deep understanding of how words themselves have their own kind of magic, and a mastery of the secret syntax of power.* **Prerequisite:** Human subtype, ability to cast divine spells **Benefit:** You gain +1 caster level when casting a spell from the list below. The tradition of the eldritch linguist consists of the following spells at the appropriate levels: 0— _read magic_; 1st— _command, comprehend languages_; 2nd— _speak with animals, whispering wind_; 3rd— _bestow curse, explosive runes, glyph of warding, speak with dead, speak with plants_; 4th— _dismissal, sending, shout, tongues_; 5th— _atonement, greater command, hallow_; 6th— _greater glyph of warding, word of recall_; 7th— _blasphemy, dictum, holy word, power word stun, word of chaos_; 8th— _power word blind, symbol_; 9th— _power word kill_. ``` @@ --- Feat: Elemental Adept Tags: Summ: You can spontaneously cast a spell of the element you have mastered. Prereq: Elemental mastery class feature --- !! ``` ## Elemental Adept *You can spontaneously cast a spell of the element you have mastered.* **Prerequisite:** Elemental mastery class feature **Benefit:** Choose one spell of the element you have chosen for your elemental mastery class feature. You can now spontaneously cast that spell by sacrificing a prepared spell of equal or higher level. The spell you choose must be in your spellbook. When you gain a level, you can change the spell you can spontaneously cast by picking a new spell of the element you chose for elemental mastery. ``` @@ --- Feat: Elemental Bloodline Tags: Summ: You have taken on some of the aspects of the type of element that infuses your flesh. Prereq: Base Fortitude save +4, genasi (air, earth, fire, or water) --- !! ``` ## Elemental Bloodline *You have taken on some of the aspects of the type of element that infuses your flesh.* **Prerequisite:** Base Fortitude save +4, genasi (air, earth, fire, or water) **Benefit:** You gain a +4 saving throw bonus on saving throws against poison, _sleep_, paralysis, or stunning. You also have a chance to turn a critical hit or a sneak attack against you into a normal hit (as if you were wearing light fortification armor). If you are wearing fortification armor (or a similar item or have an ability with a similar effect), use the one that has the larger percentage chance. ``` @@ --- Feat: Elemental Envoy Tags: Psionic Summ: This feat allows you to acquire an elemental steward: an emberling (fire), a geodite (sonic), an arctine (cold), or a tempestan (electricity). This elemental steward acts as an envoy in place of a psicrystal. This envoy remains with you for an indefinite period of time, until dismissed or destroyed. Prereq: Knowledge (Planes) 1 rank, Psicrystal Affinity --- !! ``` ## Elemental Envoy (Psionic) *This feat allows you to acquire an elemental steward: an emberling (fire), a geodite (sonic), an arctine (cold), or a tempestan (electricity). This elemental steward acts as an envoy in place of a psicrystal. This envoy remains with you for an indefinite period of time, until dismissed or destroyed.* **Prerequisite:** Knowledge (Planes) 1 rank, Psicrystal Affinity **Benefit:** When you are able to acquire a new psicrystal, you can select an elemental steward instead. The type of steward—emberling (fire), geodite (sonic), arctine (cold), or tempestan (electricity)—depends on your preference, unless you have the Privileged Energy teat, in which case the steward must match the energy type. As you advance in power, your elemental steward also increases in power; see the Elemental Stewards as Envoys sidebar. **Special:** You cannot simultaneously possess both a psicrystal and an elemental envoy. ``` @@ --- Feat: Elemental Grafter Tags: Item Creation Summ: You can create and apply elemental grafts onto others, granting the recipients of your grafts new, potent abilities. Prereq: Knowledge (Planes) 2 ranks, caster level 5th --- !! ``` ## Elemental Grafter (Item Creation) *You can create and apply elemental grafts onto others, granting the recipients of your grafts new, potent abilities.* **Prerequisite:** Knowledge (Planes) 2 ranks, caster level 5th **Benefit:** You can create and attach any elemental graft whose prerequisites you meet (see individual grafts in Chapter 5 for prerequisites). Creating and attaching an elemental graft follows the normal rules for creating a graft (see page 127). ``` @@ --- Feat: Elemental Healing Tags: Divine Summ: You can channel elemental energy to heal creatures of a specific elemental subtype. Prereq: Ability to rebuke creatures with an elemental subtype --- !! ``` ## Elemental Healing (Divine) *You can channel elemental energy to heal creatures of a specific elemental subtype.* **Prerequisite:** Ability to rebuke creatures with an elemental subtype **Benefit:** You can spend a rebuke attempt as a standard action to send a burst of healing energy in a 60-foot burst. This affects all creatures with an elemental subtype that you could normally rebuke; such creatures are healed of 1d8 points of damage per two cleric levels. For example, a cleric with the Fire domain could use this feat to heal a fire elemental or any other creature with the fire subtype (since he would normally rebuke creatures with the fire subtype with his domain power). **Special:** You may only activate this feat by spending a rebuke attempt that would normally be used to rebuke creatures with a specific elemental subtype (air, earth, fire, or water). Unlike other divine feats, you can’t use a turn or rebuke undead attempt (or other turning attempt) to activate the feat. ``` @@ --- Feat: Elemental Helmsman Tags: Summ: You are more capable of piloting an elemental vessel. Prereq: You gain a +4 bonus on opposed Charisma checks when you attempt to control an elemental vessel. If you use lightning reins or a wheel of wind and water (depending on the nature of the vessel you are attempting to pilot), your bonus increases to +10. If you fail the opposed Charisma check, the vessel continues its current motion, though you can try again the following round. --- !! ``` ## Elemental Helmsman *You are more capable of piloting an elemental vessel.* **Benefit:** You gain a +4 bonus on opposed Charisma checks when you attempt to control an elemental vessel. If you use lightning reins or a wheel of wind and water (depending on the nature of the vessel you are attempting to pilot), your bonus increases to +10. If you fail the opposed Charisma check, the vessel continues its current motion, though you can try again the following round. Even characters not of House Orien or House Lyrandar sometimes take this feat, in an effort to pilot airships and earth sleds without the auspices of the dragonmarked houses. ``` @@ --- Feat: Elemental Smite Tags: Summ: You can channel the energy associated with one of your elemental grafts into your melee attacks. Prereq: Cha 11, Knowledge (Planes) 3 ranks, at least one elemental graft --- !! ``` ## Elemental Smite You can channel the energy associated with one of your elemental grafts into your melee attacks. **Prerequisite:** Cha 11, Knowledge (Planes) 3 ranks, at least one elemental graft **Benefit:** You can attempt to smite a creature with one normal melee attack. You deal 1 extra point of energy damage per character level. The graft donor of one of your elemental grafts determines the type of energy damage: electricity for an air graft, acid for an earth graft, fire for a fire graft, and cold for a water graft. If you have more than one elemental graft, you choose one of the graft's associated energy types when you make the elemental smite attack. If you accidentally smite a creature that has immunity to the type of energy damage you deal, the smite has no effect, but the ability is still used up for that day. Likewise, a missed smite attack means the smite attempt is used for the day. You can use this smite attack once per day, plus one additional time per five levels gained (two times per day at 5th, three times per day at 10th, and so on). ``` @@ --- Feat: Elemental Smiting Tags: Divine Summ: You can channel elemental energy to deal extra damage to creatures tied to a specific element. Prereq: Ability to turn creatures with an elemental subtype --- !! ``` ## Elemental Smiting (Divine) *You can channel elemental energy to deal extra damage to creatures tied to a specific element.* **Prerequisite:** Ability to turn creatures with an elemental subtype **Benefit:** Once per round, you can spend a turn attempt as a free action when making a melee attack. If you successfully strike a creature that you could turn with that turn attempt because of its elemental subtype, you may add a bonus on your damage roll equal to your cleric level. If your attack misses, the turn attempt is lost to no effect. For example, a cleric with the Fire domain could use this feat to smite a water elemental or any other creature with the water subtype (since he would normally turn creatures with the water subtype with his domain power). **Special:** You may only activate this feat by spending a turn attempt that would normally be used to turn creatures with a specific elemental subtype (air, earth, fire, or water). Unlike other divine feats, you can’t use a turn or rebuke undead attempt (or other turning attempt) to activate the feat. ``` @@ --- Feat: Elemental Spellcasting Tags: Summ: Choose an element (air, earth, fire, or water). You cast spells with that descriptor more effectively than normal. Prereq: Knowledge (Planes) 2 ranks --- !! ``` ## Elemental Spellcasting *Choose an element (air, earth, fire, or water). You cast spells with that descriptor more effectively than normal.* **Prerequisite:** Knowledge (Planes) 2 ranks **Benefit:** You cast spells with the chosen descriptor at +1 caster level. **Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new element. ``` @@ --- Feat: Elephant's Hide Tags: Wild Summ: You can thicken your skin to the toughness of an elephant's. Prereq: Ability to wild shape into a Large creature --- !! ``` ## Elephant's Hide (Wild) *You can thicken your skin to the toughness of an elephant's.* **Prerequisite:** Ability to wild shape into a Large creature **Benefit:** You can spend one wild shape to give yourself a natural armor bonus of 7. This does not stack with any natural armor you currently have. The effect lasts for 10 minutes. Elf Dilettante Throughout the long years of your life, you have developed a talent for doing just about anything. **Prerequisite:** Elf subtype, Int 13 **Benefit:** You gain a +1 bonus on all untrained skill checks. You can attempt untrained checks using skills that normally do not allow untrained use. If a skill doesn’t allow skill checks (such as Speak Language), this feat has no effect. **Normal**:: Without any ranks in a skill, you can’t attempt some skill checks. ``` @@ --- Feat: Elfhunter Tags: Summ: Because of your cultural hatred for elves, you have had specific training in how best to fight them. Prereq: Drow. --- !! ``` ## Elfhunter *Because of your cultural hatred for elves, you have had specific training in how best to fight them.* **Prerequisite:** Drow. **Benefit:** Choose one subrace of elf. When fighting elves of this kind, you gain a +1 competence bonus on melee damage rolls and on ranged attack rolls made at ranges of up to 30 feet. You also gain the benefit of the Improved Critical feat for the weapon you are using in any such attack. This benefit does not stack with that of the Improved Critical feat. **Special:** You may take this feat multiple times. Its effects do not stack. Each time you take the feat you must choose a new subrace of elf to which it will apply. ``` @@ --- Feat: Elusive Target Tags: Tactical Summ: Trying to land a blow against you can be a maddening experience. Prereq: Dodge, Mobility, base attack bonus +6 --- !! ``` ## Elusive Target (Tactical) *Trying to land a blow against you can be a maddening experience.* **Prerequisite:** Dodge, Mobility, base attack bonus +6 **Benefit:** The Elusive Target feat enables the use of three tactical maneuvers. - _Negate Power Attack:_ To use this maneuver, you must designate a specific foe to be affected by your Dodge feat. If that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll but still takes the corresponding penalty on the attack roll. - _Diverting Defense:_ To use this maneuver, you must be flanked and you must designate one of the flanking attackers to be affected by your Dodge feat. The first attack of the round from the designated attacker automatically misses you and may strike the other flanking foe instead; the attacking creature makes an attack roll normally, and its ally is considered flatfooted.<br>If the designated attacker is making a full attack against you, its second and subsequent attacks function normally. - _Cause Overreach:_ To use this maneuver, you must provoke an attack of opportunity from a foe by moving out of a threatened square. If the foe misses you, you can make a free trip attempt against this foe, and the foe does not get a chance to trip you if your attempt fails. ``` @@ --- Feat: Elven Spell Lore Tags: Summ: 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. Prereq: Int 17 or Elf subtype, Knowledge (arcana) 12 ranks --- !! ``` ## Elven Spell Lore *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.* **Prerequisite:** Int 17 or Elf subtype, Knowledge (arcana) 12 ranks **Benefit:** Your understanding of the elven secrets of magic grants you two benefits. When you cast _dispel magic_ or _greater dispel magic,_ you gain a +2 bonus on your caster level check. Your understanding of magic allows you to more easily unravel the power that sustains a foe's spell. In addition, your knowledge of magic grants you rare insights into forgotten spell lore. Choose a single spell in your spellbook when you take this feat. When preparing that spell, you can alter the type of damage it deals to a single type of your choice. You must make this choice when preparing the spell (those who do not prepare spells cannot benefit from this aspect of the feat). You can prepare the spell multiple times, selecting the same or a different energy type for it with each preparation. You can gain this feat multiple times. The caster level bonus does not stack, and each time you take the feat, a different spell must be chosen. ``` @@ --- Feat: Embody Energy Tags: Summ: You can sacrifice prepared spells to shroud your body in a particular type of energy. Prereq: Energy Substitution, Spell Focus (conjuration) --- !! ``` ## Embody Energy *You can sacrifice prepared spells to shroud your body in a particular type of energy.* **Prerequisite:** Energy Substitution, Spell Focus (conjuration) **Benefit:** You can sacrifice a spell that has an energy descriptor that matches the energy type you selected for Energy Substitution. By doing so, you wreathe your body with the energy for 1 round per level of the spell sacrificed. You are immune to the energy generated, and your natural attacks and attacks made with weapons deal an extra 1d6 points of damage of the appropriate type. Creatures that attempt to grapple you or that successfully attack you with a natural weapon or an unarmed strike take 1d6 points of damage for each hit or round of sustained contact. **Special:** You can select this feat multiple times. Each time, it applies to a new type of energy that you have selected for the Energy Substitution feat. ``` @@ --- Feat: Empower Legacy Tags: Legacy Summ: You can use one of your item's legacy abilities to greater effect. Prereq: Least Legacy, spell-like or command-activated legacy ability. --- !! ``` ## Empower Legacy (Legacy) *You can use one of your item's legacy abilities to greater effect.* **Prerequisite:** Least Legacy, spell-like or command-activated legacy ability. **Benefit:** When you select this feat, choose one available spell-like legacy ability of a specific item, or one whose effect is triggered by a command word. Three times per day, you can choose to increase by one-half all variable, numeric effects of that ability (as the Empower Spell feat). **Special:** You can gain Empower Legacy multiple times. Its effects do not stack. Each time you take the feat, it applies to a new legacy ability. ``` @@ --- Feat: Empower Mystery Tags: Metashadow Summ: You can cast mysteries to greater effect. Prereq: Any metashadow feat --- !! ``` ## Empower Mystery (Metashadow) *You can cast mysteries to greater effect.* **Prerequisite:** Any metashadow feat **Benefit:** Once per day, you can apply the effect of the Empower Spell feat to any mystery you cast. All variable, numeric effects of an empowered mystery increase by one-half. Casting an empowered mystery is a full-round action. **Special:** You can take this feat multiple times. ``` @@ --- Feat: Empower Power Tags: Metapsionic Summ: You can manifest powers to greater effect. Prereq: To use this feat, you must expend your psionic focus. --- !! ``` ## Empower Power (Metapsionic) *You can manifest powers to greater effect.* **Benefit:** To use this feat, you must expend your psionic focus. You can empower a power. All variable, numeric effects of an empowered power are increased by one-half. An empowered power deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Augmented powers can also be empowered (multiply 1-1/2 times the damage total of the augmented power). Saving throws and opposed checks (such as the one you make when you manifest _dispel psionics_) are not affected, nor are powers without random variables. Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level. ``` @@ --- Feat: Empower Supernatural Ability Tags: Summ: You can use a supernatural ability with greater effect than normal. Prereq: 6 HD, supernatural ability --- !! ``` ## Empower Supernatural Ability You can use a supernatural ability with greater effect than normal. **Prerequisite:** 6 HD, supernatural ability **Benefit:** Once per day, you can empower a supernatural ability. When you use an empowered supernatural ability, all variable, numeric effects of the supernatural ability are increased by one-half. An empowered supernatural ability deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so on as appropriate. Saving throws and opposed rolls (such as the one made when you cast _dispel magic_) and supernatural abilities without random variables are not affected. You must declare use of this feat before you use the ability. A continuous use ability (such as a gaze attack) can be empowered for only 1 round. Empowering a supernatural ability does not require a separate action. An empowered supernatural ability cannot be maximized. **Special:** This feat can be taken multiple times. Each time it is taken, you can empower a supernatural ability one additional time per day. You cannot empower a particular use of a supernatural ability more than once. ``` @@ --- Feat: Empower Turning Tags: Summ: You can turn or rebuke more undead with a single turning attempt. Prereq: Channel energy class feature --- !! ``` ## Empower Turning You can turn or rebuke more undead with a single turning attempt. **Prerequisite:** Channel energy class feature **Benefit:** You can turn or rebuke more undead than usual. After adding your cleric level and Charisma modifier to your turning damage roll multiply it by 1.5. ``` @@ --- Feat: Empower Utterance Tags: Summ: Your utterances have more powerful effects. Prereq: Truespeak 9 ranks, ability to speak utterances --- !! ``` ## Empower Utterance *Your utterances have more powerful effects.* **Prerequisite:** Truespeak 9 ranks, ability to speak utterances **Benefit:** If the utterance is successful, all the variable, numeric effects of the utterance are increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered utterance has a Truespeak DC 10 higher than normal. ``` @@ --- Feat: Empowered Ability Damage Tags: Monstrous Summ: Your ability damage (or ability drain) special attack is more potent than normal. Prereq: Cha 11, undead type, incorporeal subtype, supernatural ability to drain or damage an ability score --- !! ``` ## Empowered Ability Damage (Monstrous) *Your ability damage (or ability drain) special attack is more potent than normal.* **Prerequisite:** Cha 11, undead type, incorporeal subtype, supernatural ability to drain or damage an ability score **Benefits**:: All variable, numeric effects of an empowered ability damage or ability drain special attack are increased by 50%. For example, an allip with this feat drains 1-1/2 times the normal amount of Wisdom (roll 1d4 and multiply the result by 1-1/2). ``` @@ --- Feat: Enchanting Song Tags: Bardic Music Summ: You can channel the power of your Bardic performance to temporarily increase the power of your enchantment spells. Prereq: Perform (any one) 5 ranks, Spell Focus (enchantment), Bardic performance --- !! ``` ## Enchanting Song (Bardic Music) *You can channel the power of your Bardic performance to temporarily increase the power of your enchantment spells.* **Prerequisite:** Perform (any one) 5 ranks, Spell Focus (enchantment), Bardic performance **Benefit:** As you cast a spell of the enchantment school, you may spend one daily use of your Bardic performance ability to increase the caster level and saving throw DC of that spell by 1. These bonuses stack with those provided by other feats, such as Spell Focus. ``` @@ --- Feat: Endure Sunlight Tags: Monstrous Summ: Your vulnerability to sunlight is reduced. Prereq: Sunlight powerlessness or sunlight-related weakness --- !! ``` ## Endure Sunlight (Monstrous) *Your vulnerability to sunlight is reduced.* **Prerequisite:** Sunlight powerlessness or sunlight-related weakness **Benefit:** You can resist all dangerous effects of sunlight for a number of rounds equal to 1 + your Charisma modifier (minimum 1 round). After this time, if you are still exposed to sunlight, you take the normal effects as appropriate for your kind. ``` @@ --- Feat: Enduring Ki Tags: Summ: You can channel inner energy to make your ki powers last longer. Prereq: Ki power --- !! ``` ## Enduring Ki *You can channel inner energy to make your ki powers last longer.* **Prerequisite:** Ki power **Benefit:** By spending an extra daily use of your Ki power when you activate it, the chosen effect lasts for an additional round (Ki power is a class feature of the ninja; see the sidebar for details). You also gain one extra daily use of your Ki power. ``` @@ --- Feat: Enduring Life Tags: Summ: You can ignore the effect of negative levels for a short time. Prereq: Whenever you would gain a negative level, you can ignore the penalties and other ill effects associated with that negative level for a number of minutes equal to your Constitution bonus (if any). For example, if Tordek (Con 15) is struck by a wight, he gains one negative level. However, he can ignore the –1 penalty on attack rolls, saves, ability checks, and skill checks associated with that negative level for 2 minutes, since his Constitution bonus is +2. (If Tordek were a spellcaster, he would also avoid losing a spell slot for 2 minutes.) --- !! ``` ## Enduring Life *You can ignore the effect of negative levels for a short time.* **Benefit:** Whenever you would gain a negative level, you can ignore the penalties and other ill effects associated with that negative level for a number of minutes equal to your Constitution bonus (if any). For example, if Tordek (Con 15) is struck by a wight, he gains one negative level. However, he can ignore the –1 penalty on attack rolls, saves, ability checks, and skill checks associated with that negative level for 2 minutes, since his Constitution bonus is +2. (If Tordek were a spellcaster, he would also avoid losing a spell slot for 2 minutes.) You also gain a +4 bonus on Fortitude saves to remove negative levels. ``` @@ --- Feat: Enemy Of Good Tags: Vile Summ: You draw power from your unholy devotion. Prereq: Chosen of Evil, Evil Brand --- !! ``` ## Enemy Of Good (Vile) *You draw power from your unholy devotion.* **Prerequisite:** Chosen of Evil, Evil Brand **Benefit:** Whenever you cast a spell or use a spell-like ability against a creature of the good subtype or a creature that radiates an aura of good, the save Dc, if any, increases by 2. ``` @@ --- Feat: Energize Armor Tags: Psionic Summ: You can charge your armor with psionic energy, making it resistant to energy damage. Prereq: Invest Armor*. --- !! ``` ## Energize Armor (Psionic) *You can charge your armor with psionic energy, making it resistant to energy damage.* **Prerequisite:** Invest Armor*. **Benefit:** You can expend your psionic focus to infuse your armor with psychic energy. This gives you resistance 10 against the next attack or effect with an energy descriptor that affects you. Using this feat is an immediate action (it can be used on another creature's turn) in reaction to being affected by a spell, effect, or attack that deals energy damage and does not provoke attacks of opportunity. ``` @@ --- Feat: Energize Spell Tags: Metamagic Summ: Your spells channel positive energy to deal extra damage to undead creatures, but are less effective against other opponents. Prereq: Nonevil alignment, must not have the channel energy class feature --- !! ``` ## Energize Spell (Metamagic) *Your spells channel positive energy to deal extra damage to undead creatures, but are less effective against other opponents.* **Prerequisite:** Nonevil alignment, must not have the channel energy class feature **Benefit:** Your spells are infused with positive energy. An energized spell deals an extra 50% damage to undead creatures, but deals 50% less damage to nonundead creatures and to objects. An energized spell uses up a spell slot one level higher than the spell's actual level. **Special:** A character who has the ability to channel negative energy to rebuke or command undead cannot select this feat. ``` @@ --- Feat: Energy Abjuration Tags: Summ: Casting an abjuration spell grants you protection from energy damage. Prereq: Spell Focus (abjuration) or abjurer level 1st --- !! ``` ## Energy Abjuration *Casting an abjuration spell grants you protection from energy damage.* **Prerequisite:** Spell Focus (abjuration) or abjurer level 1st **Benefit:** When you cast an abjuration spell, you can choose to gain a special energy resistance equal to (1 + the spell's level) x 5. This energy resistance lasts for the duration of the abjuration spell you cast or until you are struck by any type of energy damage (acid, cold, fire, electricity, or sonic). The resistance applies to the first energy damage to which you are exposed, and thereafter you lose the energy resistance until you cast another abjuration spell. **Special:** An abjurer can select this feat as a wizard bonus feat. ``` @@ --- Feat: Energy Admixture Tags: Metamagic Summ: You can modify a spell that uses one type of energy to add an equal amount of another energy type. Prereq: Energy Substitution --- !! ``` ## Energy Admixture (Metamagic) *You can modify a spell that uses one type of energy to add an equal amount of another energy type.* **Prerequisite:** Energy Substitution **Benefit:** Choose one type of energy (acid, cold, electricity, or fire) that matches an energy type you have selected for substitution via the Energy Substitution feat. You can then modify any spell with an energy descriptor by adding an equal amount of the chosen type of energy to the spell's normal effects. The altered spell works normally in all respects except for the type and amount of damage dealt, with each type of energy counting separately toward the spell's damage cap. Thus, an acid _fireball_ cast at 6th level deals 6d6 points of fire damage and 6d6 points of acid damage (rolled separately), while the same acid _fireball_ cast at 10th level or higher deals 10d6 points of fire damage and 10d6 points of acid damage. Even opposed types of energy (such as fire and cold) can be combined using this feat. An energy admixed spell uses up a spell slot four levels higher than the spell's actual level. As well, the spell's descriptor changes to include both energy types present in the spell—for example, the acid _fireball_ described above is an evocation (acid, fire) spell. **Special:** You can gain this feat multiple times, choosing a different type of energy each time. The type of energy selected with this feat must match a type of energy you have also selected for substitution via the Energy Substitution feat (so you can select cold as your energy type with Energy Admixture if you have selected cold as your Energy Substitution energy type). You can use Energy Admixture to further alter a spell that has already been modified with Energy Substitution, and you can also admix your chosen energy type with a spell that already uses the same type, in effect doubling its normal damage dice. ``` @@ --- Feat: Energy Affinity Tags: Metamagic Summ: You can modify a spell that uses one type of energy to use another type (acid, cold, electricity, or fire) instead. Prereq: Knowledge (arcana) 5 ranks, able to cast at least one spell of each of these energy types: acid, cold, electricity, and fire. --- !! ``` ## Energy Affinity (Metamagic) *You can modify a spell that uses one type of energy to use another type (acid, cold, electricity, or fire) instead.* **Prerequisite:** Knowledge (arcana) 5 ranks, able to cast at least one spell of each of these energy types: acid, cold, electricity, and fire. **Benefit:** Choose acid, cold, electricity, or fire. You can modify any spell with an energy descriptor to use the chosen type of energy instead. A spell so modified works normally in all respects except the type of damage dealt. A modified spell uses a spell slot of the spell's normal level, modified by any other metamagic feats. **Special:** You can gain this feat multiple times. Each time you take the feat, it applies to a different type of energy. ``` @@ --- Feat: Energy Gestalt Tags: Tactical Summ: You have learned to combine multiple energy effects to great advantage. Prereq: Spell Focus (evocation), caster level 3rd --- !! ``` ## Energy Gestalt (Tactical) *You have learned to combine multiple energy effects to great advantage.* **Prerequisite:** Spell Focus (evocation), caster level 3rd **Benefit:** The Energy Gestalt feat enables the use of three tactical maneuvers. In every case, you must deal damage to one or more subjects with a pair of energy-based spells you cast in 2 successive rounds. - _Acrid Fumes:_ You cast an acid spell followed by a fire spell. The flames of your second spell turn some of the lingering acid into choking, sickening fumes. Any living creature damaged by both spells is nauseated for 1 round. Those who make a successful Fortitude save (DC based on the second spell) are sickened for 1 round instead. Treat this as a poison effect for the purpose of save bonuses and immunities. - _Brittle Blast:_ You cast a cold spell followed by a sonic spell. Any object or construct damaged by both spells takes +50% damage from the sonic spell, because its physical structure has been made brittle by the cold. - _Improved Conduction:_ You cast a cold spell followed by an electricity spell. The lingering cold more effectively conducts the electricity, temporarily fatiguing creatures. Living creatures damaged by both spells are slowed for 1 round (as the _slow_ spell). Creatures that make successful Fortitude saves (DC based on the second spell) are fatigued for 1 round. ``` @@ --- Feat: Energy Substitution Tags: Metamagic Summ: You can modify an energy-based spell to use another type of energy instead. Prereq: Knowledge (arcana) 5 ranks, any metamagic feat --- !! ``` ## Energy Substitution (Metamagic) *You can modify an energy-based spell to use another type of energy instead.* **Prerequisite:** Knowledge (arcana) 5 ranks, any metamagic feat **Benefit:** Choose one type of energy (acid, cold, electricity, or fire). You can then modify any spell with an energy descriptor to use the chosen type of energy instead. An energy substituted spell uses a spell slot of the spell's normal level. The spell's descriptor changes to the new energy type—for example, a _fireball_ composed of cold energy is an evocation (cold) spell. **Special:** You can gain this feat multiple times, choosing a different type of energy each time. ``` @@ --- Feat: Enervative Healing Tags: Summ: You can use the life energy of an opponent to heal yourself. Prereq: Fey'ri, ability to use enervation as a spell-like ability --- !! ``` ## Enervative Healing *You can use the life energy of an opponent to heal yourself.* **Prerequisite:** Fey'ri, ability to use enervation as a spell-like ability **Benefit:** When you use your enervation ability, you may choose to touch an opponent instead of firing a ray, making a melee touch attack to do so. If the target gains negative levels, you heal 5 hit points for every negative level the target gains from this attack as if you had been healed with positive energy. ``` @@ --- Feat: Enervate Spell Tags: Metamagic Summ: Your spells channel negative energy to deal extra damage to living creatures, but are less effective against unliving opponents. Prereq: non-good alignment, must not have the channel energy class feature --- !! ``` ## Enervate Spell (Metamagic) Your spells channel negative energy to deal extra damage to living creatures, but are less effective against unliving opponents. **Prerequisite:** non-good alignment, must not have the channel energy class feature **Benefit:** Your spells are infused with negative energy. An enervated spell deals an extra 50% damage to living creatures, but deals 50% less damage to constructs, undead, and objects. An enervated spell uses up a spell slot two levels higher than the spell's actual level. **Special:** A character who has the ability to channel positive energy to channel energycannot select this feat. ``` @@ --- Feat: Enervation Endurance Tags: Psionic Summ: When facing the aftermath of a wild surge, enervation doesn't sap your power points. Prereq: Psychic enervation class feature --- !! ``` ## Enervation Endurance (Psionic) When facing the aftermath of a wild surge, enervation doesn't sap your power points. **Prerequisite:** Psychic enervation class feature **Benefit:** Repeated exposure to wild surges and their debilitating aftereffects has increased your resistance to psychic enervation. From now on, when you become enervated, you lose power points equal to one-half your wilder level, although you are still dazed until the end of your next turn. **Normal**:: A wilder overcome by psychic enervation is dazed until the end of his next turn and loses a number of power points equal to his wilder level. ``` @@ --- Feat: Enhanced Adhesive Tags: Summ: The natural adhesive you secrete becomes stickier. Prereq: Kuo-toa. --- !! ``` ## Enhanced Adhesive *The natural adhesive you secrete becomes stickier.* **Prerequisite:** Kuo-toa. **Benefit:** When your shield is coated with your natural adhesive, it is more difficult than usual for an opponent to avoid becoming stuck to it and to break free once stuck. The DC for the opponent's Reflex save to avoid getting stuck after an unsuccessful melee attack increases by +2. The DC for the opponent's Strength check to free itself or its weapon after becoming stuck increases by the same amount. **Normal**:: The DC for the Reflex save is 11 + your Constitution modifier. The only way to increase the DC is to increase your Constitution modifier. The DC for the Strength check is normally a flat value that cannot be increased. ``` @@ --- Feat: Enhanced Beneficence Tags: Psionic Summ: Your psychic aura is larger than normal, reflecting your devotion to your deity. Prereq: Psychic aura class feature --- !! ``` ## Enhanced Beneficence (Psionic) *Your psychic aura is larger than normal, reflecting your devotion to your deity.* **Prerequisite:** Psychic aura class feature **Benefit:** The radius of your psychic aura increases by 5 feet (the radius of your aura would be 10 feet at 1st level, instead of 5 feet). ``` @@ --- Feat: Enhanced Power Sigils Tags: Racial Summ: Your illumian power sigils are more powerful than normal. Prereq: Illumian, two power sigils --- !! ``` ## Enhanced Power Sigils (Racial) *Your illumian power sigils are more powerful than normal.* **Prerequisite:** Illumian, two power sigils **Benefit:** The bonuses granted by each of your power sigils improve by 1. **Normal**:: Without this feat, the bonuses granted by each of your power sigils are equal to the number of power sigils you possess. ``` @@ --- Feat: Enlarge Mystery Tags: Metashadow Summ: You can cast mysteries farther than normal. Prereq: Once per day, you can alter a mystery with a range of close, medium, or long to increase its range by 100%. This functions in most respects as the Enlarge Spell feat. --- !! ``` ## Enlarge Mystery (Metashadow) *You can cast mysteries farther than normal.* **Benefit:** Once per day, you can alter a mystery with a range of close, medium, or long to increase its range by 100%. This functions in most respects as the Enlarge Spell feat. **Special:** You can take this feat multiple times. ``` @@ --- Feat: Enlarge Supernatural Ability Tags: Summ: You can increase the range of a supernatural attack. Prereq: 4 HD, supernatural ability --- !! ``` ## Enlarge Supernatural Ability *You can increase the range of a supernatural attack.* **Prerequisite:** 4 HD, supernatural ability **Benefit:** Once per day, you can enlarge a supernatural ability. When you use an enlarged supernatural ability, its range increases by 100%. You must declare use of this feat before you use the ability. A continuous use ability (such as a gaze attack) can only be enlarged for 1 round. Enlarging a supernatural ability does not require a separate action. This feat does not affect the length of a line or a cone, the diameter of an emanation (such as a gaze attack or frightful presence), or the range of any supernatural ability not defined by distance. **Special:** This feat can be taken multiple times. Each time it is taken, you can enlarge a supernatural ability one additional time per day. You cannot enlarge a particular use of a supernatural ability more than once. ``` @@ --- Feat: Enlarge Utterance Tags: Summ: You can project the power of an utterance to a greater distance. Prereq: Truespeak 6 ranks, ability to speak utterances --- !! ``` ## Enlarge Utterance *You can project the power of an utterance to a greater distance.* **Prerequisite:** Truespeak 6 ranks, ability to speak utterances **Benefit:** If the utterance is successful, you can increase its range by 100%. For most utterances, this means the range becomes 120 feet. This feat has no effect on utterances with a range of touch. An enlarged utterance has a Truespeak DC 5 higher than normal. ``` @@ --- Feat: Entangling Exhalation Tags: Breath Summ: You can use your breath weapon to create an entangling mesh of energy. Prereq: Dragonblood subtype, breath weapon --- !! ``` ## Entangling Exhalation (Breath) *You can use your breath weapon to create an entangling mesh of energy.* **Prerequisite:** Dragonblood subtype, breath weapon **Benefit:** When you use your breath weapon, you can choose to enmesh all creatures in its area instead of producing its normal effect. Your breath weapon deals only half its normal damage; however, any creature that takes damage from your breath weapon becomes entangled and takes an extra 1d6 points of damage, of the same energy type as normally dealt by your breath weapon, each round at the start of your turn. This effect lasts for 1d4 rounds. If your breath weapon doesn’t deal energy damage, creatures damaged by the initial breath are still entangled but don’t take additional damage on later rounds. ``` @@ --- Feat: Entangling Spell Tags: Metamagic Summ: Your spell releases residual eldritch power that entangles your enemies. Prereq: The feat can be applied to any instantaneous spell that deals acid, cold, electricity, fire, or sonic damage, such as _fireball_ or _lightning bolt_. After the spell is cast, lingering tendrils of raw energy persist; creatures damaged by the spell are entangled for 1 round. The spell is considered to be in effect during this time and can be dispelled normally. An entangling spell uses up a spell slot two levels higher than the spell's actual level. --- !! ``` ## Entangling Spell (Metamagic) *Your spell releases residual eldritch power that entangles your enemies.* **Benefit:** The feat can be applied to any instantaneous spell that deals acid, cold, electricity, fire, or sonic damage, such as _fireball_ or _lightning bolt_. After the spell is cast, lingering tendrils of raw energy persist; creatures damaged by the spell are entangled for 1 round. The spell is considered to be in effect during this time and can be dispelled normally. An entangling spell uses up a spell slot two levels higher than the spell's actual level. ``` @@ --- Feat: Envoy Cognizance Tags: Psionic Summ: When your elemental envoy is nearby, its associated energy enhances your ability to manifest energy powers. Prereq: Knowledge (Planes) 1 rank. Psicrystal Affinity, Elemental Envoy*. --- !! ``` ## Envoy Cognizance (Psionic) *When your elemental envoy is nearby, its associated energy enhances your ability to manifest energy powers.* **Prerequisite:** Knowledge (Planes) 1 rank. Psicrystal Affinity, Elemental Envoy*. **Benefit:** Because you have chosen to replace your psicrystal with an elemental steward -either an emberling (fire), a geodite (sonic), an arctine (cold), or a tempestan (electricity)—you can now utilize its associated energy to enhance any power you manifest that has the same energy descriptor. While your elemental envoy remains adjacent to you, you manifest these powers at one manifester level higher than normal. ``` @@ --- Feat: Epic Of The Lost King Tags: Bardic Music Summ: You can channel the power of your Bardic performance to reinvigorate your allies. Prereq: Bardic performance, Perform 6 ranks --- !! ``` ## Epic Of The Lost King (Bardic Music) *You can channel the power of your Bardic performance to reinvigorate your allies.* **Prerequisite:** Bardic performance, Perform 6 ranks **Benefit:** As a move action, you can expend one daily use of your Bardic performance ability to remove fatigue from up to three allies (including yourself) within 30 feet. If you spend three daily uses of Bardic performance, you can remove exhaustion from your allies instead. ``` @@ --- Feat: Etch Schema Tags: Item Creation Summ: You can create a minor schema. Prereq: Caster level 10th --- !! ``` ## Etch Schema (Item Creation) *You can create a minor schema.* **Prerequisite:** Caster level 10th **Benefit:** You can create a schema of a spell or infusion. Etching a minor schema takes one day for each 1,000 gp in its base price. The base price of a minor schema is its spell or infusion level x its caster level x 400 gp. To etch a minor schema, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. ``` @@ --- Feat: Eternal Strength Tags: Initiate Summ: You have taken Kord's fighting ways to heart. Throwing yourself into every brawl, you draw upon your mighty deity's strength. Prereq: Cleric level 5th, Str 13, deity Kord --- !! ``` ## Eternal Strength (Initiate) You have taken Kord's fighting ways to heart. Throwing yourself into every brawl, you draw upon your mighty deity's strength. **Prerequisite:** Cleric level 5th, Str 13, deity Kord **Benefit:** You gain a +4 bonus on saving throws to resist effects that deal Strength damage or cause Strength drain. In addition, you may add the following spells to your cleric spell list: - 3rd _Heroism_ - 5th _Waves_ of Fatigue - 6th _Heroism_, Greater - 7th _Waves of Exhaustion_ ``` @@ --- Feat: Ettercap Berserker Tags: Summ: The intense physical training required to join your lodge has made you tougher. Prereq: Ability to rage --- !! ``` ## Ettercap Berserker *The intense physical training required to join your lodge has made you tougher.* **Prerequisite:** Ability to rage **Region**:: Rashemen **Benefit:** You gain a +2 bonus on saving throws against poison. When raging, you gain a +6 bonus to Constitution. During a greater rage, you instead gain a +8 bonus to constitution. **Normal**:: A character in a rage gains a +4 bonus to Constitution. A character in a greater rage gains a +6 bonus to Constitution. ``` @@ --- Feat: Euphoric Reduction Tags: Psionic Summ: Channel your euphoric surge into a boost for one of your skills. Prereq: Surging euphoria class feature. --- !! ``` ## Euphoric Reduction (Psionic) *Channel your euphoric surge into a boost for one of your skills.* **Prerequisite:** Surging euphoria class feature. **Benefit:** When you trigger your surging euphoria, you can choose to channel it into a concentrated boost of physical resilience. Instead of gaining a bonus on attack rolls, damage rolls, and saving throws, you gain damage reduction equal to three times the surging euphoria level to which you have access. For instance, a 6th-level wilder with this feat who uses wild surge to boost her manifester level by two and uses surging euphoria can gain damage reduction 3/– for 2 rounds. ``` @@ --- Feat: Evasive Maneuvers Tags: Summ: You can vanish into the confusion created by area spells. Prereq: Caster level 11th, evasion, Cunning Evasion, Spell Focus (illusion), ability to cast _invisibility_ --- !! ``` ## Evasive Maneuvers *You can vanish into the confusion created by area spells.* **Prerequisite:** Caster level 11th, evasion, Cunning Evasion, Spell Focus (illusion), ability to cast _invisibility_ **Benefit:** Once per encounter, if you are caught within an area attack whose damage you completely avoid due to evasion or improved evasion, you can cast a prepared or known _invisibility_ spell as an immediate action. ``` @@ --- Feat: Evasive Reflexes Tags: Summ: When an opponent gives you an opening in combat, you know exactly what to do: slip away. Prereq: Dex 13 --- !! ``` ## Evasive Reflexes *When an opponent gives you an opening in combat, you know exactly what to do: slip away.* **Prerequisite:** Dex 13 **Benefit:** When an opponent gives you a chance to make an attack of opportunity, you can instead immediately take a 5-foot step. **Special:** Evasive Reflexes can be used in place of Combat Reflexes to qualify for a feat, prestige class, or other special ability. You can take both this feat and Combat Reflexes. ``` @@ --- Feat: Evil Brand Tags: Vile Summ: The character is physically marked forever as a servant of an evil power greater than herself or as a villain who does not care who knows that she seeks only death, destruction, and misery for others. The symbol is unquestionable in its perversity, depicting a depravity so unthinkable that all who see it know beyond a doubt that the bearer is forever in the sway of the blackest powers. Prereq: Evil creatures automatically recognize the symbol now emblazoned upon the character as a sign of her utter depravity or discipleship to a powerful patron, although the specific identity of the patron is not revealed. She gains a +2 circumstance bonus on Diplomacy and Intimidate checks made against evil creatures. --- !! ``` ## Evil Brand (Vile) *The character is physically marked forever as a servant of an evil power greater than herself or as a villain who does not care who knows that she seeks only death, destruction, and misery for others. The symbol is unquestionable in its perversity, depicting a depravity so unthinkable that all who see it know beyond a doubt that the bearer is forever in the sway of the blackest powers.* **Benefit:** Evil creatures automatically recognize the symbol now emblazoned upon the character as a sign of her utter depravity or discipleship to a powerful patron, although the specific identity of the patron is not revealed. She gains a +2 circumstance bonus on Diplomacy and Intimidate checks made against evil creatures. ``` @@ --- Feat: Evil Embraced Tags: Vile Summ: You embrace the power of your fiendish patron and call upon that power in moments of great need. Prereq: Evil Brand. --- !! ``` ## Evil Embraced (Vile) *You embrace the power of your fiendish patron and call upon that power in moments of great need.* **Prerequisite:** Evil Brand. **Benefit:** Once per day, as an immediate action, you can call upon your fiendish patron to steel you against harm. You gain damage reduction 10/good for 1 round (until the start of your next turn). ``` @@ --- Feat: Evil's Blessing Tags: Vile Summ: Entities of utter evil and villainy have a stake in your survival. Prereq: Cha 13 --- !! ``` ## Evil's Blessing (Vile) Entities of utter evil and villainy have a stake in your survival. **Prerequisite:** Cha 13 **Benefit:** As a standard action, you gain a profane bonus on saving throws equal to your Charisma bonus (minimum +1). This bonus lasts for 5 rounds. During any round in which you deal at least 1 point of damage to a creature of the good subtype or a creature that radiates an aura of good, this bonus is doubled. ``` @@ --- Feat: Eviscerator Tags: Monstrous Summ: The allies of your foes are especially afraid of your critical hits. Prereq: Cha 13, undead type, Death Master, Daunting Presence, Improved Critical, base attack bonus +1 --- !! ``` ## Eviscerator (Monstrous) The allies of your foes are especially afraid of your critical hits. **Prerequisite:** Cha 13, undead type, Death Master, Daunting Presence, Improved Critical, base attack bonus +1 **Benefit:** Whenever you score a critical hit with a melee attack against a living foe, creatures within 30 feet that are allied to that foe are shaken for 1 minute. This is a mind-affecting, fear effect. ``` @@ --- Feat: Exalted Companion Tags: Exalted Summ: Instead of an animal companion, you have a magical beast of good alignment. Prereq: Able to acquire a new animal companion, minimum level requirement (see below) --- !! ``` ## Exalted Companion (Exalted) Instead of an animal companion, you have a magical beast of good alignment. **Prerequisite:** Able to acquire a new animal companion, minimum level requirement (see below) **Benefit:** When choosing an animal companion, you may choose a magical beast as shown on the table below. You must choose a companion whose alignment is the same as yours, so only a ranger can have a blink dog, pegasus, or unicorn as a companion. Even though your companion is a magical beast, you can cast spells on it as though it were an animal. The exalted companion has all the normal abilities of a typical creature of its kind, as well as the characteristics of an animal companion determined by the druid or ranger's level. | **Companion** | **Alignment** | Effective Druid Level | | -------------------------------- | ------------- | --------------------- | | **Celestial animal<sup>1</sup>** | Any good | 2nd<sup>2</sup> | | **Blink dog** | Lawful good | 4th | | **Asperi** | Neutral good | 7th | | **Giant eagle** | Neutral good | 7th | | **Giant owl** | Neutral good | 7th | | **Pegasus** | Chaotic good | 7th | | **Unicorn** | Chaotic good | 7th | <sup><sup>1 Apply the celestial creature template to standard animal companion.</sup></sup> <sup><sup>2 Celestial animals have the same stats as standard animal companions at first level, gaining the abilities of their templates at 2nd level.</sup></sup> ``` @@ --- Feat: Exalted Smite Tags: Exalted Summ: Your smite ability is empowered with holy energy. Prereq: Smite evil class ability --- !! ``` ## Exalted Smite (Exalted) *Your smite ability is empowered with holy energy.* **Prerequisite:** Smite evil class ability **Benefit:** When you use smite evil, your first attack deals full damage against undead, evil dragons or outsiders with the evil subtype. ``` @@ --- Feat: Exalted Spell Resistance Tags: Exalted Summ: You are particularly resistant to evil spells. Prereq: Cha 15, spell resistance --- !! ``` ## Exalted Spell Resistance (Exalted) *You are particularly resistant to evil spells.* **Prerequisite:** Cha 15, spell resistance **Benefit:** Against spells with the evil descriptor and spell-like abilities used by evil outsiders, your spell resistance increases by +4. ``` @@ --- Feat: Exalted Turning Tags: Exalted Summ: You channel energywith such power that affected undead take damage. Prereq: channel energy class feature --- !! ``` ## Exalted Turning (Exalted) *You channel energywith such power that affected undead take damage.* **Prerequisite:** channel energy class feature **Benefit:** In addition to the damage dealt, any undead creature that fails its save against your channel energy takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 minute. An undead that succeeds on their will save takes those penalties for 1 round. ``` @@ --- Feat: Exalted Wild Shape Tags: Exalted, Wild Summ: You can use your wild shape ability to take the form of a good-aligned magical beast. Prereq: Wild shape class ability, wild shaping class level 8th --- !! ``` ## Exalted Wild Shape (Exalted, Wild) *You can use your wild shape ability to take the form of a good-aligned magical beast.* **Prerequisite:** Wild shape class ability, wild shaping class level 8th **Benefit:** You can use your wild shape ability to turn yourself into a celestial version of any animal available to you, or into a blink dog, giant eagle, giant owl, pegasus, or unicorn. ``` @@ --- Feat: Exceptional Artisan Tags: Item Creation Summ: You are an expert at creating magic items faster than usual. Prereq: Any item creation feat --- !! ``` ## Exceptional Artisan (Item Creation) *You are an expert at creating magic items faster than usual.* **Prerequisite:** Any item creation feat **Benefit:** When determining the time you need to craft any item, reduce the base time by 25%. ``` @@ --- Feat: Exhaled Barrier Tags: Breath Summ: You can use your breath weapon to create a wall of energy. Prereq: Dragonblood subtype, breath weapon --- !! ``` ## Exhaled Barrier (Breath) *You can use your breath weapon to create a wall of energy.* **Prerequisite:** Dragonblood subtype, breath weapon **Benefit:** When you use your breath weapon, you can choose to create a 10-foot-by-10-foot vertical plane of energy instead of producing its normal effect. The opaque wall's near endpoint begins at any corner of your space and extends in a straight line for 10 feet or until it contacts a solid surface. The wall lasts for 1d4 rounds. Any creature passing through the wall takes damage equal to that normally dealt by your breath weapon. If you create the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. Either way, a successful Reflex save (DC 10 + 1/2 your HD + your Con modifier) halves this damage. If your breath weapon doesn’t deal energy damage, the wall deals fire damage. If your breath weapon doesn’t deal damage, the wall deals 2d6 points of fire damage. ``` @@ --- Feat: Exhaled Immunity Tags: Breath Summ: You can use your breath weapon to grant a willing creature immunity to energy. Prereq: Dragonblood subtype, breath weapon --- !! ``` ## Exhaled Immunity (Breath) *You can use your breath weapon to grant a willing creature immunity to energy.* **Prerequisite:** Dragonblood subtype, breath weapon **Benefit:** When you use your breath weapon, instead of producing its normal effect, you can choose to grant one willing creature adjacent to you immunity to the energy type of your breath weapon. If your breath weapon doesn’t deal energy damage, this feat grants immunity to fire. This immunity lasts for 1d4 rounds. You can’t use this feat on yourself. ``` @@ --- Feat: Expanded Aura Of Courage Tags: Summ: Your aura of courage protects more allies than normal. Prereq: Aura of courage class feature --- !! ``` ## Expanded Aura Of Courage *Your aura of courage protects more allies than normal.* **Prerequisite:** Aura of courage class feature **Benefit:** Your aura of courage now affects allies within 60 feet of you. **Normal**:: Without this feat, your aura of courage only works on allies within 10 feet. ``` @@ --- Feat: Expanded Knowledge Tags: Psionic Summ: You learn another power. Prereq: Manifester level 3rd --- !! ``` ## Expanded Knowledge (Psionic) *You learn another power.* **Prerequisite:** Manifester level 3rd **Benefit:** Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest. You can choose any power, including powers from another discipline's list or even from another class's list. **Special:** You can gain this feat multiple times. Each time, you learn one new power at any level up to one less than the highest-level power you can manifest. ``` @@ --- Feat: Expanded Ki Pool Tags: Summ: You know the secret mantras that grant you greater understanding of your ki. Prereq: Ki power --- !! ``` ## Expanded Ki Pool *You know the secret mantras that grant you greater understanding of your ki.* **Prerequisite:** Ki power **Benefit:** You gain three extra daily uses of your Ki power ``` @@ --- Feat: Expanded Soulmeld Capacity Tags: Summ: Your soul's tie to incarnum allows you to maintain more essence in a single soulmeld. Prereq: Con 15, meldshaper level 1st --- !! ``` ## Expanded Soulmeld Capacity *Your soul's tie to incarnum allows you to maintain more essence in a single soulmeld.* **Prerequisite:** Con 15, meldshaper level 1st **Benefit:** When you shape your soulmelds, choose one soulmeld. Your essence capacity for that soulmeld is increased by 1 (up to a maximum of your Constitution bonus). Each time you shape your soulmelds, you can change the soulmeld that benefits from this feat. **Special:** You can take this feat multiple times. For each time you take this feat, you can apply its effects to one additional soulmeld while shaping. You can’t apply this feat's effects more than once to the same soulmeld. ``` @@ --- Feat: Expel Vestige Tags: Summ: You can expel a vestige to which you are bound before the duration of its pact with you has expired. Prereq: Soul binding --- !! ``` ## Expel Vestige *You can expel a vestige to which you are bound before the duration of its pact with you has expired.* **Prerequisite:** Soul binding **Benefit:** Once per day, you can attempt to expel a vestige to which you are bound. To do so, you must draw its seal and go through the entire process of summoning it again. If you succeed on the new binding check, you expel the vestige before it would normally leave you, and you can summon a different one to replace it if you wish. Regardless of your success or failure in expelling the vestige, you take a –10 penalty on your next binding check with any vestige, and apply the same penalty on your binding check the next time you summon the vestige you expelled. **Normal**:: A bound vestige does not leave you until 24 hours have passed since its summoning. ``` @@ --- Feat: Expert Siege Engineer Tags: Summ: You are particularly skilled at operating siege weapons, such as catapults and battering rams. Prereq: Profession (siege engineer) 8 ranks --- !! ``` ## Expert Siege Engineer *You are particularly skilled at operating siege weapons, such as catapults and battering rams.* **Prerequisite:** Profession (siege engineer) 8 ranks **Benefit:** You gain a +2 competence bonus on attack rolls and damage rolls made when using a siege engine. (Chapter 4 has rules for operating siege engines.) **Special:** A fighter can select Expert Siege Engineer as one of his fighter bonus feats ``` @@ --- Feat: Expert Swimmer Tags: Summ: You swim like a fish. You can stay underwater far longer than others of your race, and you are at home in the water. Prereq: Swim 4 ranks, Endurance --- !! ``` ## Expert Swimmer You swim like a fish. You can stay underwater far longer than others of your race, and you are at home in the water. **Prerequisite:** Swim 4 ranks, Endurance **Benefit:** You can hold your breath for 3 rounds per point of Constitution. You gain a +4 bonus on Constitution checks made to continue holding your breath. On a successful Swim check, you swim up to half your land speed as a move action (or your full land speed as a full round action). Your natural swim speed increases by 10 feet, if you have a swim speed. ``` @@ --- Feat: Expert Tactician Tags: Summ: Your tactical skills work to your advantage. Prereq: Dex 13, Combat Reflexes, base attack bonus +2 --- !! ``` ## Expert Tactician Your tactical skills work to your advantage. **Prerequisite:** Dex 13, Combat Reflexes, base attack bonus +2 **Benefit:** If you hit a creature with an attack of opportunity, you and all your allies gain a +2 circumstance bonus on melee attack rolls and damage rolls against that creature for 1 round. ``` @@ --- Feat: Expeditious Dodge Tags: Combat Summ: You’re good at avoiding attacks while moving quickly. Prereq: Dex 13 --- !! ``` ## Expeditious Dodge (Combat) *You’re good at avoiding attacks while moving quickly.* **Prerequisite:** Dex 13 **Benefit:** When you move 40 feet or more in a single round, you gain a +2 dodge bonus to your AC until the beginning of your next turn. **Special:** Expeditious Dodge can be used in place of the Dodge feat to qualify for a feat, prestige class, or other special ability. ``` @@ --- Feat: Explosive Spell Tags: Metamagic Summ: You can cast spells that blast creatures off their feet. Prereq: On a failed Reflex save, an explosive spell ejects any creature caught in its area, sending it to a location outside the nearest edge of that area, dealing additional damage and further knocking creatures prone. --- !! ``` ## Explosive Spell (Metamagic) *You can cast spells that blast creatures off their feet.* **Benefit:** On a failed Reflex save, an explosive spell ejects any creature caught in its area, sending it to a location outside the nearest edge of that area, dealing additional damage and further knocking creatures prone. For example, all creatures in the area of an explosive _fireball_ that fail their saving throws not only take full damage but are pushed to the closest square outside the perimeter of the spell's 20-foot-radius spread. Likewise, an explosive _lightning bolt_ moves targets that fail their saves to outside the area defined by the squares the bolt's line passes through. Any creature moved in this manner also takes an additional 1d6 points of damage per 10 feet moved (no additional damage if moved less than 10 feet by the effect) and is knocked prone. If some obstacle prevents a blasted creature from being moved to the edge of the effect, the creature is stopped and takes 1d6 points of damage from striking the barrier (in addition to any damage taken from the distance moved before then). In any event, this movement does not provoke attacks of opportunity. Explosive Spell can be applied only to spells that allow Reflex saves and affect an area (a cone, cylinder, line, or burst). An explosive spell uses up a spell slot two levels higher than the spell's actual level. ``` @@ --- Feat: Extend Mystery Tags: Metashadow Summ: You can cast mysteries that last longer than normal. Prereq: Once per day, you can apply the effect of the Extend Mystery feat to any mystery you cast. An extended mystery lasts twice as long as normal. --- !! ``` ## Extend Mystery (Metashadow) *You can cast mysteries that last longer than normal.* **Benefit:** Once per day, you can apply the effect of the Extend Mystery feat to any mystery you cast. An extended mystery lasts twice as long as normal. Casting an extended mystery is a full-round action. **Special:** You can take this feat multiple times. ``` @@ --- Feat: Extended Reach Tags: Monstrous Summ: Your flexible body allows you to reach farther than normal. Prereq: Small or larger size, nonrigid body or a nonrigid attack form such as a tentacle, feeler, or pseudopod --- !! ``` ## Extended Reach (Monstrous) Your flexible body allows you to reach farther than normal. **Prerequisite:** Small or larger size, nonrigid body or a nonrigid attack form such as a tentacle, feeler, or pseudopod **Benefit:** Your body or a part of your body with which you can deliver a melee attack is boneless and flexible, allowing you to threaten a larger than normal area with melee attacks. Add +5 feet to your normal reach. ``` @@ --- Feat: Extra Domain Spell Tags: Summ: You have chosen to be more specialized in a particular domain. Prereq: Wis 15, access to one domain spell --- !! ``` ## Extra Domain Spell You have chosen to be more specialized in a particular domain. **Prerequisite:** Wis 15, access to one domain spell **Benefit:** Choose one domain spell that you can cast. You may cast this spell one extra time each day. Once this spell is chosen, it may not be changed. **Special:** You may take this feat multiple times. Each time you choose this feat, you select a different domain spell to which it applies. ``` @@ --- Feat: Extend Supernatural Ability Tags: Summ: You can cause a supernatural ability with a duration to last longer than normal. Prereq: 4 HD, supernatural ability --- !! ``` ## Extend Supernatural Ability *You can cause a supernatural ability with a duration to last longer than normal.* **Prerequisite:** 4 HD, supernatural ability **Benefit:** Once per day, you can extend a supernatural ability that has a duration. When you use an extended supernatural ability, it lasts twice as long as normal. A supernatural ability that has a duration of concentration, that happens instantaneously, or that permanently affects a target is not affected by this feat. You must declare the use of this feat before you use the ability. Extending a supernatural ability does not require a separate action. **Special:** This feat can be taken multiple times. Each time it is taken, you can extend a supernatural ability one additional time per day. You cannot extend a particular use of a supernatural ability more than once. ``` @@ --- Feat: Extend Utterance Tags: Summ: Your utterances have a more lasting effect on the universe. Prereq: Truespeak 6 ranks, ability to speak utterances --- !! ``` ## Extend Utterance *Your utterances have a more lasting effect on the universe.* **Prerequisite:** Truespeak 6 ranks, ability to speak utterances **Benefit:** An extended utterance lasts twice as long as normal. An utterance with a duration of concentration or instantaneous is not affected by this feat. An extended utterance has a Truespeak DC 5 higher than normal. ``` @@ --- Feat: Extra Aura Tags: Psionic Summ: You gain the aura ability of a mantle you have donned. Prereq: Don Mantle*, psychic aura class feature. --- !! ``` ## Extra Aura (Psionic) *You gain the aura ability of a mantle you have donned.* **Prerequisite:** Don Mantle*, psychic aura class feature. **Benefit:** You gain the ability to generate a psychic aura based on a mantle you have accessed with the Don Mantle feat. When you generate a psychic aura, you can also choose the aura granted by the mantle from the associated Don Mantle feat. **Special:** You can gain this feat multiple times. Each time you do, you choose a new mantle you have donned with the Don Mantle feat. ``` @@ --- Feat: Extra Contacts Tags: Summ: You make connections and alliances easily. Prereq: Cha 11 --- !! ``` ## Extra Contacts *You make connections and alliances easily.* **Prerequisite:** Cha 11 **Benefit:** Your maximum number of contacts increases by four. **Normal**:: Without this feat, a character is normally limited to a number of contacts equal to his Charisma modifier (minimum 1). **Special:** You can take the Extra Contacts feat multiple times. Its effects stack. Each time you take the feat, you add another four to your maximum number of contacts. ``` @@ --- Feat: Extra Edge Tags: Summ: Your ability to deal spell damage is particularly striking. Prereq: Warmage level 4th --- !! ``` ## Extra Edge Your ability to deal spell damage is particularly striking. **Prerequisite:** Warmage level 4th **Benefit:** You gain a +1 bonus on your warmage edge, plus an additional +1 bonus per four warmage levels. For instance, an 8th-level warmage with 18 Intelligence gets a +7 bonus on the damage dealt by any spell that deals hit point damage. **Normal**:: A character's warmage edge is equal to his Intelligence modifier. ``` @@ --- Feat: Extra Exhalation Tags: Breath Summ: You can use your breath weapon one more time per day than normal. Prereq: Dragonblood subtype, breath weapon with limited uses per day --- !! ``` ## Extra Exhalation (Breath) You can use your breath weapon one more time per day than normal. **Prerequisite:** Dragonblood subtype, breath weapon with limited uses per day **Benefit:** You can use your breath weapon one additional time per day. The interval you must wait between breaths is 1d4 rounds. **Special:** You can gain this feat multiple times. Each time you take it, you can breathe one additional time per day. ``` @@ --- Feat: Extra Followers Tags: Leader Summ: Your charismatic magnetism attracts even more followers to your banner. Prereq: Cha 13, Leadership --- !! ``` ## Extra Followers (Leader) Your charismatic magnetism attracts even more followers to your banner. **Prerequisite:** Cha 13, Leadership **Benefit:** You can lead twice as many followers as indicated for your Leadership score. ``` @@ --- Feat: Extra Granted Maneuver Tags: Summ: You are especially devout or insightful, and you have more control over which of your martial maneuvers are currently granted than other crusaders. Prereq: Crusader level 1st --- !! ``` ## Extra Granted Maneuver You are especially devout or insightful, and you have more control over which of your martial maneuvers are currently granted than other crusaders. **Prerequisite:** Crusader level 1st **Benefit:** You begin each encounter with one additional readied maneuver granted. This feat also applies when you determine a new set of granted maneuvers after recovering expended maneuvers. For example, if you are a 5th-level crusader, you normally begin an encounter or finish recovering expended maneuvers with two of your five readied maneuvers granted, and the remaining three maneuvers withheld. With this feat, three of your five readied maneuvers are granted, and only two are withheld. Naturally, this benefit provides you with a better array of maneuver options early in a battle. **Special:** You can take this feat only once. ``` @@ --- Feat: Extra Invocation Tags: Summ: You learn an additional invocation. Prereq: Ability to use lesser invocations --- !! ``` ## Extra Invocation *You learn an additional invocation.* **Prerequisite:** Ability to use lesser invocations **Benefit:** You learn one additional invocation from the list available to you, choosing an invocation of one grade lower than the highest grade of invocation you know. For example, a 6thlevel warlock could learn a least invocation, while a 16th-level warlock could learn any least, lesser, or greater invocation. **Special:** You can gain this feat multiple times. Each time, you gain an extra invocation of any grade (least, lesser, or greater) up to one lower than the highest grade of invocation you can currently use. ``` @@ --- Feat: Extra Readied Maneuver Tags: Summ: You are an unusually perspicacious student of the Sublime Way, and you find it easy to keep a large number of maneuvers ready for use. Prereq: Swordsage level 1st --- !! ``` ## Extra Readied Maneuver You are an unusually perspicacious student of the Sublime Way, and you find it easy to keep a large number of maneuvers ready for use. **Prerequisite:** Swordsage level 1st **Benefit:** Increase the number of maneuvers you can ready for your swordsage levels by one. For example, a 5th-level swordsage can normally ready six maneuvers. With this feat, she can ready seven. ``` @@ --- Feat: Extra Rings Tags: Item Creation Summ: Your familiarity with forging magic rings allows you to make use of more rings than normal. Prereq: Forge Ring, caster level 12th --- !! ``` ## Extra Rings (Item Creation) Your familiarity with forging magic rings allows you to make use of more rings than normal. **Prerequisite:** Forge Ring, caster level 12th **Benefit:** You can wear up to four magic rings, and all function normally. **Normal**:: Without this feat, you can only wear and use two magic rings at one time. ``` @@ --- Feat: Extra Spirit of Basheire Tags: Spirit Summ: You can invoke a second Bashiere Spirit. Prereq: Bash subtype, two other spirit feats. --- !! ``` ## Extra Spirit of Basheire (Spirit) *You can invoke a second Bashiere Spirit.* **Prerequisite:** Bash subtype, two other spirit feats. **Benefit:** You may select a second Spirit of Bashiere. You invoke either sprit at any time, but using both spirits simultaneously costs 3 rounds of the ability. ``` @@ --- Feat: Extra Silence Tags: Racial Summ: You can generate a field of silence more often than other whisper gnomes can. Prereq: Kaiiel --- !! ``` ## Extra Silence (Racial) You can generate a field of silence more often than other whisper gnomes can. **Prerequisite:** Kaiiel **Benefit:** You can use your racial _silence_ spell-like ability a number of times per day equal to 3 + your Charisma bonus. **Normal**:: A whisper gnome can normally use his _silence_ spell-like ability once per day. ``` @@ --- Feat: Extra Spell Slot Tags: Summ: You can cast an additional spell. Prereq: Caster level 4th --- !! ``` ## Extra Spell Slot *You can cast an additional spell.* **Prerequisite:** Caster level 4th **Benefit:** You gain one extra spell slot in your daily allotment, at any level up to one lower than the highest level of spell you can currently cast. For example, a 4th-level sorcerer (maximum spell level 2nd) gains either an extra 0-level or 1stlevel slot, and is able to cast any spell he knows of the chosen level one more time each day. Likewise, a 4th-level wizard can prepare any extra 0-level or 1st-level spell he knows. Once selected, the extra spell slot never changes level. **Special:** You can gain this feat multiple times. Each time, you gain an extra spell slot at any level up to one lower than the highest level of spell you can currently cast. ``` @@ --- Feat: Extra Spell Tags: Summ: You learn an additional spell. Prereq: Ability to cast spells spontaneously, caster level 3rd --- !! ``` ## Extra Spell *You learn an additional spell.* **Prerequisite:** Ability to cast spells spontaneously, caster level 3rd **Benefit:** You learn one additional spell at any level up to one lower than the highest level of spell you can currently cast. **Special:** You can gain this feat multiple times. Each time, you learn a new spell at any level up to one lower than the highest level of spell you can cast. ``` @@ --- Feat: Extra Spell Secret Tags: Summ: You learn an additional spell secret. Prereq: Spell secret class ability, able to cast 2nd level spells --- !! ``` ## Extra Spell Secret *You learn an additional spell secret.* **Prerequisite:** Spell secret class ability, able to cast 2nd level spells **Benefit:** You choose one spell known to you that becomes permanently modified as though affected by Enlarge Spell, Extend Spell, Still Spell, or Silent Spell. The spell's level does not change, nor does the choice of spell and modification once chosen. As you go up in level, you can choose the same spell to be modified in different ways with multiple spell secrets (either from additional uses of this feat or through the spell secret class ability). You do not need to have the metamagic feat that you apply to the spell. **Special:** You can take this feat multiple times. Each time, you can select another spell to be permanently modified as though affected by one of the metamagic feats mentioned above. You can choose the same spell to be modified with multiple applications of this feat. ``` @@ --- Feat: Extra Stunning Tags: Summ: You gain extra stunning attacks. Prereq: Stunning Fist, base attack bonus +2 --- !! ``` ## Extra Stunning You gain extra stunning attacks. **Prerequisite:** Stunning Fist, base attack bonus +2 **Benefit:** You gain the ability to make three extra stunning attacks per day. **Special:** You can take this feat multiple times. Its effects stack. ``` @@ --- Feat: Extract Demonic Essence Tags: Summ: You can draw upon the living essence of a willing or captured demon to fuel the creation of items or the casting of potent spells. Prereq: Any two item creation feats, Demon Mastery --- !! ``` ## Extract Demonic Essence *You can draw upon the living essence of a willing or captured demon to fuel the creation of items or the casting of potent spells.* **Prerequisite:** Any two item creation feats, Demon Mastery **Benefit:** Whenever you need to expend experience points to craft a magic item or cast a spell with an XP component, you can draw upon the life force of a nearby demon to reduce the XP cost to you. Before beginning the process, you must secure a demon whose Hit Dice equal or exceed the caster level of the item or spell in question. The demon could be one that you summoned with a _planar ally_ spell, or one that you have bound with a _planar binding_ spell, or even one that you simply encountered and convinced to aid you. The demon need not be willing, but it must remain within 30 feet of you for the duration of your work on the item or the casting time of the spell, and you must have line of effect (but not necessarily line of sight) to it during that time. Drawing essence from a demon does not increase the time required to craft the item or cast the spell, but the process is draining for both you and the demon. Each of you takes 1d6 points of Constitution damage when the essence is channeled from the demon into your body, then converted into magical energy. An unwilling demon can attempt a Fortitude save (DC 10 + 1/2 your character level + your Cha modifier) to resist removal of its essence. Success negates your use of this feat and forces you to either pay the full cost yourself or abort the creation or casting. Successfully drawing essence from a demon in this way reduces the XP cost of the spell or item creation by one-half, but it complicates the process. If you use this feat to reduce the XP cost of a spell, you must succeed on a Concentration check (DC 20 + the demon's HD) to cast the spell. If you use this feat to offset the XP cost of crafting a magic item, the demon's essence has a 10% chance to corrupt the item in some way, imbuing it with a curse. ``` @@ --- Feat: Extraordinary Artisan Tags: Item Creation Summ: You are an expert at creating magic items at a lower cost than usual. Prereq: Any item creation feat --- !! ``` ## Extraordinary Artisan (Item Creation) You are an expert at creating magic items at a lower cost than usual. **Prerequisite:** Any item creation feat **Benefit:** When determining the gold piece cost in raw materials you need to craft any item, reduce the base price by 25%. ``` @@ --- Feat: Extraordinary Concentration Tags: Summ: Your mind is so focused that you can cast spells even while concentrating on another spell. Prereq: Caster level 15th --- !! ``` ## Extraordinary Concentration *Your mind is so focused that you can cast spells even while concentrating on another spell.* **Prerequisite:** Caster level 15th **Benefit:** When concentrating to maintain a spell, you can make a Concentration check (DC 25 + spell level) to maintain concentration with just a move action. If you beat the DC by 10 or more, you can maintain concentration on the spell as a swift action. If you fail the Concentration check, you lose concentration on the maintained spell. This feat does not give you the ability to maintain concentration on more than one spell at a time. **Normal**:: Concentrating on a spell is a standard action. ``` @@ --- Feat: Extraordinary Trapsmith Tags: Summ: You are an expert at constructing mechanical traps. Prereq: Craft (trapmaking) 9 ranks --- !! ``` ## Extraordinary Trapsmith *You are an expert at constructing mechanical traps.* **Prerequisite:** Craft (trapmaking) 9 ranks **Benefit:** When you determine the cost of raw materials and the time required to create a mechanical trap, reduce the base price by 25%. **Special:** A kobold who selects this feat can instead reduce the base price by 50% for determining raw materials and time required to create a mechanical trap. ``` @@ --- Feat: Eyes In The Back Of Your Head Tags: Summ: Your superior battle sense helps minimize the threat of flanking attacks. Prereq: Wis 13, base attack bonus +1 --- !! ``` ## Eyes In The Back Of Your Head *Your superior battle sense helps minimize the threat of flanking attacks.* **Prerequisite:** Wis 13, base attack bonus +1 **Benefit:** Attackers do not gain the usual +2 bonus on their attack rolls when flanking you. You may still be sneak attacked when flanked. **Normal**:: When you are flanked, the flanking opponents receive a +2 bonus on their attack rolls against you. ``` @@ --- Feat: Eyes Of The Abyss Tags: Abyssal Heritor Summ: Your eyes glow with an inner fire of some unusual color. This glow increases your perception and allows you to see in the dark. Prereq: Any one other Abyssal heritor feat --- !! ``` ## Eyes Of The Abyss (Abyssal Heritor) Your eyes glow with an inner fire of some unusual color. This glow increases your perception and allows you to see in the dark. **Prerequisite:** Any one other Abyssal heritor feat **Benefit:** You gain darkvision out to a range of 30 feet and a bonus on Search and Perception checks. The amount of this bonus equals the number of Abyssal heritor feats you possess. **Special:** Your glowing eyes are disconcerting and distracting to those with whom you interact. This effect manifests as a –2 penalty on Diplomacy checks. ``` @@ --- Feat: Eyes Of Light Tags: Summ: You can focus the holy power within you to create a beam of destructive light energy. Prereq: Aasimar, Celestial Bloodline --- !! ``` ## Eyes Of Light You can focus the holy power within you to create a beam of destructive light energy. **Prerequisite:** Aasimar, Celestial Bloodline **Benefit:** Once per day you may fire a ray of searing light from your eyes as a spell-like ability. Your caster level for this ability is your character level. Using this ability counts as your use of _light_ (or _daylight_, if you have the Light to Daylight feat) for the day. ``` @@ --- Feat: Face-Changer Tags: Reserve Summ: Your mastery of illusions allows you to subtly alter your appearance at whim. Prereq: Ability to cast 3rd-level spells --- !! ``` ## Face-Changer (Reserve) Your mastery of illusions allows you to subtly alter your appearance at whim. **Prerequisite:** Ability to cast 3rd-level spells **Benefit:** As long as you have a glamer spell of 3rd level or higher available to cast, you can alter your appearance as the spell _disguise self,_ except that the duration lasts 1 minute per level of the glamer spell. This illusory transformation requires a full-round action to activate. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting glamer spells. ``` @@ --- Feat: Fade Into Darkness Tags: Summ: By precisely controlling the shadows around you, you render yourself unseen. Prereq: _Darkness_ as a spell-like ability --- !! ``` ## Fade Into Darkness By precisely controlling the shadows around you, you render yourself unseen. **Prerequisite:** _Darkness_ as a spell-like ability **Benefit:** You can spend a daily use of your _darkness_ spell-like ability as a standard action to gain a +5 competence bonus on stealth checks in areas of normal illumination or darker. This bonus lasts for 10 minutes per caster level. You also gain one extra daily use of your _darkness_ spell-like ability. ``` @@ --- Feat: Fade Into Violence Tags: Summ: While the chaos of battle swirls around you, you rely on your ability to slip into the background to avoid your enemy's notice. Your frightened demeanor and pitiable appearance causes your opponents to seek out other targets. Prereq: Bluff 6 ranks, Hide 6 ranks --- !! ``` ## Fade Into Violence *While the chaos of battle swirls around you, you rely on your ability to slip into the background to avoid your enemy's notice. Your frightened demeanor and pitiable appearance causes your opponents to seek out other targets.* **Prerequisite:** Bluff 6 ranks, Hide 6 ranks **Benefit:** When you wear no armor or light armor and carry nothing in your hands, your opponents might assume that you are an ineffectual fighter. As an immediate action, choose a single target for this feat. If that opponent threatens both you and one of your allies, that foe strikes your ally rather than you unless he succeeds on a Sense Motive check opposed by your Bluff check. If your foe is larger than you, you gain a +4 bonus on your Bluff check. You lose this benefit if you attack any opponent or target an opponent with a spell. This benefit does not apply to ranged attacks or attacks of opportunity that you provoke. Once you choose a target for this feat, you cannot switch to a new target for the rest of the encounter. ``` @@ --- Feat: Faith Unswerving Tags: Tactical Summ: 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. Prereq: Devoted Bulwark, base attack bonus +6, two Devoted Spirit maneuvers. --- !! ``` ## Faith Unswerving (Tactical) 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. **Prerequisite:** Devoted Bulwark, base attack bonus +6, two Devoted Spirit maneuvers. **Benefit:** The Faith Unswerving feat enables the use of three tactical options. - _Keep Up the Pressure:_ To use this option, you must make a charge attack against a foe. If you hit, at any time before the start of your next turn you can take an immediate action to move up to your speed immediately after that foe moves, as long as you end your movement adjacent to that target. - _Take One for the Team:_ To use this option, you must hit an opponent with a melee attack. At any time before the start of your next turn, you can take an immediate action to block a melee attack made by that opponent if he targets one of your allies. You must be adjacent to the ally to use this ability, and you must decide to use this ability before you know the result of the enemy's attack roll. If the attack hits your ally, roll 1d20 and add your AC to the result. If the result of this roll is greater than the opponent's attack result, he hits you instead, even if the attack roll's result wouldn’t normally be high enough to hit you. - _One Last Strike:_ To use this option, you must be the subject of an attack, spell, or ability that reduces you to 0 or fewer hit points. As an immediate action, you can move up to 5 feet and make a single melee attack with a +5 bonus on the attack roll. You gain a bonus on your damage roll equal to your character level. This attack is considered a strenuous action. Regardless of the result of your attack, you still take the damage from the attack that triggered this ability. You complete this immediate action before dropping to 0 or fewer hit points. ``` @@ --- Feat: Faith In The Frost Tags: Summ: You channel frozen energies from your deity when you turn or rebuke creatures. Prereq: Ability to turn or rebuke creatures, access to Cold or Winter cleric domain --- !! ``` ## Faith In The Frost You channel frozen energies from your deity when you turn or rebuke creatures. **Prerequisite:** Ability to turn or rebuke creatures, access to Cold or Winter cleric domain **Benefit:** When you successfully turn or rebuke a creature, it takes cold damage equal to your Charisma modifier as blasts of ice and cold energy tear through its body. ``` @@ --- Feat: Falling Sun Attack Tags: Summ: The discipline of the Setting Sun teaches you how to turn an opponent's strengths into weaknesses. You can identify precisely the correct spot on your opponent's body to deliver a stunning attack. Prereq: Stunning Fist, one Setting Sun strike --- !! ``` ## Falling Sun Attack The discipline of the Setting Sun teaches you how to turn an opponent's strengths into weaknesses. You can identify precisely the correct spot on your opponent's body to deliver a stunning attack. **Prerequisite:** Stunning Fist, one Setting Sun strike **Benefit:** You can declare any Setting Sun strike delivered with an unarmed strike to be a stunning attack. In addition, add 1 to the save DC of your Stunning Fist attacks and 1 to the save DC of your Setting Sun strikes. Using this feat expends a use of your stunning attack for the day. ``` @@ --- Feat: Familiar Concentration Tags: Summ: In the tradition of Narfell's ancient summoners, your familiar can concentrate to maintain spells for you. Prereq: Improved Familiar, caster level 9th. --- !! ``` ## Familiar Concentration In the tradition of Narfell's ancient summoners, your familiar can concentrate to maintain spells for you. **Prerequisite:** Improved Familiar, caster level 9th. **Benefit:** When you cast a spell requiring concentration, you can designate your familiar as the "concentrator." At any time during the spell's duration, you can hand over control of it to your familiar as a free action, provided the creature is within 5 feet of you and its Intelligence score is at least 10 + the level of the spell. The familiar then concentrates to maintain and direct the spell just as you would. You cannot take back control of a spell once you have transferred it to your familiar. ``` @@ --- Feat: Familiar Spell Tags: Summ: You are so well acquainted with the spells you have mastered that you can store the prepared spells in the mind of your familiar. Prereq: Ability to acquire a familiar, Spell Mastery. --- !! ``` ## Familiar Spell *You are so well acquainted with the spells you have mastered that you can store the prepared spells in the mind of your familiar.* **Prerequisite:** Ability to acquire a familiar, Spell Mastery. **Benefit:** You may prepare one spell of any level that you have mastered. with the Spell Mastery feat in your familiar's mind instead of your own, treating the extra preparation as if you had one extra spell slot per day, which can be used only for a mastered spell. You can cast this spell normally as long as your familiar is within 5 feet of you. Once cast, the spell is used up, just as if you had held it in your own mind. Your familiar cannot cast this spell itsElf subtype, even if it is a creature that normally has spellcasting ability. **Special:** You may gain this feat multiple times. Each time you take the feat, your familiar's mind can hold one additional prepared mastered spell per day. ``` @@ --- Feat: Far Horizons Tags: Initiate Summ: By dedicating yourself to the philosophies of Fharlanghn, you have become a more world-wise and capable traveler. Prereq: Cleric level 1st, deity Fharlanghn --- !! ``` ## Far Horizons (Initiate) *By dedicating yourself to the philosophies of Fharlanghn, you have become a more world-wise and capable traveler.* **Prerequisite:** Cleric level 1st, deity Fharlanghn **Benefit:** Add Climb, Jump, and Swim to your list of cleric class skills. Furthermore, you always know the direction of north from your current position. You cannot use this extraordinary ability in any environment where “north” does not exist. In addition, you may add the following spells to your cleric spell list: - 1st _Expeditious Retreat_ - 3rd _Tiny Hut_ - 5th _Overland Flight_ - 6th _Shadow Walk_ ``` @@ --- Feat: Fascinating Illumination Tags: Summ: The lights you create have the power to hypnotize others. Prereq: _Dancing lights_ as a spell-like ability --- !! ``` ## Fascinating Illumination *The lights you create have the power to hypnotize others.* **Prerequisite:** _Dancing lights_ as a spell-like ability **Benefit:** You can spend a daily use of your _dancing lights_ spell-like ability to cast _hypnotic pattern_ instead. Your caster level equals your class level. You also gain one extra daily use of your _dancing lights_ spell-like ability. ``` @@ --- Feat: Fast Wild Shape Tags: Wild Summ: You assume your wild shape faster and more easily than you otherwise could. Prereq: Dex 13, ability to use wild shape --- !! ``` ## Fast Wild Shape (Wild) You assume your wild shape faster and more easily than you otherwise could. **Prerequisite:** Dex 13, ability to use wild shape **Benefit:** You gain the ability to use wild shape as a move equivalent action. **Normal**:: A druid uses wild shape as a standard action. ``` @@ --- Feat: Favored Tags: Summ: You are an active and valued member of your guild, church, or other organization. Prereq: Membership in a guild, church, or other organization. If selecting this feat for a church, you must also be a true member, not merely a congregant . --- !! ``` ## Favored You are an active and valued member of your guild, church, or other organization. **Prerequisite:** Membership in a guild, church, or other organization. If selecting this feat for a church, you must also be a true member, not merely a congregant . **Benefit:** Select one of your organization's associated skills. As long as you remain a member of that organization, you gain a +2 competence bonus on checks made with that skill. Additionally, you gain one special benefit depending on your specific guild, church, or organization. These are described as “favored benefits” in the guild, organization, and church entries, beginning on page 84. **Special:** You can take this feat more than once. Its effects do not stack. Each time you take this feat, you apply it to a different organization of which you are a member. ``` @@ --- Feat: Favored In House Tags: Summ: You are a member of one of the dragonmarked mercantile houses and wield some influence in that house. Prereq: Member of appropriate dragonmarked race and house --- !! ``` ## Favored In House *You are a member of one of the dragonmarked mercantile houses and wield some influence in that house.* **Prerequisite:** Member of appropriate dragonmarked race and house **Benefit:** Your family is influential and powerful, and you have the ability to call in favors from other members of your family and their extensive contacts. By making a favor check (see below), you can call upon contacts to gain important information without going through the time and trouble of a Diplomacy check. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances. To call in a favor, you make a favor check. Roll a d20 and add a bonus based on your character level: +1 at 1st–2nd level, +2 at 3rd–6th level, +3 at 7th–11th level, +4 at 12th– 15th level, or +5 at 16th level or higher. The DM sets the DC based on the scope of the favor being requested; it can range from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. You can’t take 10 or take 20 on this check, nor can you retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable you to circumvent an adventure will always be unavailable to you, regardless of the result of a favor check. You can try to call in a favor a number of times per week equal to one-half your character level, rounded down (minimum one). You can never ask for more than one favor from any one contact in a given week. For instance, at 7th level you can try to call in a favor as many as three times per week, but each attempt must involve a different contact from among those associated with your mercantile house. The DM will carefully monitor your use of favors to ensure that you don’t abuse this ability. The success or failure of a mission shouldn’t hinge on the use of a favor, and calling in favors shouldn’t replace good roleplaying or the use of otherskills. The DM may disallow any favor he or she deems disruptive to the campaign. ``` @@ --- Feat: Favored Magic Foe Tags: Summ: Through study, you have learned how best to defend yourself against your favored enemies' spells and how to best affect them with your own. Prereq: 6 ranks in any one Knowledge skill or favored enemy class feature or dark knowledge class feature. --- !! ``` ## Favored Magic Foe *Through study, you have learned how best to defend yourself against your favored enemies' spells and how to best affect them with your own.* **Prerequisite:** 6 ranks in any one Knowledge skill or favored enemy class feature or dark knowledge class feature. **Benefit:** Choose a creature type from the Ranger Favored Enemies table. This choice must be among your favored enemies, or be eligible for your dark knowledge class feature, or one where you have 6 ranks in the relevant knowledge skill. You gain a +1 bonus on caster level checks to overcome the spell resistance of the chosen creature type, and such creatures take a -1 penalty on saves against your spells and spell-like abilities. | Creature Type (Subtype) | Knowledge Skill | Subject to Dark Knowledge | | ------------------------ | --------------- | ------------------------- | | Aberration | Dungeoneering | Yes | | Animal | Nature | No | | Construct | Arcana | No<sup>1</sup> | | Dragon | Arcana | No<sup>1</sup> | | Fey | Nature | No<sup>2</sup> | | Humanoid (aquatic) | Local | No | | Humanoid (dwarf) | Local | No | | Humanoid (elf) | Local | No | | Humanoid (giant) | Local | No | | Humanoid (goblinoid) | Local | No | | Humanoid (gnoll) | Local | No | | Humanoid (gnome) | Local | No | | Humanoid (halfling) | Local | No | | Humanoid (human) | Local | No | | Humanoid (orc) | Local | No | | Humanoid (reptilian) | Local | No | | Humanoid (other subtype) | Local | No | | Magical beast | Arcana | Yes | | Monstrous humanoid | Nature | No<sup>2</sup> | | Ooze | Dungeoneering | No | | Outsider (air) | Planes | Yes | | Outsider (chaotic) | Planes | Yes | | Outsider (earth) | Planes | Yes | | Outsider (evil) | Planes | Yes | | Outsider (fire) | Planes | Yes | | Outsider (good) | Planes | Yes | | Outsider (lawful) | Planes | Yes | | Outsider (native) | Planes | Yes | | Outsider (water) | Planes | Yes | | Plant | Nature | No | | Undead | Religion | Yes | | Vermin | Nature | No | <sup><sup>1</sup> The Draconic Archivist feat adds Dragons and Constructs to the Dark Knowledge class feature</sup> <sup><sup>2</sup> The Savage Archivist feat adds Fey and Monstrous Humanoids to the Dark Knowledge class feature</sup> **Special:** You can take this feat multiple times. Each time you take this feat, you choose a new creature type from the Ranger favored enemy list. ``` @@ --- Feat: Favored Of The Companions Tags: Exalted Summ: 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. Prereq: Once per day, while performing an act of good, you may call upon your guardinal patron to gain a +1 luck bonus on any one roll or check. --- !! ``` ## Favored Of The Companions (Exalted) *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.* **Benefit:** Once per day, while performing an act of good, you may call upon your guardinal patron to gain a +1 luck bonus on any one roll or check. **Special:** Once you take this feat, you may not take it again, nor can you take either the Servant of the Heavens feat or the Knight of Stars feat. Your allegiance is only yours to give once. ``` @@ --- Feat: Favored Of The Zulkirs Tags: Vile Summ: 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. Prereq: Red Wizard level 5th, Corrupt Spell --- !! ``` ## Favored Of The Zulkirs (Vile) *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.* **Prerequisite:** Red Wizard level 5th, Corrupt Spell **Benefit:** When you cast a corrupted spell, the ability damage you take is reduced by 1 point. ``` @@ --- Feat: Favored Power Attack Tags: Summ: You are able to deal more damage against your favored enemies. Prereq: Favored enemy ability, Power Attack, base attack bonus +4 --- !! ``` ## Favored Power Attack *You are able to deal more damage against your favored enemies.* **Prerequisite:** Favored enemy ability, Power Attack, base attack bonus +4 **Benefit:** When you use the Power Attack feat against a favored enemy, you may subtract a number from your melee attack rolls and add twice that number to your melee damage rolls. If you attack with a weapon in two hands, add three times the number. The normal restrictions of the Power Attack feat apply. ``` @@ --- Feat: Favored Vestige Tags: Summ: Choose one vestige to which you have access. You establish a close, mystical affinity with that spirit. Prereq: Soul binding --- !! ``` ## Favored Vestige *Choose one vestige to which you have access. You establish a close, mystical affinity with that spirit.* **Prerequisite:** Soul binding **Benefit:** Your effective binder level increases by 1 when you use the abilities granted by your chosen vestige. **Special:** You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new vestige. ``` @@ --- Feat: Favored Mystery Tags: Summ: The mystery you choose becomes easier to cast. Prereq: Ability to cast mysteries --- !! ``` ## Favored Mystery *The mystery you choose becomes easier to cast.* **Prerequisite:** Ability to cast mysteries **Benefit:** Choose a mystery you know. You cast that mystery as a supernatural ability instead of a spell-like ability, or as a spell-like ability instead of as a spell. If you choose a mystery that you cast as a supernatural ability, or if you later gain the ability to cast that mystery as a supernatural ability, you gain an extra use of that mystery per day. This feat does not otherwise increase the number of times per day that you can cast the chosen mystery. **Special:** You can take this feat multiple times. When you take the feat again, you can choose to affect the same mystery or a different one. ``` @@ --- Feat: Favored Vestige Focus Tags: Summ: The supernatural abilities of your favored vestige are more potent than normal. Prereq: Favored Vestige --- !! ``` ## Favored Vestige Focus *The supernatural abilities of your favored vestige are more potent than normal.* **Prerequisite:** Favored Vestige **Benefit:** The DC of each supernatural ability granted by your favored vestige increases by 1. **Special:** You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new favored vestige (for which you must have a separate Favored Vestige feat). Fearless (Regional) You are a stranger to fear. Nothing can shake your courage. **Prerequisite:** Aarakocra (the Stormhorns), elf (Elven Court or Snow Eagle Aerie), gloaming (Sphur Upra), gnome (Lantan), halfling (Channath Vale or the Western Heartlands), human (Anauroch or Impiltur), or orc (the Hordelands). **Benefit:** You are immune to fear effects, magical or otherwise. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ``` @@ --- Feat: Fearless Destiny Tags: Racial Summ: Your grand destiny allows you to avoid death. Prereq: Human or half-Human subtype, Heroic Destiny, character level 6th --- !! ``` ## Fearless Destiny (Racial) *Your grand destiny allows you to avoid death.* **Prerequisite:** Human or half-Human subtype, Heroic Destiny, character level 6th **Benefit:** Once per day, any effect that would reduce you to –10 hit points or fewer instead reduces you to –9 hit points and leaves you in a stable condition. Effects that kill you without reducing you to –10 hit points (such as death effects or _disintegrate_) function normally. ``` @@ --- Feat: Fearsome Necromancy Tags: Summ: Creatures subjected to your necromantic spells feel the chill of fear. Prereq: Spell Focus (necromancy) or necromancer level 1st --- !! ``` ## Fearsome Necromancy *Creatures subjected to your necromantic spells feel the chill of fear.* **Prerequisite:** Spell Focus (necromancy) or necromancer level 1st **Benefit:** Any foe required to save against a necromancy spell you cast is shaken for 1 round, regardless of the result of the save. This mind-affecting fear ability does not stack with any other fear effect (it can't make a foe worse than shaken). **Special:** A necromancer can select this feat as a wizard bonus feat. ``` @@ --- Feat: Fell Animate Tags: Metamagic Summ: Living foes slain by your spell may rise as zombies. Prereq: You can alter a spell that deals damage to foes. Any living creature that could normally be raised as a zombie and that does not possess more than double your Hit Dice, when slain outright by a fell animated spell, rises as a zombie under your control at the beginning of your next action. Even if you kill several creatures with a single fell animated spell, you can’t create more Hit Dice of undead than twice your caster level. The standard rules for controlling undead (see _animate dead,_ page 198 of the _Player's Handbook_) apply to newly created undead gained through this metamagic feat. A fell animated spell uses up a spell slot three levels higher than the spell's actual level. --- !! ``` ## Fell Animate (Metamagic) *Living foes slain by your spell may rise as zombies.* **Benefit:** You can alter a spell that deals damage to foes. Any living creature that could normally be raised as a zombie and that does not possess more than double your Hit Dice, when slain outright by a fell animated spell, rises as a zombie under your control at the beginning of your next action. Even if you kill several creatures with a single fell animated spell, you can’t create more Hit Dice of undead than twice your caster level. The standard rules for controlling undead (see _animate dead,_ page 198 of the _Player's Handbook_) apply to newly created undead gained through this metamagic feat. A fell animated spell uses up a spell slot three levels higher than the spell's actual level. ``` @@ --- Feat: Fell Conspiracy Tags: Ceremony Summ: You forge a connection with a target to ease communications and to keep you apprised of developments in the field. Prereq: Wis 13, Knowledge (religion) 4 ranks. --- !! ``` ## Fell Conspiracy (Ceremony) *You forge a connection with a target to ease communications and to keep you apprised of developments in the field.* **Prerequisite:** Wis 13, Knowledge (religion) 4 ranks. **Benefit:** You gain access to ceremonies based on your ranks in Knowledge (religion). These ceremonies forge a link between participants who work toward a common cause. During each ceremony, all participants huddle together and speak in hushed tones, conveying the dark purpose of the conspiracy. Each ceremony takes 20 minutes, and its effects last for 24 hours. - _Common Cause (4 ranks):_ You confide in each ally, whispering your plans into his ear. Once you have finished, you nick each other's ears with a sharp blade (no damage). Henceforth, each participant can cast the _message_ spell at will at your caster level. This ceremony requires a masterwork dagger. _Conspiratorial Bond (8 ranks):_ You concoct a paste of potent herbs and apply it to the eyes and ears of all participants, including yourself. While doing so, you intone a resonating, rhythmic incantation. All participants gain a +2 bonus on Perception checks for every other participant in range. In addition, all participants within 100 feet can communicate telepathically. This ceremony requires rare herbs worth 50 gp. _Inviolate Link (12 ranks):_ Using a concoction of blood and hair from each participant mixed with rare herbs and diamond dust, you paint an eye onto the forehead of each ally. As long as they remain within 100 feet of you, none of you can be caught flat-footed unless all of you are, and none of you can be flanked unless all of you are. This ceremony requires a bit of blood and hair from each participant, rare herbs worth 50 gp, and diamond dust worth 100 gp. ``` @@ --- Feat: Fell Drain Tags: Metamagic Summ: Living foes damaged by your spell also gain a negative level. Prereq: You can alter a spell that deals damage to foes so that any living creature that is dealt damage also gains a negative level. If the subject has at least as many negative levels as Hit Dice, it dies. Assuming the subject survives, the negative level disappears (without requiring a Fortitude save) after a number of hours equal to your caster level (maximum 15). A fell draining spell uses up a spell slot two levels higher than the spell's actual level. --- !! ``` ## Fell Drain (Metamagic) *Living foes damaged by your spell also gain a negative level.* **Benefit:** You can alter a spell that deals damage to foes so that any living creature that is dealt damage also gains a negative level. If the subject has at least as many negative levels as Hit Dice, it dies. Assuming the subject survives, the negative level disappears (without requiring a Fortitude save) after a number of hours equal to your caster level (maximum 15). A fell draining spell uses up a spell slot two levels higher than the spell's actual level. ``` @@ --- Feat: Fell Frighten Tags: Metamagic Summ: Living foes damaged by your spell are also shaken. Prereq: You can alter a spell that deals damage to foes so that any creature subject to fear effects and mind-affecting spells and abilities that is dealt damage also becomes shaken for 1 minute. A fell frightening spell uses up a spell slot two levels higher than the spell's actual level. --- !! ``` ## Fell Frighten (Metamagic) *Living foes damaged by your spell are also shaken.* **Benefit:** You can alter a spell that deals damage to foes so that any creature subject to fear effects and mind-affecting spells and abilities that is dealt damage also becomes shaken for 1 minute. A fell frightening spell uses up a spell slot two levels higher than the spell's actual level. Fell Shot (Psionic) You can strike your foe with a ranged weapon as if making a touch attack. **Prerequisite:** Dex 13, Point Blank Shot, Psionic Shot, base attack bonus +5 **Benefit:** To use this feat, you must expend your psionic focus. You can resolve your ranged attack as a ranged touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. ``` @@ --- Feat: Fell Weaken Tags: Metamagic Summ: Living foes damaged by your spell are also weakened. Prereq: You can alter a spell that deals damage to foes so that any living creature that is dealt damage also takes a –4 penalty to Strength for 1 minute. Strength penalties from multiple spells enhanced by the Fell Weakening feat do not stack. A fell weakening spell uses up a spell slot one level higher than the spell's actual level. --- !! ``` ## Fell Weaken (Metamagic) *Living foes damaged by your spell are also weakened.* **Benefit:** You can alter a spell that deals damage to foes so that any living creature that is dealt damage also takes a –4 penalty to Strength for 1 minute. Strength penalties from multiple spells enhanced by the Fell Weakening feat do not stack. A fell weakening spell uses up a spell slot one level higher than the spell's actual level. ``` @@ --- Feat: Feral Animal Companion Tags: Summ: You can enslave a feral animal and adopt it as your animal companion. Prereq: Animal companion class feature, evil alignment. --- !! ``` ## Feral Animal Companion *You can enslave a feral animal and adopt it as your animal companion.* **Prerequisite:** Animal companion class feature, evil alignment. **Benefit:** Instead of calling a normal animal companion, you can call a feral animal companion that foams at the mouth. Any creature harmed by the animal's bite attack must succeed on a DC 15 Fortitude save or contract red ache (see Dungeon Master's Guide page 292). The disease has no harmful effect on the feral animal. In addition, your feral animal companion gains a +2 bonus to Strength and Constitution. Attempts by others to influence your feral animal companion with Handle Animal checks take a -10 penalty. **Special:** This feat does not transform a normal animal companion into a feral animal companion. ``` @@ --- Feat: Fey Heritage Tags: Heritage Summ: You are descended from creatures native to the fey realms. You are naturally resistant to the most common effects produced by your ancestors. Prereq: Nonlawful alignment --- !! ``` ## Fey Heritage (Heritage) *You are descended from creatures native to the fey realms. You are naturally resistant to the most common effects produced by your ancestors.* **Prerequisite:** Nonlawful alignment **Benefit:** You gain a +3 bonus on Will saving throws against enchantment effects. ``` @@ --- Feat: Fey Legacy Tags: Heritage Summ: The magical powers of your ancestors manifest in you. Prereq: Nonlawful alignment, Fey Heritage, character level 9th --- !! ``` ## Fey Legacy (Heritage) *The magical powers of your ancestors manifest in you.* **Prerequisite:** Nonlawful alignment, Fey Heritage, character level 9th **Benefit:** You gain the following spell-like abilities: **1/day—** _confusion, dimension door,_summon nature's ally V._ Your caster level equals your character level. ``` @@ --- Feat: Fey Power Tags: Heritage Summ: Your fey heritage augments the power of certain types of magic. Prereq: Nonlawful alignment, Fey Heritage --- !! ``` ## Fey Power (Heritage) *Your fey heritage augments the power of certain types of magic.* **Prerequisite:** Nonlawful alignment, Fey Heritage **Benefit:** Your caster level and save DCs for enchantment spells and warlock invocations increase by 1. ``` @@ --- Feat: Fey Presence Tags: Heritage Summ: You share your ancestors' knack for playing tricks on the minds of others. Prereq: Nonlawful alignment, Fey Heritage, character level 6th --- !! ``` ## Fey Presence (Heritage) *You share your ancestors' knack for playing tricks on the minds of others.* **Prerequisite:** Nonlawful alignment, Fey Heritage, character level 6th **Benefit:** You gain the following spell-like abilities: **1/day—** _charm monster, deep slumber,_ and _disguise self._ Your caster level equals your character level. ``` @@ --- Feat: Fey Skin Tags: Heritage Summ: Your fey heritage guards you against all weapons except those crafted from the dreaded cold iron. Prereq: Nonlawful alignment, Fey Heritage --- !! ``` ## Fey Skin (Heritage) *Your fey heritage guards you against all weapons except those crafted from the dreaded cold iron.* **Prerequisite:** Nonlawful alignment, Fey Heritage **Benefit:** You gain damage reduction (overcome by cold iron) equal to 1 + the number of feats you have that list Fey Heritage as a prerequisite (including such feats that you take after gaining this one). For example, if you have Fey Skin and Fey Presence, you would have damage reduction 3/cold iron. This value stacks with any similar damage reduction you might have from your type, subtype, race, or class, but not from other sources, such as spells or magic items. ``` @@ --- Feat: Fiendish Bloodline Tags: Summ: Some of your latent fiendish abilities, inherited from an unusually powerful fiendish ancestor, have matured. Prereq: Fey'ri, tanarukk, tiefling, base Fortitude, Reflex, and Will saves +1 --- !! ``` ## Fiendish Bloodline *Some of your latent fiendish abilities, inherited from an unusually powerful fiendish ancestor, have matured.* **Prerequisite:** Fey'ri, tanarukk, tiefling, base Fortitude, Reflex, and Will saves +1 **Benefit:** You gain the ability to cast _protection from good_ three times per day and _bane_ once per day as spell-like abilities with a caster level equal to your character level. ``` @@ --- Feat: Fiendish Heritage Tags: Heritage Summ: 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. Prereq: Non-good alignment --- !! ``` ## Fiendish Heritage (Heritage) *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.* **Prerequisite:** Non-good alignment **Benefit:** You gain a +4 bonus on Fortitude saving throws against poison. You also gain a +1 bonus on saving throws against spells or other effects produced by good creatures. ``` @@ --- Feat: Fiendish Legacy Tags: Heritage Summ: The magical powers of your ancestors manifest in you. Prereq: Non-good alignment, Fiendish Heritage, character level 9th --- !! ``` ## Fiendish Legacy (Heritage) *The magical powers of your ancestors manifest in you.* **Prerequisite:** Non-good alignment, Fiendish Heritage, character level 9th **Benefit:** You gain the following spell-like abilities, each usable once per day: _teleport_ (self plus 50 pounds of objects only), _summon monster V_ (fiendish creatures only), and _unholy blight._ Your caster level equals your character level. ``` @@ --- Feat: Fiendish Power Tags: Heritage Summ: Your fiendish heritage augments the power of certain types of magic. Prereq: Non-good alignment, Fiendish Heritage --- !! ``` ## Fiendish Power (Heritage) *Your fiendish heritage augments the power of certain types of magic.* **Prerequisite:** Non-good alignment, Fiendish Heritage **Benefit:** Your caster level and save DCs for evil spells and warlock invocations increase by 1. ``` @@ --- Feat: Fiendish Presence Tags: Heritage Summ: You share your ancestors' ability to tamper with the minds of weak-minded fools. Prereq: Non-good alignment, Fiendish Heritage, character level 6th --- !! ``` ## Fiendish Presence (Heritage) You share your ancestors' ability to tamper with the minds of weak-minded fools. **Prerequisite:** Non-good alignment, Fiendish Heritage, character level 6th **Benefit:** You gain the following spell-like abilities, each usable once per day: _cause fear, detect thoughts,_ and _suggestion._ Your caster level equals your character level. ``` @@ --- Feat: Fiendish Resistance Tags: Heritage Summ: Your bloodline inures you against corrosion and fire. Prereq: Non-good alignment, Fiendish Heritage --- !! ``` ## Fiendish Resistance (Heritage) *Your bloodline inures you against corrosion and fire.* **Prerequisite:** Non-good alignment, Fiendish Heritage **Benefit:** You gain resistance to acid and fire equal to three times the number of feats you have that list Fiendish Heritage as a prerequisite (including such feats that you take after gaining this one). These values stack with any resistance to acid or fire you might have from your type, subtype, race, or class, but not from other sources, such as spells or magic items. ``` @@ --- Feat: Fiendish Summoning Specialist Tags: Summ: You can select from a larger number of options when summoning evil creatures. Prereq: non-good alignment, Knowledge (Planes) 2 ranks, Knowledge (religion) 2 ranks, ability to cast any _summon monster_ spell --- !! ``` ## Fiendish Summoning Specialist *You can select from a larger number of options when summoning evil creatures.* **Prerequisite:** non-good alignment, Knowledge (Planes) 2 ranks, Knowledge (religion) 2 ranks, ability to cast any _summon monster_ spell **Benefit:** Add one evil-aligned creature to the list of creatures for each _summon monster_ spell that you can cast. (Work with the DM to select creatures appropriate to the spell's list of summonable creatures.) Each time you gain the ability to cast a new _summon monster_ spell, you may add one evil-aligned creature to the list. **Normal**:: Without this feat, adding a creature to your summoning list requires you to remove one that is already on the list. ``` @@ --- Feat: Fiery Burst Tags: Reserve Summ: You channel your magical talent into a blast of fire. Prereq: Ability to cast 2nd-level spells --- !! ``` ## Fiery Burst (Reserve) *You channel your magical talent into a blast of fire.* **Prerequisite:** Ability to cast 2nd-level spells **Benefit:** As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest level fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells. ``` @@ --- Feat: Fiery Fist Tags: Summ: By channeling your ki, you sheathe your limbs in magical fire. Your unarmed strikes deal extra fire damage. Prereq: Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, base attack bonus +8 --- !! ``` ## Fiery Fist *By channeling your ki, you sheathe your limbs in magical fire. Your unarmed strikes deal extra fire damage.* **Prerequisite:** Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, base attack bonus +8 **Benefit:** As a swift action, you can expend one of your uses of the Stunning Fist feat to surround your fists and feet in flame. For the rest of your turn, you gain an extra 1d6 points of fire damage on your unarmed strikes. When you select this feat, you gain an additional daily use of Stunning Fist. **Special:** A fighter can select Fiery Fist as one of his fighter bonus feats. A monk with the Stunning Fist feat can select Fiery Fist as her bonus feat at 2nd level, even if she does not meet the other prerequisites. ``` @@ --- Feat: Fiery Ki Defense Tags: Summ: You channel your ki into a cloak of flame that injures all who attempt to strike you. Prereq: Dex 13, Wis 13, Fiery Fist, Improved Unarmed Strike, Stunning Fist, base attack bonus +8 --- !! ``` ## Fiery Ki Defense *You channel your ki into a cloak of flame that injures all who attempt to strike you.* **Prerequisite:** Dex 13, Wis 13, Fiery Fist, Improved Unarmed Strike, Stunning Fist, base attack bonus +8 **Benefit:** As a swift action, you can expend one of your uses of the Stunning Fist feat to cloak yourself in flame. Any creature that strikes you with a melee attack takes 1d6 points of fire damage. This benefit lasts until the start of your next turn. **Special:** A fighter can select Fiery Ki Defense as one of his fighter bonus feats. A monk with the Stunning Fist feat can select Fiery Ki Defense as her bonus feat at 8th level, as long as she also possesses the Fiery Fist feat (other prerequisites can be ignored). ``` @@ --- Feat: Fiery Spell Tags: Metamagic Summ: Your fire magic is bolstered, further scorching your enemies. Prereq: A fiery spell deals an extra 1 point of fire damage for each die of damage the spell deals. This feat can be applied only to spells with the fire descriptor. For example, if a 9th-level wizard with this feat casts a fiery _fireball_, the _fireball_ deals 9d6+9 points of damage. A fiery spell uses up a spell slot one level higher than the spell's actual level. --- !! ``` ## Fiery Spell (Metamagic) *Your fire magic is bolstered, further scorching your enemies.* **Benefit:** A fiery spell deals an extra 1 point of fire damage for each die of damage the spell deals. This feat can be applied only to spells with the fire descriptor. For example, if a 9th-level wizard with this feat casts a fiery _fireball_, the _fireball_ deals 9d6+9 points of damage. A fiery spell uses up a spell slot one level higher than the spell's actual level. ## Filth Eater *You grew up in the sewers of Sharn or a similarly unsanitary environment. You are highly resistant to the effects of disease and can usually eat spoiled food without suffering ill effects.* Benefit : You receive a +4 bonus on saving throws against disease or ingested poisons. If you fail your saving throw, ability damage from either of these sources is reduced by 1 point (minimum 1). ``` @@ --- Feat: Filthy Outburst Tags: Vile Summ: You shriek a phrase in the Dark Speech to deafen or torment those around you. Prereq: Base Will save +7, Dark Speech. --- !! ``` ## Filthy Outburst (Vile) *You shriek a phrase in the Dark Speech to deafen or torment those around you.* **Prerequisite:** Base Will save +7, Dark Speech. **Benefit:** As a swift action, you loose a blistering torrent of foul curses and wicked insults in the Dark Speech. All living creatures within 60 feet that can hear you must succeed on Will saves (DC 10 + 1/2 your character level + your Cha modifier) or become deafened for a number of rounds equal to your character level. As long as an affected creature is deafened, it takes a –4 profane penalty on saving throws to resist evil spells or spell-like abilities. Whenever you use Dark Speech in this manner, you take 1d6 points of Charisma damage. **Special:** If you cannot take ability damage, you cannot select this feat. ``` @@ --- Feat: Final Strike Tags: Monstrous Summ: Your death throes are destructive. Prereq: Acid, air, cold, earth, electricity, fire, or water subtype --- !! ``` ## Final Strike (Monstrous) *Your death throes are destructive.* **Prerequisite:** Acid, air, cold, earth, electricity, fire, or water subtype **Benefit:** When you are killed (that is, when your hit points drop to –10 or lower), your body explodes in a final strike—a blast of elemental destruction—according to the table below. Everything within 60 feet is subject to the effect. Your final strike deals 1d6 points of damage per Hit Die, up to a maximum of 20d6. Each creature in the area may make a successful Reflex save (DC 10 + 1/2 your Hit Dice + your Con modifier) to halve the damage dealt. The blast also has a secondary effect, which can be reduced or negated (as shown on the table below) by a second successful save of the type indicated (same DC as the save against the primary damage). | | | | |---|---|---| |**Subtype**|**Primary Damage**|**Secondary Damage**| |**Acid**|Acid|Blindness for 2d4 rounds, Fortitude negates| |**Air**|Blast of wind|Destructive harmonics (bludgeoning damage) (1d6 sonic damage per 2 Hit Dice; Reflex half)| |**Cold**|Cold|Ice shards (1d6 piercing damage per 2 Hit Dice; Reflex half)| |**Earth**|Blast of rock shards|Earthquake (as spell, Reflex save according to effect)| |**Electricity**|Lightning|Thunderclap (1d6 sonic damage per 2 Hit Dice, stun for 1 round, deafen for 4d6 rounds; Reflex half and no deafness)| |**Fire**|Fire|Light blast (1d6 damage per 2 Hit Dice; Reflex half)| |**Water**|Blast of water|Drench (extinguish (bludgeoning damage) nonmagical fire automatically, or magical fire as _dispel magic_ cast by a sorcerer whose level equals your HD total)| **Special:** A final strike renders your corpse unsuitable for _raise dead_ or _resurrection_ spells. Only _true resurrection, miracle,_or _wish_ can restore life. ``` @@ --- Feat: Fire Heritage Tags: Heritage Summ: 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. Prereq: You gain a +1 bonus on initiative checks. In addition, your unarmed attacks and natural weapons deal an extra 1 point of fire damage. --- !! ``` ## Fire Heritage (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.* **Benefits**:: You gain a +1 bonus on initiative checks. In addition, your unarmed attacks and natural weapons deal an extra 1 point of fire damage. ``` @@ --- Feat: Fists Of Iron Tags: Summ: You have learned the secrets of imbuing your unarmed attacks with extra force. Prereq: Improved Unarmed Strike, Stunning Fist, base attack bonus +2 --- !! ``` ## Fists Of Iron *You have learned the secrets of imbuing your unarmed attacks with extra force.* **Prerequisite:** Improved Unarmed Strike, Stunning Fist, base attack bonus +2 **Benefit:** Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). You deal an extra 1d6 points of damage when you make a successful unarmed attack. Each attempt counts as one of your uses of the Stunning Fist feat for the day. ``` @@ --- Feat: Fist Of The Heavens Tags: Exalted Summ: Your stunning attack is empowered by celestial might. Prereq: Wis 15, Sanctify Ki Strike, Stunning Fist --- !! ``` ## Fist Of The Heavens (Exalted) *Your stunning attack is empowered by celestial might.* **Prerequisite:** Wis 15, Sanctify Ki Strike, Stunning Fist **Benefit:** The saving throw DC of your Stunning Fist increases by 2 when you use it against an evil creature. If the stunning attack succeeds, the creature is staggered for 1 round following the round it is stunned. **Special:** A fighter may select Fist of the Heavens as one of his fighter bonus feats. ``` @@ --- Feat: Flash Frost Spell Tags: Summ: Your spells that use cold and ice to damage your foes leave behind a thin layer of slippery frost. Prereq: This metamagic feat can be applied only to spells that have the cold descriptor and that affect an area. A flash frost spell deals an extra 2 points of cold damage per level of the spell to all targets in the area. When you cast such a spell, the area of the spell is covered with a slippery layer of ice for 1 round. Anyone attempting to move through this icy area must make a DC 10 Balance check or fall prone. A creature that runs or charges through the area must make a DC 20 Balance check to avoid falling. A flash frost spell uses up a spell slot one level higher than the spell's actual level. --- !! ``` ## Flash Frost Spell *Your spells that use cold and ice to damage your foes leave behind a thin layer of slippery frost.* **Benefit:** This metamagic feat can be applied only to spells that have the cold descriptor and that affect an area. A flash frost spell deals an extra 2 points of cold damage per level of the spell to all targets in the area. When you cast such a spell, the area of the spell is covered with a slippery layer of ice for 1 round. Anyone attempting to move through this icy area must make a DC 10 Balance check or fall prone. A creature that runs or charges through the area must make a DC 20 Balance check to avoid falling. A flash frost spell uses up a spell slot one level higher than the spell's actual level. ``` @@ --- Feat: Flay Tags: Summ: When fighting unarmored opponents, you excel at twisting your weapon just before impact. This motion rips and tears at your foe's flesh, causing intense pain. This attack is wholly ineffective against armored foes, but it tears through natural defenses. Prereq: Str 13, Power Attack --- !! ``` ## Flay *When fighting unarmored opponents, you excel at twisting your weapon just before impact. This motion rips and tears at your foe's flesh, causing intense pain. This attack is wholly ineffective against armored foes, but it tears through natural defenses.* **Prerequisite:** Str 13, Power Attack **Benefit:** When you use your Power Attack feat with a slashing or piercing weapon against a foe who lacks an armor bonus to Ac, you inflict horrid pain on your target. If your attack hits, your opponent must make a Fortitude save (DC 10 + your damage bonus from Power Attack on the strike). If this save fails, he takes a –2 penalty on attacks for 1 round. You can use this feat once per round against a given target. **Special:** A fighter can select Flay as one of his fighter bonus feats. Flay Foe (Combat) *You are skilled at flaying the flesh from your enemy's bones.* **Prerequisite:** Str 15, base attack bonus +6, proficient with slashing melee weapon. **Benefit:** If you hit the same enemy more than once in a single round with a slashing melee weapon, you deal an extra point of damage with each hit after the first. **Special:** A fighter can select this feat as one of his fighter bonus feats. ``` @@ --- Feat: Fleet Of Foot Tags: Summ: You run nimbly, able to turn corners without losing momentum. Prereq: Dex 15, Run --- !! ``` ## Fleet Of Foot *You run nimbly, able to turn corners without losing momentum.* **Prerequisite:** Dex 15, Run **Benefit:** When running or charging, you can make a single direction change of 90 degrees or less. You can’t use this feat in medium or heavy armor, or if you’re carrying a medium or heavier load. If you are charging, you must move in a straight line for 10 feet (2 squares) after the turn to maintain the charge. **Normal**:: Without this feat you can run or charge only in a straight line. ``` @@ --- Feat: Fleet Footed Tags: Regional Summ: 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. Prereq: Elf subtype --- !! ``` ## Fleet Footed (Regional) *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.* **Prerequisite:** Elf subtype **Benefit:** Your land speed is faster than the norm for your race by 10 feet. This benefit applies only when you are wearing no armor or light armor and not carrying a heavy load. **Special:** If a feature of your character class also improves your land speed, the speed increase for Fleet of Foot stacks with that provided by the class feature. You may select this feat only as a 1st-level character. You may have only one regional feat. ``` @@ --- Feat: Flensing Strike Tags: Summ: You have studied a martial style practiced by monks devoted to the Mockery, which has taught you to cut your opponent's skin in a very painful way. Prereq: Weapon Proficiency (kama), Weapon Focus (kama) --- !! ``` ## Flensing Strike *You have studied a martial style practiced by monks devoted to the Mockery, which has taught you to cut your opponent's skin in a very painful way.* **Prerequisite:** Weapon Proficiency (kama), Weapon Focus (kama) **Benefit:** Using Flensing Strike is a full-round action. Make an attack roll with your kama. If you hit a living, corporeal foe, that creature must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to taking damage normally. The DC is increased by 2 if you are wielding two kamas (creatures wielding more than two kamas gain no additional bonuses). The target adds his natural armor bonus, if any, as a bonus on this saving throw. A target that fails the saving throw is wracked with pain, receiving a –4 penalty on attack rolls, saves, and checks for 1 minute. Constructs, oozes, plants, undead, incorporeal creatures, creatures immune to extra damage from critical hits, and creatures with a special immunity to pain are not susceptible to this feat. **Special:** An evil monk may select Flensing Strike as a bonus feat at 2nd or 6th level if she meets the prerequisites. ``` @@ --- Feat: Flick Of The Wrist Tags: Summ: With a single motion, you can draw a light weapon and make a devastating attack. Prereq: Dex 17, Sleight of Hand 5 ranks, Quick Draw --- !! ``` ## Flick Of The Wrist *With a single motion, you can draw a light weapon and make a devastating attack.* **Prerequisite:** Dex 17, Sleight of Hand 5 ranks, Quick Draw **Benefit:** If you draw a light weapon and make a melee attack with it in the same round, you catch your opponent flat-footed (for the purpose of this attack only). You may use this feat only once per round and once per opponent during any single combat encounter. ``` @@ --- Feat: Fling Ally Tags: Summ: You can launch your comrades into the air as if they were thrown weapons. Prereq: Str 19, Rock Hurling or racial ability to throw rocks, size Large or larger --- !! ``` ## Fling Ally *You can launch your comrades into the air as if they were thrown weapons.* **Prerequisite:** Str 19, Rock Hurling or racial ability to throw rocks, size Large or larger **Benefit:** You can pick up an ally at least one size category smaller than you and throw him toward a specific square up to five range increments away. It takes a move action to pick up an ally and a standard action to throw that ally. You make a ranged touch attack (against AC 5) to throw the ally to the chosen square. If the touch attack hits, the ally lands in the square you designate. If the touch attack is a miss, randomly determine in which square the ally lands, using the Missing with a Thrown Weapon diagram on page 158 of the _Player's Handbook._ If the ally lands in a square that is occupied, she lands prone in that square. In any case, the ally doesn’t provoke attacks of opportunity for this movement. Allies one size category smaller than you have a range increment of 5 feet, while allies two size categories or more smaller than you have a range increment of 15 feet. If you have the Improved Rock Hurling feat or the racial ability to throw rocks, the range increments improve to 20 feet and 40 feet respectively. Goliaths are treated as Large creatures for the purpose of this feat, allowing them to fling Medium allies with a range increment of 5 feet and Small or smaller allies with a range increment of 15 feet. You must be strong enough to lift the ally over your head (the ally's weight cannot exceed your character's maximum load) to throw her. See page 162 of the _Player's Handbook_ for more information on carrying capacity and maximum load. ``` @@ --- Feat: Fling Enemy Tags: Summ: When you’re wrestling a foe, you can lift him into the air and hurl him. Prereq: Str 19, Rock Hurling or racial ability to throw rocks, size Large or larger --- !! ``` ## Fling Enemy *When you’re wrestling a foe, you can lift him into the air and hurl him.* **Prerequisite:** Str 19, Rock Hurling or racial ability to throw rocks, size Large or larger **Benefit:** When you’re grappling a foe, you can fling that foe away from you with a successful grapple check. Flinging the enemy requires a standard action. For every 5 points by which your grapple check beats your foe's grapple check or Escape Artist check, you can throw that foe 10 feet. Your foe lands prone in the square you designate. You can’t throw a foe farther than you could throw an ally (as described in the Fling Ally feat). You must be strong enough to lift an enemy over your head (the enemy's weight cannot exceed your character's maximum load) to throw him. See page 162 of the _Player's Handbook_ for more information on carrying capacity and maximum load. The enemy does not provoke attacks of opportunity for this movement. ``` @@ --- Feat: Flying Fish Leap Tags: Summ: You can hurl yourself out of the water with ease. Prereq: Acrobatics 8 ranks, Swim 4 ranks --- !! ``` ## Flying Fish Leap *You can hurl yourself out of the water with ease.* **Prerequisite:** Acrobatics 8 ranks, Swim 4 ranks **Benefit:** When leaping out of the water with a high jump, you ignore the penalty on the Jump check. In addition, you can fling yourself over the surface of the water when you make a high jump, leaping laterally just as far as you leap vertically. Use the result of your high jump check to determine the distance traveled with a long jump. **Normal**:: Acrobatics checks incur a –10 penalty when making a high jump out of water ``` @@ --- Feat: Flying Kick Tags: Summ: You literally leap into battle, dealing devastating damage. Prereq: Str 13, Jump 4 ranks, Improved Unarmed Strike, Power Attack --- !! ``` ## Flying Kick *You literally leap into battle, dealing devastating damage.* **Prerequisite:** Str 13, Jump 4 ranks, Improved Unarmed Strike, Power Attack **Benefit:** When fighting unarmed and using the charge action, you deal an extra 1d12 points of damage with your unarmed attack. ``` @@ --- Feat: Focused Lexicon Tags: Summ: Your utterances have greater effect against a certain type of creature. Prereq: Truespeak 6 ranks, ability to speak utterances --- !! ``` ## Focused Lexicon *Your utterances have greater effect against a certain type of creature.* **Prerequisite:** Truespeak 6 ranks, ability to speak utterances **Benefit:** When you take this feat, choose a creature type (such as aberrations or monstrous humanoids). The DCs of your utterances are increased by 1 whenever you use them against creatures of the chosen type. **Special:** You can take this feat more than once. Its effects do not stack. Each time you take this feat, it applies to a new creature type. ``` @@ --- Feat: Focused Perception Tags: Psionic Summ: When you concentrate your faculties, your power of sight pierces the darkness. Prereq: Blind-Fight --- !! ``` ## Focused Perception (Psionic) *When you concentrate your faculties, your power of sight pierces the darkness.* **Prerequisite:** Blind-Fight **Benefit:** You must expend your psionic focus to use this feat. When you expend your psionic focus, you gain blindsense out to 60 feet for 1 round. ``` @@ --- Feat: Foe Hunter Tags: Regional Summ: *Prerequisite:* Prereq: You acquire a favored enemy. This benefit functions like the ranger class feature of the same name, except that the exact type of creature you oppose is determined by your home region, according to the table below: --- !! ``` ## Foe Hunter (Regional) **Prerequisite:** **Benefit:** You acquire a favored enemy. This benefit functions like the ranger class feature of the same name, except that the exact type of creature you oppose is determined by your home region, according to the table below: |Home Region|Favored Enemy| |---|---| |**Cormyr**|Humanoids (goblinoid)| |**Chult**|Humanoids (goblinoid)| |**The Dragon Coast**|Dragons| |**The Galena Mountains**|Humanoids (goblinoid)| |**Impiltur**|Demons| |**The Moonsea**|Humanoids (orc)| |**The North**|Humanoids (orc)| |**Samarach**|Yuan-ti| |**The Spine of the World**|Humanoids (orc)| |**Tashalar**|Yuan-ti| |**Thindol**|Yuan-ti| ``` @@ --- Feat: Flick Of The Wrist Tags: Summ: With a single motion, you can draw a light weapon and make a devastating attack. Prereq: Dex 17, Sleight of Hand 5 ranks, Quick Draw --- !! ``` ## Flick Of The Wrist *With a single motion, you can draw a light weapon and make a devastating attack.* **Prerequisite:** Dex 17, Sleight of Hand 5 ranks, Quick Draw **Benefit:** If you draw a light weapon and make a melee attack with it in the same round, you catch your opponent flat-footed (for the purpose of this attack only). You may use this feat only once per round and once per opponent during any single combat encounter. ``` @@ --- Feat: Focused Shield Tags: Psionic Summ: Your mental focus makes you more adept at using your shield. Prereq: Shield Proficiency --- !! ``` ## Focused Shield (Psionic) Your mental focus makes you more adept at using your shield. **Prerequisite:** Shield Proficiency **Benefit:** While you are psionically focused and holding a ready shield with which you are proficient, the AC bonus provided by your shield increases by 1. ``` @@ --- Feat: Focused Skill User Tags: Psionic Summ: You can take advantage of your psionic focus in new ways. Prereq: When you first take this feat, choose two skills in which you have ranks. While you are psionically focused, you gain a +2 competence bonus on skill checks when using any of these three skills. --- !! ``` ## Focused Skill User (Psionic) You can take advantage of your psionic focus in new ways. **Benefit:** When you first take this feat, choose two skills in which you have ranks. While you are psionically focused, you gain a +2 competence bonus on skill checks when using any of these three skills. **Special:** You can take this feat multiple times. Each time, choose two additional skills in which you have ranks. ``` @@ --- Feat: Focused Sunder Tags: Psionic Summ: You can sense the stress points on others’ weapons. Prereq: Str 13, Power Attack, Improved Sunder --- !! ``` ## Focused Sunder (Psionic) You can sense the stress points on others’ weapons. **Prerequisite:** Str 13, Power Attack, Improved Sunder **Benefit:** To use this feat, you must expend your psionic focus. When you strike at an opponent's weapon, you ignore half of the weapon's total hardness (round down). Total hardness includes any magical or psionic enhancements possessed by the weapon that increase its hardness. **Special:** You can also sense the stress points in any hard construction, such as wooden doors or stone walls, and can ignore half of the object's total hardness (round down) when attacking that object. ``` @@ --- Feat: Foe Specialist Tags: Summ: You are trained at how to damage a particular type of foe. Prereq: Sneak attack +1d6, base attack bonus +4 --- !! ``` ## Foe Specialist *You are trained at how to damage a particular type of foe.* **Prerequisite:** Sneak attack +1d6, base attack bonus +4 **Benefit:** Choose a type of creature from Table 3–14: Ranger Favored Enemies, page 47 of the _Player's Handbook._ You deal an extra 1d6 points of damage on successful sneak attacks against that type of creature. (The selected type cannot be construct, elemental, ooze, plant, or undead, since those types are not subject to critical hits.) **Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new creature type from among those that remain eligible. ``` @@ --- Feat: Font Of Life Tags: Summ: Your life-force is strong enough to make you highly resistant to all forms of energy drain and level loss. Prereq: Must be a living creature --- !! ``` ## Font Of Life *Your life-force is strong enough to make you highly resistant to all forms of energy drain and level loss.* **Prerequisite:** Must be a living creature **Benefit:** Whenever you are struck by an attack that drains energy or bestows negative levels, you gain an immediate saving throw to resist the effect at the standard Difficulty Class of the attack. If this initial save is successful, you avoid any negative levels but you still suffer any other effects of the attack or spell. If this save fails, the attack proceeds as if this roll had never been made (meaning you still receive whatever save to which you’re normally entitled). ``` @@ --- Feat: Forbidden Lore Tags: Tainted Summ: You gain hideous insights into subjects not meant to be understood by mortal minds. Prereq: Bardic knowledge or lore, mild depravity --- !! ``` ## Forbidden Lore (Tainted) *You gain hideous insights into subjects not meant to be understood by mortal minds.* **Prerequisite:** Bardic knowledge or lore, mild depravity **Benefit:** When you make a bardic knowledge or lore check, you add a bonus to the check if the question touches on supernatural, horrific, tainted, or otherwise forbidden subjects (at the DM's discretion). Add a +2 bonus if you are mildly tainted, a +4 bonus if you are moderately tainted, and a +6 bonus if you are severely tainted. ``` @@ --- Feat: Force Of Personality Tags: Summ: You have cultivated an unshakable belief in your self worth. Your sense of self and purpose are so strong that they bolster your willpower. Prereq: Cha 13 --- !! ``` ## Force Of Personality *You have cultivated an unshakable belief in your self worth. Your sense of self and purpose are so strong that they bolster your willpower.* **Prerequisite:** Cha 13 **Benefit:** You add your Charisma modifier (instead of your Wisdom modifier) to Will saves against mind-affecting spells and abilities. ``` @@ --- Feat: Force Of Will Tags: Summ: You are able to resist psionic attacks with extreme force of will. Prereq: Iron Will --- !! ``` ## Force Of Will *You are able to resist psionic attacks with extreme force of will.* **Prerequisite:** Iron Will **Benefit:** Once per round, when targeted by a psionic effect that allows a Reflex save or a Fortitude save, you can instead make a Will saving throw to avoid the effect. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics–magic transparency rule. **Special:** You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities). ``` @@ --- Feat: Forest Gnome Phantasist Tags: Summ: You can protect your forest home with a variety of phantasms and patterns to befuddle your foes. Prereq: Forest gnome --- !! ``` ## Forest Gnome Phantasist You can protect your forest home with a variety of phantasms and patterns to befuddle your foes. **Prerequisite:** Forest gnome **Benefit:** Your Illusion (pattern) and Illusion (phantasm) spells and spell-like abilities gain +1 spell power (+1 on save DCs and +1 bonus on checks to overcome spell resistance). ## Forester (Regional) You are one with Faerûn's mighty forests. Few can match your woodcraft or your skill on your chosen battlefield. **Prerequisite:** **Benefit:** You gain a +1 bonus on Hide, Listen, Move Silently, and Perception checks. When you are in forest terrain, this bonus increases to +3. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ``` @@ --- Feat: Forgeheart Tags: Regional Summ: Because you are inured to the hellish heat of your homeland, you are resistant to blasts of fire that would damage other creatures. Prereq: Dwarf (the Smoking Mountains or the Sword Coast). --- !! ``` ## Forgeheart (Regional) *Because you are inured to the hellish heat of your homeland, you are resistant to blasts of fire that would damage other creatures.* **Prerequisite:** Dwarf (the Smoking Mountains or the Sword Coast). **Benefit:** You gain resistance to fire 5. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ``` @@ --- Feat: Forked Tongue Tags: Monstrous Summ: You speak with a honeyed voice that bends listeners to your will. Prereq: Serpentfolk. --- !! ``` ## Forked Tongue (Monstrous) *You speak with a honeyed voice that bends listeners to your will.* **Prerequisite:** Serpentfolk. **Benefit:** Because of the enticing nature of your voice, you gain a +2 bonus on Bluff checks. Furthermore, the save DC for each of your spells, spell-like abilities, and supernatural abilities that creates a charm effect through verbal means increases by +1. ``` @@ --- Feat: Formation Expert Tags: Tactical Summ: You are trained at fighting in ranks and files. Prereq: Base attack bonus +6 --- !! ``` ## Formation Expert (Tactical) You are trained at fighting in ranks and files. **Prerequisite:** Base attack bonus +6 **Benefit:** The Formation Expert feat enables the use of three tactical maneuvers. You gain the benefit of the feat even if you are fighting in formation with allies that do not have this feat. - _Lock Shields:_ To use this maneuver, you must have a ready shield, and adjacent allies on opposite sides of you must have ready shields. You gain a +1 bonus to Armor Class. - _Step into the Breach:_ To use this maneuver, you must be within a single move of an ally who falls in combat, and an ally must occupy every square between you and the fallen comrade. You can immediately take a single move action (as if you had readied an action to do so) to move into the square the fallen ally occupies. - _Wall of Polearms:_ To use this maneuver, you must be wielding a shortspear, longspear, trident, glaive, guisarme, halberd, or ranseur, and you must have adjacent allies wielding weapons identical to yours on opposite sides of you. You gain a +2 bonus on attack rolls. **Special:** A fighter may select Formation Expert as one of his fighter bonus feats. ``` @@ --- Feat: Fortify Spell Tags: Metamagic Summ: You cast spells that more easily penetrate spell resistance. Prereq: A fortified spell is treated as having a higher caster level for the purpose of defeating a target's spell resistance. You prepare and cast the spell in a higher-level spell slot than normal, with each additional level giving a +2 bonus on spell penetration checks for the altered spell. Spells that are not subject to spell resistance are not affected. A fortified spell uses up a spell slot at least one level higher than the spell's actual level. --- !! ``` ## Fortify Spell (Metamagic) *You cast spells that more easily penetrate spell resistance.* **Benefit:** A fortified spell is treated as having a higher caster level for the purpose of defeating a target's spell resistance. You prepare and cast the spell in a higher-level spell slot than normal, with each additional level giving a +2 bonus on spell penetration checks for the altered spell. Spells that are not subject to spell resistance are not affected. A fortified spell uses up a spell slot at least one level higher than the spell's actual level. ``` @@ --- Feat: Fortuitous Strike Tags: Luck Summ: You can hit a foe in just the right place. Prereq: Character level 6th, any luck feat --- !! ``` ## Fortuitous Strike (Luck) *You can hit a foe in just the right place.* **Prerequisite:** Character level 6th, any luck feat **Benefit:** You can expend one luck reroll as a swift action to reroll a weapon damage roll. You can expend two luck rerolls to deal maximum damage. You gain one luck reroll per day. ``` @@ --- Feat: Freerunner Tags: Summ: You can move in more baffling ways than others. Prereq: Any two movement skill tricks --- !! ``` ## Freerunner *You can move in more baffling ways than others.* **Prerequisite:** Any two movement skill tricks **Benefit:** You immediately learn up to two movement skill tricks at no cost, and your limit on skill tricks known increases by one. See page 82 for details on movement skill tricks. **Normal**:: You are limited to a maximum number of skill tricks equal to one-half your character level. ``` @@ --- Feat: Freezing The Lifeblood Tags: Summ: You can paralyze a humanoid opponent with an unarmed attack. Prereq: Wis 17, Improved Unarmed Strike, Stunning Fist, base attack bonus +10 --- !! ``` ## Freezing The Lifeblood *You can paralyze a humanoid opponent with an unarmed attack.* **Prerequisite:** Wis 17, Improved Unarmed Strike, Stunning Fist, base attack bonus +10 **Benefit:** Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). Against a humanoid opponent, you can make an unarmed attack that deals no damage but has a chance of paralyzing your target. If your attack is successful, your target must attempt a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). If the target fails this saving throw, it is paralyzed for 1d4+1 rounds. Each attempt to paralyze an opponent counts as one of your uses of the Stunning Fist feat for the day. Creatures immune to stunning cannot be paralyzed in this manner. **Special:** A fighter may select Freezing the Lifeblood as one of his fighter bonus feats. ``` @@ --- Feat: Frightful Presence Tags: Summ: Like a dragon, your mere presence can terrify those around you. Prereq: Cha 15, Intimidate 9 ranks --- !! ``` ## Frightful Presence *Like a dragon, your mere presence can terrify those around you.* **Prerequisite:** Cha 15, Intimidate 9 ranks **Benefit:** You gain the use of the frightful presence ability. Whenever you attack or charge, all opponents within a radius of 30 feet who have fewer levels or Hit Dice than you become shaken for a number of rounds equal to 1d6 + your Cha modifier. The effect is negated by a Will save (DC 10 + 1/2 your character level + your Cha modifier). A successful save indicates that the opponent is immune to your frightful presence for 24 hours. This ability can’t affect creatures with an Intelligence of 3 or lower, nor does it have any effect on dragons. ``` @@ --- Feat: From Smite To Song Tags: Summ: You can channel your destructive holy energy into powerful song magic for the glory of Milil. Prereq: Perform (any) 3 ranks, member of the Harmonious Order. --- !! ``` ## From Smite To Song *You can channel your destructive holy energy into powerful song magic for the glory of Milil.* **Prerequisite:** Perform (any) 3 ranks, member of the Harmonious Order. **Benefit:** You can spend a smite evil attempt to duplicate the effects of the inspire courage Bardic performance ability. Your effective bard level (for the purpose of determining the value of the bonuses granted) is equal to your paladin level. Add Perform to your list of paladin class skills. ``` @@ --- Feat: Frostfell Prodigy Tags: Summ: You gain additional bonus spells in cold regions. Prereq: Con 13, Snowcasting, Frozen Magic, Cold Focus --- !! ``` ## Frostfell Prodigy *You gain additional bonus spells in cold regions.* **Prerequisite:** Con 13, Snowcasting, Frozen Magic, Cold Focus **Benefit:** In cold areas (temperature at or below 40° F), the ability score used to determine how many bonus spells you may prepare or cast is treated as if it were 2 higher than its actual score. If you enter an area with a warmer temperature and remain in this area for longer than 1 minute, the bonus spells granted by this feat are lost until you can regain them. In areas of extreme cold (below –20° F), the ability score is treated as if it were 4 higher than its actual score for purposes of determining how many bonus spells you can prepare or cast. ``` @@ --- Feat: Frozen Berserker Tags: Summ: When you enter your barbarian rage, your body becomes infused with cold energy. Prereq: Ability to rage --- !! ``` ## Frozen Berserker *When you enter your barbarian rage, your body becomes infused with cold energy.* **Prerequisite:** Ability to rage **Benefit:** As long as you are under the effects of a barbarian rage, you gain the cold subtype. You gain immunity to cold, but have vulnerability to fire, which means you take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure. ``` @@ --- Feat: Frozen Magic Tags: Summ: Your cold spells are more powerful when you cast them in a cold region. Prereq: Con 13, Snowcasting --- !! ``` ## Frozen Magic *Your cold spells are more powerful when you cast them in a cold region.* **Prerequisite:** Con 13, Snowcasting **Benefit:** In cold areas (temperature at or below 40° F), spells with the cold descriptor cast by you manifest at caster level +1. In areas of extreme cold (below –20° F), cold spells cast by you manifest at caster level +2. ``` @@ --- Feat: Frozen Wild Shape Tags: Summ: You can assume the form of magical beasts with the cold subtype. Prereq: Base Fortitude save bonus +6, wild shape ability. --- !! ``` ## Frozen Wild Shape *You can assume the form of magical beasts with the cold subtype.* **Prerequisite:** Base Fortitude save bonus +6, wild shape ability. **Benefit:** You may use your wild shape ability to assume the form of any magical beast with the cold subtype. Your new form must still fall within the size limitations of your wild shape ability. As with the standard wild shape ability, you do not gain any of the extraordinary special qualities or any supernatural abilities possessed by the new form, with the exception of the cold subtype. This subtype grants you immunity to cold but vulnerability to fire, which means you take half again as much (+50%) damage as normal from fire while in a frozen wild shape, regardless of whether a saving throw is allowed, or if the save is a success or failure. Possible cold magical beasts from the _Monster Manual_ include cryohydras (Huge wild shape required), frost worms (Huge wild shape required), and winter wolves. Possible cold magical beasts from _Monster Manual Ii_ include frost salamanders. Possible cold magical beasts from this book include brantas (Large wild shape required), ice toads (Large wild shape required), urskans (Large wild shape required), and tlalusks (Huge wild shape required). ``` @@ --- Feat: Furious Charge Tags: Regional Summ: 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. Prereq: --- !! ``` ## Furious Charge (Regional) *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.* **Prerequisite:** **Benefit:** You gain a +4 bonus on the attack roll you make at the end of a charge. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. **Normal**:: A character gains a +2 bonus on the attack roll made at the end of a charge. ``` @@ --- Feat: Furious Inhalation Tags: Breath Summ: While raging, you can use your breath weapon to deal energy damage with your bite attacks. Prereq: Dragonblood subtype, Con 13, Rage class feature, bite attack, breath weapon --- !! ``` ## Furious Inhalation (Breath) *While raging, you can use your breath weapon to deal energy damage with your bite attacks.* **Prerequisite:** Dragonblood subtype, Con 13, Rage class feature, bite attack, breath weapon **Benefit:** When you enter a rage or frenzy, you can channel one use of your breath weapon inward to add energy damage to your bite attacks. Activating this ability is a free action; the effect lasts until your rage ends or until you use your breath weapon again. While this feat is in effect, your bite attacks deal an extra 2d6 points of energy damage, matching the energy type of your breath weapon. If your breath weapon doesn’t deal energy damage, this damage is fire damage. ``` @@ --- Feat: Gape Of The Serpent Tags: Monstrous Summ: Like a snake, you can stretch your mouth to an outlandish extent to accommodate immense prey. Prereq: Swallow whole special attack. --- !! ``` ## Gape Of The Serpent (Monstrous) *Like a snake, you can stretch your mouth to an outlandish extent to accommodate immense prey.* **Prerequisite:** Swallow whole special attack. **Benefit:** You can swallow a creature of up to your own size category. Swallowing a creature as big as yourself, however, is a time-consuming process. Once you have established a hold against such a creature, you make a new grapple check as usual, but success indicates only that you have begun to swallow. On the following round, you must make an additional grapple check to complete the swallowing. The held creature can fight or try to break the grapple as normal while you are attempting to swallow it. **Special:** Your gullet can hold one creature of the maximum size. Other maximum numbers of swallowed creatures remain the same. **Normal**:: Unless otherwise noted, a creature can swallow opponents up to one size category smaller than itself. ``` @@ --- Feat: Gatekeeper Initiate Tags: Summ: You have been trained in the ancient druidic tradition of the Gatekeepers, founded originally to ward off an extraplanar assault by aberrations. Prereq: Ability to spontaneously cast _summon nature's ally_. --- !! ``` ## Gatekeeper Initiate *You have been trained in the ancient druidic tradition of the Gatekeepers, founded originally to ward off an extraplanar assault by aberrations.* **Prerequisite:** Ability to spontaneously cast _summon nature's ally_. **Benefit:** You get a +2 bonus on saving throws against the supernatural and spell-like abilities of aberrations. Add Knowledge (Planes) to your list of druid class skills. You may use Knowledge (Planes) rather than Knowledge (Dungeoneering) when making skill checks to identify aberrations and their special abilities. In addition, you can cast the following spells as if they were on the druid spell list at the indicated level. 1st level: _protection from evil_ 2nd level: _zone of natural purity*_ 3rd level: _dimensional anchor_ 4th level: _nature's wrath*_ 5th level: _banishment_ 6th level: _dimensional lock_ 7th level: _return to nature*_ 8th level: _mind blank_ 9th level: _imprisonment_ ``` @@ --- Feat: Generous Sacrifice Tags: Summ: You can relieve your afflictions by donating them to an ally. Prereq: Evil, Con 15 --- !! ``` ## Generous Sacrifice You can relieve your afflictions by donating them to an ally. **Prerequisite:** Evil, Con 15 **Benefit:** Whenever you gain one or more negative levels, you can transfer some or all of them to a willing creature that you touch. Genie Lore You have studied centuries of Calishite lore regarding geniekind. **Region**:: Calimshan. **Benefit:** Choose one type of energy: acid, cold, electricity, or fire. You add +1 to the DC of saving throws for any sorcerer spells with the energy type descriptor that you cast. This benefit stacks with the Spell Focus feat if the spell you cast is from your chosen school. **Special:** You can gain this feat multiple times. Each time you take the feat, it applies to a new energy type. ``` @@ --- Feat: Gestalt Anchor Tags: Psionic, Racial Summ: You have a strong bond to the psionic entity you host. When you are around other hosts, you can move and act together as a fluid unit. Prereq: Any host feat* or kala'saam, base Will save +3. --- !! ``` ## Gestalt Anchor (Psionic, Racial) *You have a strong bond to the psionic entity you host. When you are around other hosts, you can move and act together as a fluid unit.* **Prerequisite:** Any host feat* or kala'saam, base Will save +3. **Benefit:** While you are psionically focused and within 60 feet of an ally that serves as a host or who is a kala'saam, you and all host or kala'saam allies within 60 feet gain a +2 insight bonus on initiative checks and Reflex saves. ``` @@ --- Feat: Ghost Strike Tags: Psionic Summ: Your deadly strikes against incorporeal foes always find their mark. Prereq: Base attack bonus +6 --- !! ``` ## Ghost Strike (Psionic) *Your deadly strikes against incorporeal foes always find their mark.* **Prerequisite:** Base attack bonus +6 **Benefit:** While you are psionically focused, you can make a single attack as a standard action against an incorporeal foe. Your weapon counts as ghost touch for the purposes of this attack. ``` @@ --- Feat: Ghost Scarred Tags: Summ: You are adept at fighting incorporeal undead. Prereq: Knowledge (religion) 8 ranks --- !! ``` ## Ghost Scarred *You are adept at fighting incorporeal undead.* **Prerequisite:** Knowledge (religion) 8 ranks **Benefit:** You gain a +2 insight bonus on attack rolls and weapon damage rolls against incorporeal undead. You also gain a +2 bonus on all saving throws made to resist the spells or abilities of incorporeal undead. ``` @@ --- Feat: Ghostly Grasp Tags: Monstrous Summ: You can handle corporeal objects even while incorporeal. Prereq: Cha 15, incorporeal subtype --- !! ``` ## Ghostly Grasp (Monstrous) *You can handle corporeal objects even while incorporeal.* **Prerequisite:** Cha 15, incorporeal subtype **Benefit:** You can wear, wield, and otherwise use corporeal items as though you were not incorporeal. **Special:** Without this feat, an incorporeal creature can only wear or wield items that have the ghost touch special ability. ``` @@ --- Feat: Giantbane Tags: Tactical Summ: You are trained in fighting foes larger than you are. Prereq: Medium or smaller size, Acrobatics 5 ranks, base attack bonus +6 --- !! ``` ## Giantbane (Tactical) *You are trained in fighting foes larger than you are.* **Prerequisite:** Medium or smaller size, Acrobatics 5 ranks, base attack bonus +6 **Benefit:** The Giantbane feat enables the use of three tactical maneuvers. - _Duck Underneath:_ To use this maneuver, you must have taken a total defense action, then have been attacked by a foe at least two size categories larger than you. You gain a +4 dodge bonus to your Armor Class, which stacks with the bonus for total defense. If that foe misses you, on your next turn, as a free action, you may make a DC 15 Tumble check. If the check succeeds, you move immediately to any unoccupied square on the opposite side of the foe (having successfully ducked underneath your foe). If there is no unoccupied square on the opposite side of the foe or you fail the Tumble check, you remain in the square you are in and have failed to duck underneath your foe. - _Death from Below:_ To use this maneuver, you must have successfully used the duck underneath maneuver. You may make an immediate single attack against the foe you ducked underneath. That foe is treated as flat-footed, and you gain a +4 bonus on your attack roll. - _Climb Aboard:_ To use this maneuver, you must move adjacent to a foe at least two size categories larger than you. In the following round, you may make a DC 10 Climb check as a free action to clamber onto the creature's back or limbs (you move into one of the squares the creature occupies). The creature you’re standing on takes a –4 penalty on attack rolls against you, because it can strike at you only awkwardly. If the creature moves during its action, you move along with it. The creature can try to shake you off by making a grapple check opposed by your Climb check. If the creature succeeds, you wind up in a random adjacent square. **Special:** A fighter may select Giantbane as one of his fighter bonus feats. ``` @@ --- Feat: Gift Of Discernment Tags: Exalted Summ: You can rely on your conscience to steer you away from evil deeds. Prereq: If you take a moment (a free action) to contemplate an action you are about to perform, you know with certainty whether that action will adversely affect your alignment and standing with your deity (if any). This knowledge is identical with that provided by a _phylactery of faithfulness_. --- !! ``` ## Gift Of Discernment (Exalted) *You can rely on your conscience to steer you away from evil deeds.* **Benefit:** If you take a moment (a free action) to contemplate an action you are about to perform, you know with certainty whether that action will adversely affect your alignment and standing with your deity (if any). This knowledge is identical with that provided by a _phylactery of faithfulness_. ``` @@ --- Feat: Gift Of Faith Tags: Exalted Summ: You have an unusual capacity to trust in divine providence working all things for the good. Prereq: Wis 13 --- !! ``` ## Gift Of Faith (Exalted) You have an unusual capacity to trust in divine providence working all things for the good. **Prerequisite:** Wis 13 **Benefit:** You gain a +2 bonus on saving throws to resist any fear effect, despair effect (such as the _crushing despair_ spell), or similar mind-affecting condition, but not charms or compulsions (such as the _charm person_ and _dominate person_ spells). ``` @@ --- Feat: Gift Of Grace Tags: Exalted Summ: You can improve the saving throws of your allies by sharing some of your divine grace. Prereq: Divine grace class ability --- !! ``` ## Gift Of Grace (Exalted) *You can improve the saving throws of your allies by sharing some of your divine grace.* **Prerequisite:** Divine grace class ability **Benefit:** You can give up some of your saving throw bonus granted by divine grace and share it with one or more other characters. You can sacrifice any amount of your own divine grace, up to your full Charisma bonus. You can divide that bonus among allies that you touch, to a maximum of one ally per character level you possess. For example, if you are a 5th-level paladin with a +3 Charisma bonus, you can give three characters each a +1 bonus on their saving throws, one character a +3 bonus, two characters a +1 bonus (keeping a +1 bonus for yourself), or any similar division of your +3 bonus. This shared divine grace lasts for one day or until you revoke it (as a free action). ``` @@ --- Feat: Gift Of The Spider Queen Tags: Summ: You can combine your racial spell-like abilities in new and potent ways. Prereq: Drow --- !! ``` ## Gift Of The Spider Queen *You can combine your racial spell-like abilities in new and potent ways.* **Prerequisite:** Drow **Benefit:** As an immediate action, you can activate any of the following spell-like abilities (using your class level as your caster level). You spend one daily use of each spell-like ability used in this combination. - _Curtain of Darkness:_ You can expend one daily use of _dancing lights_ and _darkness_ to extinguish all nonmagical light sources size large or smaller within 100 feet. _Mirror Image:_ You can expend one daily use of _dancing lights_ and _faerie fire_ to gain *mirror images*. This ability functions as _mirror image_, except that you gain 1d4 images. _See Invisibility:_ You can expend one daily use of _darkness_ and _faerie fire_ to _see invisibility_. This functions as the spell, except that the duration is 1 round per character level. _Blinding Vanish:_ You can expend one daily use of _dancing lights_, _darkness_, and _faerie fire_ to disappear in a blinding flash of light. All creatures within a 20-foot-radius burst are blinded for 1 round; a successful Fortitude save (DC 14 + your Cha modifier) reduces the effect to dazzled for 1 round. In addition, you become invisible for 1 round per level. This ability otherwise functions as the *vanish* spell. ``` @@ --- Feat: Gift Of Tongues Tags: Summ: You have an intuitive talent for learning languages. Prereq: Moon Elf subtype, sun elf. --- !! ``` ## Gift Of Tongues *You have an intuitive talent for learning languages.* **Region**:: Moon Elf subtype, sun elf. **Benefit:** Your Intelligence is 4 points higher for the purpose of determining how many bonus languages you may start with. You are not limited to the bonus languages of your region. Linguistics is always a class skill for you. You gain a +1 bonus on all Linguistics and Sense Motive checks. **Special:** If you choose this feat after 1st level, you do not immediately gain additional bonus languages, but all other effects of the feat apply. ``` @@ --- Feat: Githyanki Charm Tags: Psionic, Racial Summ: You can leverage your psionic daze psi-like ability to gain greater control over subjects. Prereq: Githyanki, _psionic daze_ psi-like ability --- !! ``` ## Githyanki Charm (Psionic, Racial) *You can leverage your psionic daze psi-like ability to gain greater control over subjects.* **Prerequisite:** Githyanki, _psionic daze_ psi-like ability **Benefit:** You can expend one or more of your daily uses of the _psionic daze_ psi-like ability granted by your githyanki heritage to instead gain the use of _psionic charm_ as a psi-like ability. Your manifester level for this effect is equal to 1/2 your character level ``` @@ --- Feat: Githyanki Control Tags: Psionic, Racial Summ: You can leverage your far hand psi-like ability to gain greater control over objects. Prereq: Githyanki, _far hand_ psi-like ability --- !! ``` ## Githyanki Control (Psionic, Racial) *You can leverage your far hand psi-like ability to gain greater control over objects.* **Prerequisite:** Githyanki, _far hand_ psi-like ability **Benefit:** You can expend one or more of your daily uses of the _far hand_ psi-like ability granted by your githyanki heritage to instead gain the use of _control object_ as a psi-like ability. Your manifester level for this effect is equal to 1/2 your character level. ``` @@ --- Feat: Githyanki Dismissal Tags: Psionic, Racial Summ: You can leverage your dimension door psi-like ability to gain greater control over other creatures' locations. Prereq: Githyanki, _dimension door_ psi-like ability --- !! ``` ## Githyanki Dismissal (Psionic, Racial) *You can leverage your dimension door psi-like ability to gain greater control over other creatures' locations.* **Prerequisite:** Githyanki, _dimension door_ psi-like ability **Benefit:** You can expend one or more of your daily uses of the _dimension door_ psi-like ability granted by your githyanki heritage to instead gain the use of _psionic dismissal_ as a psi-like ability. Your manifester level for this effect is equal to 1/2 your Hit Dice (minimum 1st). ``` @@ --- Feat: Githyanki Ectoform Tags: Psionic, Racial Summ: You can leverage your concealing amorpha psi-like ability to gain greater control over your own body. Prereq: Githyanki, _concealing amorpha_ psi-like ability --- !! ``` ## Githyanki Ectoform (Psionic, Racial) *You can leverage your concealing amorpha psi-like ability to gain greater control over your own body.* **Prerequisite:** Githyanki, _concealing amorpha_ psi-like ability **Benefit:** You can expend one or more of your daily uses of the _concealing amorpha_ psi-like ability granted by your githyanki heritage to instead gain the use of _ectoplasmic form_ as a psi-like ability. Your manifester level for this effect is equal to 1/2 your Hit Dice (minimum 1st). ``` @@ --- Feat: Githzerai Burst Tags: Psionic, Racial Summ: You can leverage your cat fall psi-like ability to gain greater control over yourself in your environment. Prereq: Githzerai, _cat fall_ psi-like ability --- !! ``` ## Githzerai Burst (Psionic, Racial) *You can leverage your cat fall psi-like ability to gain greater control over yourself in your environment.* **Prerequisite:** Githzerai, _cat fall_ psi-like ability **Benefit:** You can expend one or more of your daily uses of the _cat fall_ psi-like ability granted by your githzerai heritage to instead gain the use of _burst_ as a psi-like ability. Your manifester level for this effect is equal to 1/2 your character level ``` @@ --- Feat: Githzerai Feedback Tags: Psionic, Racial Summ: You can leverage your inertial armor psi-like ability to further insulate yourself from harm. Prereq: Githzerai, _inertial armor_ psi-like ability --- !! ``` ## Githzerai Feedback (Psionic, Racial) *You can leverage your inertial armor psi-like ability to further insulate yourself from harm.* **Prerequisite:** Githzerai, _inertial armor_ psi-like ability **Benefit:** You can expend one or more of your daily uses of the _inertial armor_ psi-like ability granted by your githzerai heritage to instead gain the use of _biofeedback_ as a psi-like ability. Your manifester level for this effect is equal to 1/2 your character level. ``` @@ --- Feat: Githzerai Knock Tags: Psionic, Racial Summ: 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. Prereq: Githzerai, _concussion blast_ psi-like ability --- !! ``` ## Githzerai Knock (Psionic, Racial) *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.* **Prerequisite:** Githzerai, _concussion blast_ psi-like ability **Benefit:** You can expend one or more of your daily uses of the _concussion blast_ psi-like ability granted by your githzerai heritage to instead gain the use of _psionic knock_ as a psi-like ability. Your manifester level for this effect is equal to 1/2 your Hit Dice (minimum 1st). ``` @@ --- Feat: Githzerai Link Tags: Psionic, Racial Summ: You can leverage your _psionic daze_ psi-like ability to forge direct mental contact with another creature. Prereq: Githzerai, _psionic daze_ psi-like ability --- !! ``` ## Githzerai Link (Psionic, Racial) You can leverage your _psionic daze_ psi-like ability to forge direct mental contact with another creature. **Prerequisite:** Githzerai, _psionic daze_ psi-like ability **Benefit:** You can expend one or more of your daily uses of the _psionic daze_ psi-like ability granted by your githzerai heritage to instead gain the use of _mindlink_ as a psi-like ability. Your manifester level for this effect is equal to 1/2 your character level. ``` @@ --- Feat: Gloom Razor Tags: Tactical Summ: The teachings of the Shadow Hand discipline allow you to confuse your enemies. Your attacks and parries are infused with the stuff of shadow. Through careful training and discipline, you learn to use your ki to inhibit a foe's fighting ability with your shadowy nature. Prereq: Hide 9 ranks, Shadow Blade, base attack bonus +6, two Shadow Hand maneuvers. --- !! ``` ## Gloom Razor (Tactical) *The teachings of the Shadow Hand discipline allow you to confuse your enemies. Your attacks and parries are infused with the stuff of shadow. Through careful training and discipline, you learn to use your ki to inhibit a foe's fighting ability with your shadowy nature.* **Prerequisite:** Hide 9 ranks, Shadow Blade, base attack bonus +6, two Shadow Hand maneuvers. **Benefit:** The Gloom Razor feat enables the use of three tactical options. - _Lingering Gloom:_ To use this option, your opponent must miss you due to concealment. On your next turn, you can make a Hide check opposed by your foe's Spot check as a swift action. If this check succeeds, you gain the benefit of an _invisibility_ spell against that foe until the end of your turn. - _Moving Shadows:_ To use this option, you must deal damage to an enemy with a melee attack and move at least 10 feet during your turn. On your next turn, you can treat that enemy as flat-footed against the first melee attack you make in that round. - _Shadow Slip:_ To use this option, you must make a successful melee attack against an opponent you flank. On your next turn, you can make a DC 20 Tumble check if you are adjacent to your foe. If this check succeeds, as a free action you can move to any square adjacent to your opponent without provoking attacks of opportunity from any opponent. ``` @@ --- Feat: Glorious Weapons Tags: Divine Summ: You can channel positive or negative energy to imbue your allies’ weapons with an alignment. Prereq: Channel energy class feature --- !! ``` ## Glorious Weapons (Divine) *You can channel positive or negative energy to imbue your allies’ weapons with an alignment.* **Prerequisite:** Channel energy class feature **Benefit:** You can spend a turn or rebuke attempt as standard action to align the melee weapons (including natural weapons) of all allies within a 60-ft. burst as good (if you channel positive energy) or evil (if you channel negative energy). Such weapons can overcome damage reduction as if they had the appropriate alignment. The effect lasts until the end of your next turn. ``` @@ --- Feat: Tulosh Ferocity Tags: Summ: You embody the savage ferocity of your people. When you fly into a berserk rage, you can bite opponents with your powerful jaws. Prereq: Tulosh, rage or frenzy ability --- !! ``` ## Tulosh Ferocity You embody the savage ferocity of your people. When you fly into a berserk rage, you can bite opponents with your powerful jaws. **Prerequisite:** Tulosh, rage or frenzy ability **Benefit:** When you rage, you gain a bite attack. ``` @@ --- Feat: Gnome Foe Killer Tags: Racial Summ: Your battle techniques against your racial foes improve. Prereq: Koth subtype, hatred racial trait --- !! ``` ## Gnome Foe Killer (Racial) *Your battle techniques against your racial foes improve.* **Prerequisite:** Koth subtype, hatred racial trait **Benefit:** You gain a +2 racial bonus on weapon damage rolls against creatures with the shapechanger subtype. ``` @@ --- Feat: Goad Tags: Summ: You are skilled at inducing opponents to attack you. Prereq: Cha 13, base attack bonus +1 --- !! ``` ## Goad You are skilled at inducing opponents to attack you. **Prerequisite:** Cha 13, base attack bonus +1 **Benefit:** As a move action, you can goad an opponent that threatens you, has line of sight to you, can hear you, and has an Intelligence of 3 or higher. (The goad is a mind-affecting ability.) When the goaded opponent starts its next turn, if it threatens you and has line of sight to you, it must make a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier). If the opponent fails its save, you are the only creature it can make melee attacks against during this turn. (If it kills you, knocks you unconscious, loses sight of you, or otherwise is unable to make melee attacks against you, it may make any remaining melee attacks against other foes, as normal.) A goaded creature can still cast spells, make ranged attacks, move, or perform other actions normally. The use of this feat restricts only melee attacks. **Special:** A fighter may select Goad as one of his fighter bonus feats. ``` @@ --- Feat: Godsight Tags: Ancient Summ: You enjoy the special blessing of a deity of the Mulhorandi pantheon, who has granted you unerring powers of perception. Prereq: Cha 13, Mulhorandi (aasimar, human (Mulan) or tiefling), Mulhorand region. --- !! ``` ## Godsight (Ancient) *You enjoy the special blessing of a deity of the Mulhorandi pantheon, who has granted you unerring powers of perception.* **Prerequisite:** Cha 13, Mulhorandi (aasimar, human (Mulan) or tiefling), Mulhorand region. **Benefit:** You gain the following spell-like abilities, each usable three times per day: _detect evil, detect magic, detect poison, detect undead, read magic_. Your caster level equals your character level. When you take this feat, you can choose _detect chaos, detect good_, or _detect law_ instead of _detect evil_. **Special:** You can take this feat only as a 1st level character. ``` @@ --- Feat: Gold Dragon Lineage Tags: Draconic Summ: You can harness the legacy of your gold dragon ancestry to protect your allies. Prereq: Draconic Heritage (gold), sorcerer level 3rd --- !! ``` ## Gold Dragon Lineage (Draconic) *You can harness the legacy of your gold dragon ancestry to protect your allies.* **Prerequisite:** Draconic Heritage (gold), sorcerer level 3rd **Benefit:** As a swift action, you can spend an arcane spell slot to create a lucky aura that protects your allies. All allies within 30 feet (including you) gain a luck bonus equal to the spell slot's level that they can apply on any one saving throw as an immediate action. This bonus must be used within a number of rounds equal to your Charisma bonus (minimum 1 round), or it is lost. An affected ally need not remain within 30 feet of you to use this bonus. No character can have more than one luck bonus from this feat at a time. It the feat is used a second time while the first use is still active, the new duration replaces the previous one unless the character chooses to retain the previous duration (for instance, if it were from a higher-level spell slot). ``` @@ --- Feat: Gold Dwarf Dweomersmith Tags: Summ: You have learned the secrets of gold dwarf magic that creates or enhances weapons. Prereq: Gold dwarf --- !! ``` ## Gold Dwarf Dweomersmith *You have learned the secrets of gold dwarf magic that creates or enhances weapons.* **Prerequisite:** Gold dwarf **Benefit:** You gain +1 caster level when casting a spell that creates a weapon or enhances an existing one. An 11th-level caster with this feat, for example, grants a weapon a +4 enhancement bonus when she casts greater magic weapon, not just a +3 enhancement bonus. This bonus caster level allows you to exceed the normal maximum effect allowed by a spell. The tradition of gold dwarf dweomersmiths includes the following spells at each level: 1st - _bless weapon, magic stone, magic weapon, shillelagh_; 2nd - _flame blade, Melf's acid arrow, spiritual weapon_; 3rd - _flame arrow, keen edge_; 4th - _greater magic weapon, holy sword_; 6th - _blade barrier, spellstaff_; 7th - _changestaff, Mordenkainen's sword_. Other spells gain this benefit if they target a weapon. Additionally, any magic weapons you fashion cost 5% less in gold pieces to make. Crafting time is unaffected ``` @@ --- Feat: Good Karma Tags: Luck Summ: You can use your luck to aid an ally—at the risk of your own neck. Prereq: Character level 3rd --- !! ``` ## Good Karma (Luck) You can use your luck to aid an ally—at the risk of your own neck. **Prerequisite:** Character level 3rd **Benefit:** You can expend one luck reroll as an immediate action to redirect an attack made against an adjacent ally so that it is made against you instead. You must be within reach of the attacker (if a melee attack) or within range of the attack (if a ranged attack) in order to use this ability. The attack roll result remains the same, but it is against your AC, rather than that of your ally. If the redirected attack hits you, you take an extra 50% damage from it. You gain one luck reroll per day. ``` @@ --- Feat: Charging Spirit Tags: Spirit Summ: You have a stronger connection to your Basheire spirit,, and your mighty charge attack can knock down foes. Prereq: Bash subtype, Charging Boar spirit --- !! ``` ## Charging Spirit (Spirit) *You have a stronger connection to your Basheire spirit,, and your mighty charge attack can knock down foes.* **Prerequisite:** Bash subtype, Charging Boar spirit **Benefit:** As a free action, you may make a trip attempt against any creature of your size or smaller that takes damage from your charge attack. This does not provoke an attack of opportunity, and you do not risk falling prone if you fail the check by 10 or more. ``` @@ --- Feat: Graft Flesh Tags: Summ: You can apply a certain type of grafts to other living creatures or to yourself. Prereq: Heal 10 ranks --- !! ``` ## Graft Flesh You can apply a certain type of grafts to other living creatures or to yourself. **Prerequisite:** Heal 10 ranks **Benefit:** Choose a type of graft: aboleth, beholder, fiendish, illithid, undead, or yuan-ti. You must be an aboleth to choose aboleth grafts. You must be a fiend to choose fiendish grafts. You must be an illithid to choose illithid grafts. You must be a yuan-ti to choose yuan-ti grafts. There are no additional requirements for choosing beholder or undead grafts. You can create grafts of your chosen type and apply them to other living creatures or to yourself. Creating a graft takes 24 hours for each 1,000 gp in its price. To create a graft, you must use up raw materials costing half of this price. ``` @@ --- Feat: Grass Trekker Tags: Summ: You are adapted to a plains environment. Prereq: Plains terrain type --- !! ``` ## Grass Trekker *You are adapted to a plains environment.* **Prerequisite:** Plains terrain type **Benefit:** You are a nomad of the steppes, used to traveling long distances, often on foot. You gain a +2 competence bonus on Acrobatics checks. In addition, you do not need to make Fortitude saves when making a forced march until you have traveled for 12 hours. ``` @@ --- Feat: Bloodthirsty Spirit Tags: Spirit Summ: You have a stronger connection to your Basheire spirit, letting you hit where it hurts with your fangs. Prereq: Bash subtype, Pouncing Tiger spirit --- !! ``` ## Bloodthirsty Spirit (Spirit) *You have a stronger connection to your Basheire spirit, letting you hit where it hurts with your fangs.* **Prerequisite:** Bash subtype, Pouncing Tiger spirit **Benefit:** Your bite attacks now have a critical hit multiplier of ×3. ``` @@ --- Feat: Great Captain Tags: Summ: You are a master pilot and battle leader; your crew anticipates your every command and leaps to do your bidding. Prereq: Profession (sailor) 7 ranks, Knowledge (geography) 7 ranks, Leadership --- !! ``` ## Great Captain *You are a master pilot and battle leader; your crew anticipates your every command and leaps to do your bidding.* **Prerequisite:** Profession (sailor) 7 ranks, Knowledge (geography) 7 ranks, Leadership **Benefit:** If you are in command of a vessel, you can use the aid another action to assist all other persons on board who are performing the same action in the current round—for example, making an attack, making Profession (siege engineer) checks, making Profession (sailor) checks, and so forth. Commanding the vessel in combat is a move action for you. **Normal**:: You can only use the aid another action to assist one character at a time. Commanding a vessel in combat requires a standard action. ``` @@ --- Feat: Great Flyby Attack Tags: Summ: You can make multiple flyby attacks in a round. Prereq: Fly speed, Flyby Attack --- !! ``` ## Great Flyby Attack *You can make multiple flyby attacks in a round.* **Prerequisite:** Fly speed, Flyby Attack **Benefit:** Using this feat is a full-round action. When flying, you can move up to your fly speed in a straight line and attack a number of opponents equal to your Dexterity bonus. All targets must be within your reach along the line of your movement. Make one attack roll, add the appropriate modifiers, and compare the result to the AC of each opponent you are attacking. If any hits are successful, make one damage roll and add the appropriate modifiers. Each successful hit does the full damage to that creature; do not divide the result of the damage roll among the targets. Targets of your attack do not get attacks of opportunity against you, but other opponents that would be entitled to attacks of opportunity may take them. **Normal**:: Without this feat, a creature can make a single flyby attack in a round. ``` @@ --- Feat: Rending Spirit Tags: Spirit Summ: You have a stronger connection to your Basheire spirit, allowing you to rip youe foes to shreds. Prereq: Bash subtype, Standing Bear spirit, +4 base attack bonus. --- !! ``` ## Rending Spirit (Spirit) *You have a stronger connection to your Basheire spirit, allowing you to rip youe foes to shreds.* **Prerequisite:** Bash subtype, Standing Bear spirit, +4 base attack bonus. **Benefit:** You gain a rend attack with your claws. If you hit with both of your claw attacks in a round, you deal extra damage equal to 1d4 + half your Strength modifier + 1 additional point for every four character levels you have. ``` @@ --- Feat: Great Stag Berserker Tags: Combat, Regional Summ: Your fighting style employs aggressive charges in the manner of your lodge's totem animal. Prereq: Rage class feature --- !! ``` ## Great Stag Berserker (Combat, Regional) *Your fighting style employs aggressive charges in the manner of your lodge's totem animal.* **Prerequisite:** Rage class feature **Region**:: Rashemen **Benefit:** When using the charge action, you may gain a +4 bonus on your attack roll and take a -4 penalty to your AC for 1 round. **Normal**:: A charging character normally has a +2 bonus on attacks and a -2 penalty to AC for 1 round. ``` @@ --- Feat: Greater Cold Focus Tags: Summ: Your cold spells are now even more potent than before. Prereq: Cold Focus --- !! ``` ## Greater Cold Focus *Your cold spells are now even more potent than before.* **Prerequisite:** Cold Focus **Benefit:** Add +1 to the DC for all saving throws against spells with the cold descriptor. This bonus stacks with similar bonuses, such as those from Cold Focus, Spell Focus, and Greater Spell Focus. ``` @@ --- Feat: Greater Corrupt Spell Focus Tags: Summ: Your corrupt spells are now even more potent than they were before. Prereq: Corrupt Spell Focus, non-good alignment --- !! ``` ## Greater Corrupt Spell Focus *Your corrupt spells are now even more potent than they were before.* **Prerequisite:** Corrupt Spell Focus, non-good alignment **Benefit:** You gain an additional +1 to the DC of all spells you cast that contain a corrupt component. This stacks with the bonus gained from the Corrupt Spell Focus feat, for a total of +2. ``` @@ --- Feat: Greater Dragonmark Tags: Summ: You have a greater dragonmark. Prereq: Member of appropriate dragonmarked race and house, Least Dragonmark, Lesser Dragonmark, 12 ranks in any two skills --- !! ``` ## Greater Dragonmark *You have a greater dragonmark.* **Prerequisite:** Member of appropriate dragonmarked race and house, Least Dragonmark, Lesser Dragonmark, 12 ranks in any two skills **Benefit:** You gain a greater dragonmark and the use of one spell-like ability associated with the greater dragonmark of your house (see the next section of this chapter for information on dragonmarks). In addition, you can use your least and lesser dragonmark spell-like abilities one additional time per day. A saving throw against one of your dragonmark spelllike abilities has a DC of 10 + the level of the spell + your Cha modifier. Your caster level for your dragonmark spell-like abilities increases to 10 + your level in the dragonmark heir prestige class (if any). ``` @@ --- Feat: Greater Heavy Armor Optimization Tags: Summ: You have mastered the use of heavy armor, maximizing its protective qualities while moving more easily in it. Prereq: Armor Proficiency (heavy), Heavy Armor Optimization, base attack bonus +8 --- !! ``` ## Greater Heavy Armor Optimization *You have mastered the use of heavy armor, maximizing its protective qualities while moving more easily in it.* **Prerequisite:** Armor Proficiency (heavy), Heavy Armor Optimization, base attack bonus +8 **Benefit:** When you are wearing heavy armor, lessen the armor check penalty of the armor by 2 and increase the armor bonus by 1. Both of these effects stack with the benefit of the Heavy Armor Optimization feat, for a total lessening of the armor check penalty by 3 and a total increase to the armor bonus of 2. **Special:** A fighter may select Greater Heavy Armor Optimization as one of her fighter bonus feats ``` @@ --- Feat: Greater Kiai Shout Tags: Summ: Your kiai shout can panic your opponents. Prereq: Cha 13, Kiai Shout, base attack bonus +9 --- !! ``` ## Greater Kiai Shout *Your kiai shout can panic your opponents.* **Prerequisite:** Cha 13, Kiai Shout, base attack bonus +9 **Benefit:** When you make a kiai shout, your opponents are panicked for 2d6 rounds unless they succeed on Will saves (DC 10 + 1/2 your character level + your Cha modifier). The kiai shout affects only opponents with fewer Hit Dice or levels than you have. ``` @@ --- Feat: Greater Legacy Tags: Legacy Summ: You awaken the most powerful abilities of a specific item of legacy. Prereq: Least Legacy, Lesser Legacy, character level 17th, learn and perform the associated greater legacy ritual of the chosen item. --- !! ``` ## Greater Legacy (Legacy) *You awaken the most powerful abilities of a specific item of legacy.* **Prerequisite:** Least Legacy, Lesser Legacy, character level 17th, learn and perform the associated greater legacy ritual of the chosen item. **Benefit:** Choose one item of legacy (or candidate item, if you are founding a legacy). If you meet the other prerequisites for wielding that item, you can use any of the item's greater legacy abilities that are available to a character of your level. ``` @@ --- Feat: Greater Manyshot Tags: Summ: You are skilled at firing many arrows at once, even at different opponents. Prereq: Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6 --- !! ``` ## Greater Manyshot *You are skilled at firing many arrows at once, even at different opponents.* **Prerequisite:** Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6 **Benefit:** When you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target. Your precision-based damage applies to each arrow fired, and, if you score a critical hit with more than one of the arrows, each critical hit deals critical damage. **Special:** A fighter may select this feat as one of his fighter bonus feats. ``` @@ --- Feat: Greater Multigrab Tags: Monstrous Summ: You can grapple enemies effortlessly with your natural weapons. Prereq: Str 19, Dex 15, improved grab special attack, Multigrab. --- !! ``` ## Greater Multigrab (Monstrous) *You can grapple enemies effortlessly with your natural weapons.* **Prerequisite:** Str 19, Dex 15, improved grab special attack, Multigrab. **Benefit:** When grappling an opponent with only the part of your body that made the attack, you take no penalty on grapple checks made to maintain the hold. **Normal**:: Without this feat, a creature takes a -20 penalty (or a -10 penalty with Multigrab) on grapple checks made to maintain a hold with only the part of its body used to make the attack. ``` @@ --- Feat: Greater Multiweapon Fighting Tags: Monstrous Summ: A creature with three or more arms can fight with a weapon in each hand. The creature can make up to three attacks per round with each extra weapon. Prereq: Dex 19, three arms, base attack bonus +15, Improved Multiweapon Fighting, Multiweapon Fighting, Multidexterity. --- !! ``` ## Greater Multiweapon Fighting (Monstrous) *A creature with three or more arms can fight with a weapon in each hand. The creature can make up to three attacks per round with each extra weapon.* **Prerequisite:** Dex 19, three arms, base attack bonus +15, Improved Multiweapon Fighting, Multiweapon Fighting, Multidexterity. **Benefit:** You may make up to three attacks with each offhand weapon that you wield, albeit with a –10 penalty on the third attack with each such weapon. ``` @@ --- Feat: Greater Mighty Roar Tags: Monstrous Summ: You unsettle opponents with a dreadful roar as you attack. Prereq: Animal or magical beast; Large size, Mighty Roar. --- !! ``` ## Greater Mighty Roar (Monstrous) *You unsettle opponents with a dreadful roar as you attack.* **Prerequisite:** Animal or magical beast; Large size, Mighty Roar. **Benefit:** This feat functions like Mighty Roar, except that each opponent that fails a Will save (DC 10 + 1/2 your Hit Dice + your Cha modifier) is panicked for 2d6 rounds. A panicked creature takes a –2 morale penalty on attack rolls, saves, and checks, has a 50% chance to drop what it is holding, and runs away from you as quickly as it can. The effects of being panicked supersede the effects of being shaken. ``` @@ --- Feat: Greater Path Focus Tags: Summ: Choose a path of shadow magic to which you have already applied the Path Focus feat. Your mysteries of that path are now even more potent. Prereq: Path Focus --- !! ``` ## Greater Path Focus *Choose a path of shadow magic to which you have already applied the Path Focus feat. Your mysteries of that path are now even more potent.* **Prerequisite:** Path Focus **Benefit:** You function at +1 caster level when casting mysteries of the path you select. Additionally, add +1 to the Difficulty Class of all saving throws against mysteries from that path. These bonuses stack with those granted by Path Focus. **Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new path to which you have applied the Path Focus feat. ``` @@ --- Feat: Greater Power Penetration Tags: Psionic Summ: Your powers are especially potent at breaking through power resistance. Prereq: Power Penetration --- !! ``` ## Greater Power Penetration (Psionic) *Your powers are especially potent at breaking through power resistance.* **Prerequisite:** Power Penetration **Benefit:** To use this feat, you must expend your psionic focus. You get a +4 bonus on manifester level checks to overcome a creature's power resistance. This bonus stacks with the bonus from Power Penetration. ``` @@ --- Feat: Greater Power Specialization Tags: Psionic Summ: You deal more damage with your powers. Prereq: Power Specialization, Weapon Focus (ray), manifester level 12th --- !! ``` ## Greater Power Specialization (Psionic) *You deal more damage with your powers.* **Prerequisite:** Power Specialization, Weapon Focus (ray), manifester level 12th **Benefit:** Your powers that deal damage deal an extra 2 points of damage. This damage stacks with other bonuses on damage rolls to powers, including the one from Power Specialization. The damage bonus applies only if the target or targets are within 30 feet. ``` @@ --- Feat: Greater Powerful Charge Tags: Summ: You can charge with extra force. Prereq: Medium or larger size, Powerful Charge, base attack bonus +4 --- !! ``` ## Greater Powerful Charge *You can charge with extra force.* **Prerequisite:** Medium or larger size, Powerful Charge, base attack bonus +4 **Benefit:** As Powerful Charge, but treat yourself as one size category larger than you are. **Special:** A fighter may select Greater Powerful Charge as one of his fighter bonus feats. ``` @@ --- Feat: Greater Psionic Endowment Tags: Psionic Summ: You can use meditation to focus your powers. Prereq: Psionic Endowment --- !! ``` ## Greater Psionic Endowment (Psionic) *You can use meditation to focus your powers.* **Prerequisite:** Psionic Endowment **Benefit:** When you use the Psionic Endowment feat, you add +2 to the save DC of a power you manifest instead of +1. ``` @@ --- Feat: Greater Psionic Fist Tags: Psionic Summ: You can charge your unarmed strike or natural weapon with additional damage potential. Prereq: Str 13, Psionic Fist, base attack bonus +5 --- !! ``` ## Greater Psionic Fist (Psionic) You can charge your unarmed strike or natural weapon with additional damage potential. **Prerequisite:** Str 13, Psionic Fist, base attack bonus +5 **Benefit:** When you use the Psionic Fist feat, your unarmed attack or attack with a natural weapon deals an extra 4d6 points of damage instead of an extra 2d6 points. ``` @@ --- Feat: Greater Psionic Shot Tags: Psionic Summ: You can charge your ranged attacks with additional damage potential. Prereq: Point Blank Shot, Psionic Shot, base attack bonus +5 --- !! ``` ## Greater Psionic Shot (Psionic) You can charge your ranged attacks with additional damage potential. **Prerequisite:** Point Blank Shot, Psionic Shot, base attack bonus +5 **Benefit:** When you use the Psionic Shot feat, your ranged attack deals an extra 4d6 points of damage instead of an extra 2d6 points. ``` @@ --- Feat: Greater Psionic Weapon Tags: Psionic Summ: You can charge your melee weapon with additional damage potential. Prereq: Str 13, Psionic Weapon, base attack bonus +5 --- !! ``` ## Greater Psionic Weapon (Psionic) You can charge your melee weapon with additional damage potential. **Prerequisite:** Str 13, Psionic Weapon, base attack bonus +5 **Benefit:** When you use the Psionic Weapon feat, your attack with a melee weapon deals an extra 4d6 points of damage instead of an extra 2d6 points. ``` @@ --- Feat: Greater Resiliency Tags: Summ: Your extraordinary resilience to damage increases. Prereq: Damage reduction as a class feature or innate ability --- !! ``` ## Greater Resiliency Your extraordinary resilience to damage increases. **Prerequisite:** Damage reduction as a class feature or innate ability **Benefit:** Your damage reduction increases by 1. If it would normally rise thereafter with level, it does so at its previous rate, adding the +1 normally. For example, a 13th-level barbarian has damage reduction 3/–. By taking this feat, he raises it to 4/–. When he reaches 16th level, his damage reduction becomes 5/– and at 19th level, it becomes 6/–. You may not take this feat more than once. This feat has no effect on the type of weapon or damage that overcomes your damage reduction. If you have more than one form of damage reduction, choose which to increase when you take this feat. ``` @@ --- Feat: Greater Spirit of Defense Tags: Spirit Summ: You have a stronger connection to your Basheire spirit, allowing you to shrug off blows from your enemies. Prereq: Bash subtype, Spirit Defense, three other Bash subtype feats. --- !! ``` ## Greater Spirit of Defense (Spirit) *You have a stronger connection to your Basheire spirit, allowing you to shrug off blows from your enemies.* **Prerequisite:** Bash subtype, Spirit Defense, three other Bash subtype feats. **Benefit:** You gain DR 1/silver. While invoking your Spirit of Basheire, your damage reduction improves to DR 4/silver. ``` @@ --- Feat: Greater Two-Weapon Defense Tags: Summ: When fighting with two weapons, your defenses are extraordinarily strong. Prereq: Dex 19, Improved Two-Weapon Defense, Two-Weapon Defense, Two-Weapon Fighting, base attack bonus +11 --- !! ``` ## Greater Two-Weapon Defense *When fighting with two weapons, your defenses are extraordinarily strong.* **Prerequisite:** Dex 19, Improved Two-Weapon Defense, Two-Weapon Defense, Two-Weapon Fighting, base attack bonus +11 **Benefit:** When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +3 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +6. **Special:** A fighter may select Greater Two-Weapon Defense as one of his fighter bonus feats. ## Greater Weapon Focus *Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.*  **Prerequisite:** Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th. **Benefit:** You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see below). **Special:** You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A fighter must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon. A fighter may select Greater Weapon Focus as one of his fighter bonus feats. ## Greater Weapon Specialization *Choose one type of weapon for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.*  **Prerequisite:** Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th. **Benefit:** You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization (see below). **Special:** You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A fighter may select Greater Weapon Specialization as one of his fighter bonus feats. ``` @@ --- Feat: Green Dragon Lineage Tags: Draconic Summ: Your link to your green dragon ancestors allows you to weaken the wills of others. Prereq: Draconic Heritage (green), sorcerer level 3rd --- !! ``` ## Green Dragon Lineage (Draconic) *Your link to your green dragon ancestors allows you to weaken the wills of others.* **Prerequisite:** Draconic Heritage (green), sorcerer level 3rd **Benefit:** As a standard action, you can spend an arcane spell slot to impose a penalty on the next Will save made by one living creature within 30 feet. The penalty is equal to the spell slot's level and lasts until the creature attempts a Will save against an effect that is not harmless or until the end of your next turn, whichever comes first. Multiple uses of this ability don't stack. This is a mind-affecting enchantment (compulsion). ``` @@ --- Feat: Green Ear Tags: Summ: Your Bardic performance can affect plant creatures. Prereq: Perform (any) 10 ranks, Bardic performance --- !! ``` ## Green Ear Your Bardic performance can affect plant creatures. **Prerequisite:** Perform (any) 10 ranks, Bardic performance **Benefit:** You can alter any of your mind-affecting Bardic performance abilities (or similar Perform-based abilities from other classes) so that they influence only plant creatures instead of other creatures. However, plants receive a +5 bonus on Will saves against any of these effects. **Normal**:: Plants are normally immune to all mindaffecting spells and abilities. ``` @@ --- Feat: Greenbound Summoning Tags: Ancient Summ: 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. Prereq: Ability to cast any summon nature's ally spell. --- !! ``` ## Greenbound Summoning (Ancient) *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.* **Prerequisite:** Ability to cast any summon nature's ally spell. **Benefit:** All animals that you summon using summon nature's ally acquire the greenbound template (see page 173, Ancient Empires of Faerûn)) for as long as the summoning spell lasts. ``` @@ --- Feat: Greensinger Initiate Tags: Summ: You have embraced the druidic traditions of the Greensingers, a chaotic Eldeen Reaches sect with close ties to the fey. Prereq: Ability to spontaneously cast _summon nature's ally_. --- !! ``` ## Greensinger Initiate You have embraced the druidic traditions of the Greensingers, a chaotic Eldeen Reaches sect with close ties to the fey. **Prerequisite:** Ability to spontaneously cast _summon nature's ally_. **Benefit:** Add Bluff, Hide, and Perform to your list of druid class skills. In addition, you can cast the following spells as if they were on the druid spell list at the indicated level. 1st level: _charm person_ 2nd level: _daze monster_ 3rd level: _displacement_ 4th level: _charm monster_ 5th level: _hold monster_ 6th level: _cat's grace, mass_ 7th level: _ethereal jaunt_ 8th level: _charm monster, mass_ 9th level: _etherealness_ ``` @@ --- Feat: Grenadier Tags: Summ: 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. Prereq: 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). --- !! ``` ## Grenadier *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.* **Benefit:** 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). **Special:** A fighter can select Grenadier as one of his fighter bonus feats. ``` @@ --- Feat: Grim Visage Tags: Summ: Your eyes have seen a lot, and now they show everyone that you aren't to be trifled with. Even glib people stammer in your presence. Prereq: Damaran human. --- !! ``` ## Grim Visage *Your eyes have seen a lot, and now they show everyone that you aren't to be trifled with. Even glib people stammer in your presence.* **Region**:: Damaran human. **Benefit:** You gain a +2 bonus on Intimidate and Sense Motive checks. ``` @@ --- Feat: Grizzly's Claws Tags: Wild Summ: You can grow claws as sharp as those of a bear. Prereq: Ability to wild shape --- !! ``` ## Grizzly's Claws (Wild) *You can grow claws as sharp as those of a bear.* **Prerequisite:** Ability to wild shape **Benefit:** You can spend one wild shape to gain two primary claw attacks (both at your base attack bonus and adding your Strength bonus). The claws deal piercing and slashing damage equal to a short sword appropriate to your size (1d6 for Medium, or 1d4 for Small). The claws remain for 1 hour. **Special:** If you already have a claw attack, this replaces those claws. ``` @@ --- Feat: Gruesome Finish Tags: Summ: You deliver a terrifying blow to finish off a victim and strike fear into the hearts of your enemies. Prereq: Base attack bonus +6 --- !! ``` ## Gruesome Finish You deliver a terrifying blow to finish off a victim and strike fear into the hearts of your enemies. **Prerequisite:** Base attack bonus +6 **Benefit:** Whenever you make a full attack and reduce an opponent to 0 or fewer hit points, you can give up any remaining attacks you have in the round to force the target to make a Fortitude save (DC 10 + 1/2 your level + your Strength or Dexterity modifier, whichever you use for weapon damage). If the target fails the save, he dies instead of becoming disabled, and all creatures within 30 feet must succeed on Will saves against the same DC or become sickened for 1 round. **Special:** You can use this feat only if you have still have one or more attacks left in a round after reducing your target to 0 or fewer hit points. ``` @@ --- Feat: Guardian Spirit Tags: Summ: Your watchful spirit is more capable than normal. Prereq: Watchful spirit class ability --- !! ``` ## Guardian Spirit *Your watchful spirit is more capable than normal.* **Prerequisite:** Watchful spirit class ability **Benefit:** Your watchful spirit allows you to reroll your initiative two times per day, as well as allowing you to reroll any saving throw once per day. These effects must be used immediately after the initial initiative check or saving throw is made. ``` @@ --- Feat: Guerrilla Scout Tags: Summ: You know how to use your senses to greater effect. Prereq: You gain a +1 bonus on initiative checks. Listen and Spot ranks cost 1 skill point, even if these skills are cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same. --- !! ``` ## Guerrilla Scout *You know how to use your senses to greater effect.* **Benefit:** You gain a +1 bonus on initiative checks. Listen and Spot ranks cost 1 skill point, even if these skills are cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same. **Normal**:: If Listen and Spot are cross-class skills for you, each rank you purchase in those skills without having this feat costs 2 skill points. ``` @@ --- Feat: Guerrilla Warrior Tags: Summ: You know how to move stealthily, even when armored. Prereq: When you are wearing light or medium armor, reduce the armor check penalty of the armor by 1 (minimum 0). --- !! ``` ## Guerrilla Warrior *You know how to move stealthily, even when armored.* **Benefit:** When you are wearing light or medium armor, reduce the armor check penalty of the armor by 1 (minimum 0). Hide and Move Silently ranks cost 1 skill point, even if these skills are cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same. **Normal**:: If Hide and Move Silently are cross-class skills for you, each rank you purchase in those skills without having this feat costs 2 skill points. ``` @@ --- Feat: Half-Giant Stomp Tags: Psionic, Racial Summ: You can use your stomp psi-like ability more often. Prereq: Half-giant, _stomp_ racial trait --- !! ``` ## Half-Giant Stomp (Psionic, Racial) *You can use your stomp psi-like ability more often.* **Prerequisite:** Half-giant, _stomp_ racial trait **Benefit:** You can use the stomp granted by your half-giant heritage three times per day. **Normal**:: A half-giant's _stomp_ can be used once per day. **Special:** You can take this feat multiple times. Each time you take it, you gain two more daily uses of your _stomp_ psilike ability. ``` @@ --- Feat: Half-Giant Thunderer Tags: Psionic, Racial Summ: You can use your stomp psi-like ability to far greater effect. Prereq: Half-giant, _stomp_ racial trait --- !! ``` ## Half-Giant Thunderer (Psionic, Racial) *You can use your stomp psi-like ability to far greater effect.* **Prerequisite:** Half-giant, _stomp_ racial trait **Benefit:** When you use the _stomp_ ability granted by your half-giant heritage, your manifester level is equal to your character level. **Normal**:: The effect of a half-giant's _stomp_ psi-like ability is calculated as if the half-giant's manifester level were equal to 1/2 the half-giant's HD. ``` @@ --- Feat: Halruaan Adept Tags: Regional Summ: You have studied the old cooperative spellcasting traditions of Halruaa, and you are well-versed in the rites and arcana of Halruaan magic. Prereq: Human (Halruaa) --- !! ``` ## Halruaan Adept (Regional) You have studied the old cooperative spellcasting traditions of Halruaa, and you are well-versed in the rites and arcana of Halruaan magic. **Region**:: Human (Halruaa) **Benefit:** You can participate in Halruaan circle magic under the guidance of a Halruaan elder. In addition, you gain a +3 bonus on Spellcraft checks. **Normal**:: You cannot participate in circle magic unless you have the appropriate feat or class ability. ``` @@ --- Feat: Hamstring Tags: Summ: You can wound your opponents’ legs, hampering their movement. Prereq: Sneak attack ability, base attack bonus +4 --- !! ``` ## Hamstring *You can wound your opponents’ legs, hampering their movement.* **Prerequisite:** Sneak attack ability, base attack bonus +4 **Benefit:** If you hit with a melee sneak attack, you may choose to forgo 2d6 points of extra sneak attack damage to reduce your opponent's base speed by half. This speed reduction ends after 24 hours have passed or a successful DC 15 Heal check or the application of any _cure_ spell or other magical healing is made. Creatures immune to sneak attack damage and creatures with no legs or more than four legs can’t be slowed down with a hamstring attack. It takes two successful hamstring attacks to affect quadrupeds. Other speeds (fly, burrow, and so on) aren’t affected. You may use this ability once per round. ``` @@ --- Feat: Hammer Fist Tags: Summ: You are trained in an unarmed fighting style that emphasizes two-handed strike. Prereq: Str 13, Improved Unarmed Strike --- !! ``` ## Hammer Fist You are trained in an unarmed fighting style that emphasizes two-handed strike. **Prerequisite:** Str 13, Improved Unarmed Strike **Benefit:** You may make a single unarmed attack as a standard action and add 1-1/2 your Strength bonus on the damage roll. ``` @@ --- Feat: Hammer's Edge Tags: Style Summ: You are a master of the style of fighting with a hammer and sword at the same time, and have learned to hammer your foes into the ground with your tremendous blows. Prereq: Str 15, Improved Bull Rush, Two-Weapon Fighting, Weapon Focus (bastard sword, longsword, or scimitar), Weapon Focus (warhammer or light hammer) --- !! ``` ## Hammer's Edge (Style) You are a master of the style of fighting with a hammer and sword at the same time, and have learned to hammer your foes into the ground with your tremendous blows. **Prerequisite:** Str 15, Improved Bull Rush, Two-Weapon Fighting, Weapon Focus (bastard sword, longsword, or scimitar), Weapon Focus (warhammer or light hammer) **Benefit:** If you hit the same creature with both your sword and your hammer in the same round, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or fall prone. ``` @@ --- Feat: Hand Crossbow Focus Tags: Summ: Your hand crossbow attacks gain accuracy and speed. Prereq: Proficiency with hand crossbow, base attack bonus +1 --- !! ``` ## Hand Crossbow Focus Your hand crossbow attacks gain accuracy and speed. **Prerequisite:** Proficiency with hand crossbow, base attack bonus +1 **Benefit:** You can reload a hand crossbow as a free action. You also gain a +1 bonus on attack rolls with a hand crossbow. This bonus does not stack with the bonus from Weapon Focus, but it is the equivalent of Weapon Focus for the purpose of qualifying for feats, prestige classes, and anything else that requires the feat. **Special:** A fighter can select Hand Crossbow Focus as a fighter bonus feat. ``` @@ --- Feat: Hand Of Tyr Tags: Summ: You have sacrificed your right hand to Tyr, the Maimed God, proving your resilience and strength of spirit. Most who take this feat wrap their right hands in white gauze, voluntarily refraining from using the hand. Others have lost their hand in battle, and a few fanatical followers of the Maimed God choose to cut off their hand to demonstrate their zeal and devotion to Tyr's faith. Prereq: Patron Tyr, alignment lawful good, channel energy class feature. --- !! ``` ## Hand Of Tyr *You have sacrificed your right hand to Tyr, the Maimed God, proving your resilience and strength of spirit. Most who take this feat wrap their right hands in white gauze, voluntarily refraining from using the hand. Others have lost their hand in battle, and a few fanatical followers of the Maimed God choose to cut off their hand to demonstrate their zeal and devotion to Tyr's faith.* **Prerequisite:** Patron Tyr, alignment lawful good, channel energy class feature. **Benefit:** As long as you refrain from using your tight hand, you receive a +1 sacred bonus on attack rolls, damage rolls, and Will saves. Since you are using only one hand, you cannot fight with two weapons, wield a two-handed weapon, or fight with a one-handed weapon and a heavy shield. You cam fight with a one-handed weapon and a light shield, but you cannot use your shield hand to hold other objects such as a holy symbol; spell components, or a light source. You take a -4 penalty on Climb, Disable Device, Open Lock, and Acrobatics checks. You can only gain the benefit of wearing one magic ring. **Special:** If you violate your oaths and use your right hand for any purpose, you lose the benefits of this feat until you perform a rite of purification in a shrine or temple of Tyr, which requires 24 hours of vigil and prayer. ``` @@ --- Feat: Hands Of A Healer Tags: Exalted Summ: You can heal more damage than normal by laying on hands. Prereq: Cha 13, lay on hands class ability --- !! ``` ## Hands Of A Healer (Exalted) *You can heal more damage than normal by laying on hands.* **Prerequisite:** Cha 13, lay on hands class ability **Benefit:** When determining how many hit points you can cure, treat your Charisma score as if it were 2 points higher. ``` @@ --- Feat: Hardened Flesh Tags: Summ: Undead you raise or create can better handle themselves in a fight. Prereq: Corpsecrafter --- !! ``` ## Hardened Flesh Undead you raise or create can better handle themselves in a fight. **Prerequisite:** Corpsecrafter **Benefit:** Every undead you raise or create with any necromancy spell gains a +2 natural armor bonus to Armor Class. ``` @@ --- Feat: Harem Trained Tags: Regional Summ: 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. Prereq: Calimshan. --- !! ``` ## Harem Trained (Regional) *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.* **Region**:: Calimshan. **Benefit:** You receive a +2 bonus on Diplomacy and Perform cheeks. ``` @@ --- Feat: Harvester Of Souls Tags: Vile Summ: When you deliver a killing blow, you destroy both the flesh and the soul. Prereq: Base attack bonus +11 --- !! ``` ## Harvester Of Souls (Vile) *When you deliver a killing blow, you destroy both the flesh and the soul.* **Prerequisite:** Base attack bonus +11 **Benefit:** Whenever you use the coup de grace action to kill a creature, that creature cannot be restored to life by any means short of a _miracle_ or _wish_ spell until you are slain. You gain 2 temporary hit points per Hit Die of the slain creature. These temporary hit points last for up to 1 hour. ``` @@ --- Feat: Hasty Spirit Tags: Summ: Your watchful spirit lends you a burst of speed in times of great need. Prereq: Watchful spirit class feature (see the wu jen class in _Complete Arcane)._ --- !! ``` ## Hasty Spirit *Your watchful spirit lends you a burst of speed in times of great need.* **Prerequisite:** Watchful spirit class feature (see the wu jen class in _Complete Arcane)._ **Benefit:** If you use an initiative reroll from your watchful spirit class feature, you can take an extra move action on one of your turns during that encounter. Also, you gain one extra initiative reroll from your watchful spirit class feature. ``` @@ --- Feat: Haunting Melody Tags: Summ: You can use your music to inspire fear. Prereq: Bardic performance, Perform 9 ranks --- !! ``` ## Haunting Melody *You can use your music to inspire fear.* **Prerequisite:** Bardic performance, Perform 9 ranks **Benefit:** When you sing or use some other Perform skill, you can inspire fear in enemies within 30 feet of you. Any opponent in range must succeed on a Will saving throw (DC 10 + 1/2 your bard level + your Cha modifier) or become shaken for a number of rounds equal to your ranks in the Perform skill. This is a mind-affecting fear effect. **Special:** Using this ability counts as one of your daily uses of Bardic performance. ``` @@ --- Feat: Hawk's Vision Tags: Wild Summ: You can improve your visual acuity. Prereq: Wild shape, Spot 4 ranks --- !! ``` ## Hawk's Vision (Wild) *You can improve your visual acuity.* **Prerequisite:** Wild shape, Spot 4 ranks **Benefit:** You can expend one of your daily uses of wild shape to gain a +8 bonus on your Perception checks for 1 hour per Hit Die. While this benefit is in effect, you take only half the normal penalty for range increment (–1 on ranged attacks per range increment instead of –2), and you take a –1 penalty on Perception checks per 20 feet of distance (rather than per 10 feet). You retain these benefits regardless of what form you are in. ``` @@ --- Feat: Head Shot Tags: Ambush Summ: By striking at your opponent's head, you can temporarily disrupt his thought processes. Prereq: Sneak attack +6d6, Weapon Focus (any bludgeoning weapon). --- !! ``` ## Head Shot (Ambush) *By striking at your opponent's head, you can temporarily disrupt his thought processes.* **Prerequisite:** Sneak attack +6d6, Weapon Focus (any bludgeoning weapon). **Benefit:** Your successful sneak attack with a bludgeoning weapon for which you have selected Weapon Focus leaves your foe _confused_ for 1 round. A successful Will save (DC 10 + the number of extra damage dice normally dealt by your sneak attack + your Dex modifier) negates this effect. If you use this feat a second time on a target before 1 round has elapsed, the effect of the first use expires. Using this feat reduces your sneak attack damage by 5d6. **Special:** You must be able to reach your foe's head to use this feat with a melee attack. ``` @@ --- Feat: Headlong Rush Tags: Summ: You charge your foes with immense force, heedless of your own safety. Prereq: Orc or Orc subtype, base attack bonus +4 or higher --- !! ``` ## Headlong Rush *You charge your foes with immense force, heedless of your own safety.* **Prerequisite:** Orc or Orc subtype, base attack bonus +4 or higher **Benefit:** Instead of a normal charge attack, you can perform a headlong rush. A headlong rush is a charge that provokes attacks of opportunity from every foe who can reach its path, including the opponent you attack. A headlong rush otherwise functions like a charge attack (+2 attack, -2 Ac, straight-line movement only), except that a successful attack deals double damage. ``` @@ --- Feat: Healer's Luck Tags: Luck Summ: Your spells can heal more damage. Prereq: You can expend one luck reroll as a swift action to reroll the number of points of damage healed by a conjuration (healing) spell you have just cast on your current turn. --- !! ``` ## Healer's Luck (Luck) *Your spells can heal more damage.* **Benefit:** You can expend one luck reroll as a swift action to reroll the number of points of damage healed by a conjuration (healing) spell you have just cast on your current turn. You gain one luck reroll per day. ``` @@ --- Feat: Healing Factor Tags: Spirit Summ: When your release your Spirit of Basheire, you heal a limited amount of damage. Prereq: Bash subtype, Con 13 --- !! ``` ## Healing Factor (Spirit) *When your release your Spirit of Basheire, you heal a limited amount of damage.* **Prerequisite:** Bash subtype, Con 13 **Benefit:** When your release your Spirit of Basheire, you immediately heal a number of hit points equal to your character level. This benefit does not occur if you die before the period of shifting ends. ``` @@ --- Feat: Healing Flames Tags: Summ: You can draw energy from open flames to heal yourself. Prereq: Base Will save +3, ifrit or tanarukk --- !! ``` ## Healing Flames *You can draw energy from open flames to heal yourself.* **Prerequisite:** Base Will save +3, ifrit or tanarukk **Benefit:** When you use your control flame spell-like ability, you instead may touch the flame and heal yourself a number, of hit points of damage depending upon the size of the fire. This counts as a use of your control flame ability for the day. Touching the flame causes you no harm when you use this ability, but if you enter the flame, touch more than just its edge, or remain in contact with it for more than 1 round, you take damage from the fire. | | | | |---|---|---| |**Fire Size**|**_Example_**|**Hit Points Healed**| |**Fine**|Tindertwig|1| |**Diminutive**|Torch|1d3| |**Tiny**|Small campfire|1d6| |**Small**|Large campfire|2d6| |**Medium-size**|Forge|3d6| |**Large**|Bonfire|4d6| |**Huge**|Burning shack or tree|5d6| |**Gargantuan**|Burning tavern|6d6| |**Colossal**|Burning inn|7d6| ``` @@ --- Feat: Healing Soul Tags: Incarnum Summ: You can draw upon the soul energy of incarnum to heal your wounds. Prereq: Con 13, Heal 1 rank --- !! ``` ## Healing Soul (Incarnum) *You can draw upon the soul energy of incarnum to heal your wounds.* **Prerequisite:** Con 13, Heal 1 rank **Benefit:** Once per day, you can invest essence in this feat. As a swift action, you can heal your own wounds. Each use of this ability heals 2 hp per point of essence invested in the feat, and you can use the feat a number of times per day equal to the invested essence. Once the amount of essential invested is chosen, it cannot be altered and remains invested for 24 hours. If you have the ability to bind a soulmeld to your soul chakra, each use of this ability instead heals 4 hp per point of essence invested in the feat. You gain 1 point of essence. ``` @@ --- Feat: Hear The Unseen Tags: Summ: Your sense of hearing is so acute that you can partially pinpoint an opponent's location by sound, allowing you to strike even if the opponent is concealed or displaced. Prereq: Listen 5 ranks, Blind-Fight --- !! ``` ## Hear The Unseen *Your sense of hearing is so acute that you can partially pinpoint an opponent's location by sound, allowing you to strike even if the opponent is concealed or displaced.* **Prerequisite:** Listen 5 ranks, Blind-Fight **Benefit:** As a move action that does not provoke attacks of opportunity, you can attempt a DC 25 Listen check. If successful, you can pinpoint the location of all foes within 30 feet, as long as you have line of effect to them. This benefit does not eliminate the normal miss chance for fighting foes with concealment, but it ensures that you can target the correct square with your attacks. If you are deafened or within an area of _silence_, you can’t use this feat. If an invisible or hidden opponent is attempting to move silently, your Listen check is opposed by your opponent's Move Silently check, but your opponent gains a +15 bonus on this check. This feat does not work against perfectly silent opponents, such as incorporeal creatures. ``` @@ --- Feat: Heart Of Dragons Tags: Ceremony Summ: You imbue your allies with draconic power. Prereq: Dragonblood subtype, any draconic feat, Knowledge (religion) 3 ranks --- !! ``` ## Heart Of Dragons (Ceremony) *You imbue your allies with draconic power.* **Prerequisite:** Dragonblood subtype, any draconic feat, Knowledge (religion) 3 ranks **Benefit:** You gain access to ceremonies based on your ranks in Knowledge (religion). Each ceremony allows you to imbue up to four participants with a tiny fraction of draconic might by chanting a liturgy invoking the power of dragons and sprinkling diamond dust over them. Each ceremony requires 10 minutes of time, and its effects last for 24 hours. - _Blood of Dragons (3 ranks):_ Each participant in the ceremony is treated as having one more draconic feat than he actually has for the purpose of determining the power of his draconic feats. This ceremony requires diamond dust worth 50 gp. - _Soul of Dragons (8 ranks):_ Each participant in the ceremony gains the benefit of one draconic feat for which he meets the prerequisite. The benefit doesn't allow a character to meet any other requirement or prerequisite (such as qualifying for another feat). This ceremony requires diamond dust worth 500 gp. ``` @@ --- Feat: Heart Of Incarnum Tags: Incarnum Summ: You tap into the power of your heart chakra to gain resilience. Prereq: Ability to bind a soulmeld to your heart chakra --- !! ``` ## Heart Of Incarnum (Incarnum) *You tap into the power of your heart chakra to gain resilience.* **Prerequisite:** Ability to bind a soulmeld to your heart chakra **Benefit:** You gain hit points equal to your essence pool. If the size of your essence pool changes, the number of hit points granted by this feat change to match the new total. ``` @@ --- Feat: Heart Of The Nabassu Tags: Abyssal Heritor Summ: Your ancestry traces back to a place where the Abyss meets the Negative Energy Plane. Prereq: You can absorb harmlessly a number of negative levels per day equal to the number of Abyssal heritor feats you possess. For example, if you have two Abyssal heritor feats, you can gain up to two negative levels on a given day and not suffer any ill effects. --- !! ``` ## Heart Of The Nabassu (Abyssal Heritor) *Your ancestry traces back to a place where the Abyss meets the Negative Energy Plane.* **Benefit:** You can absorb harmlessly a number of negative levels per day equal to the number of Abyssal heritor feats you possess. For example, if you have two Abyssal heritor feats, you can gain up to two negative levels on a given day and not suffer any ill effects. **Special:** Your barest tie to the Negative Energy Plane is off-putting to animals. You take a –2 penalty on Handle Animal checks. ``` @@ --- Feat: Heat Endurance Tags: Summ: Either as a result of growing up in the waste, or by training your body and mind to ignore the effects of searing heat, you can exist with ease in high-temperature environments. Prereq: Base Fortitude save +2. --- !! ``` ## Heat Endurance Either as a result of growing up in the waste, or by training your body and mind to ignore the effects of searing heat, you can exist with ease in high-temperature environments. **Prerequisite:** Base Fortitude save +2. **Benefit:** You gain a +2 bonus on saving throws against fire effects. You can exist comfortably in temperatures up to 120° F without having to make Fortitude saves (see Heat Dangers, page 12). Your protection against heat is level 1 (see Protection against Heat, page 14). ``` @@ --- Feat: Heat Tolerance Tags: Summ: You are used to living in hot, humid conditions. Prereq: You gain a +5 bonus on Fortitude saves against nonlethal damage from hot temperatures. --- !! ``` ## Heat Tolerance *You are used to living in hot, humid conditions.* **Benefit:** You gain a +5 bonus on Fortitude saves against nonlethal damage from hot temperatures. ``` @@ --- Feat: Heavy Armor Optimization Tags: Combat Summ: You have trained extensively in heavy armor, and you have learned to take advantage of the protection it offers. Prereq: Armor Proficiency (heavy), base attack bonus +4 --- !! ``` ## Heavy Armor Optimization (Combat) *You have trained extensively in heavy armor, and you have learned to take advantage of the protection it offers.* **Prerequisite:** Armor Proficiency (heavy), base attack bonus +4 **Benefit:** When you are wearing heavy armor, lessen the armor check penalty of the armor by 1 and increase the armor bonus by 1. ``` @@ --- Feat: Heavy Lithoderms Tags: Racial Summ: You have stony growths on your skin that afford you protection against attacks. Prereq: Goliath --- !! ``` ## Heavy Lithoderms (Racial) *You have stony growths on your skin that afford you protection against attacks.* **Prerequisite:** Goliath **Benefit:** You gain a +1 natural armor bonus. ``` @@ --- Feat: Heavyweight Wings Tags: Summ: Your superior strength allows you to fly while heavily burdened. Prereq: Str 15, Reinforced Wings, wings and a glide or fly speed --- !! ``` ## Heavyweight Wings *Your superior strength allows you to fly while heavily burdened.* **Prerequisite:** Str 15, Reinforced Wings, wings and a glide or fly speed **Benefit:** You can fly with heavy armor or a heavy load. Your speed is still reduced by encumbrance due to armor or total weight. **Normal**:: Flying creatures can’t fly in heavy armor or carrying a heavy load. ``` @@ --- Feat: Heighten Spell-Like Ability Tags: Summ: You can use a spell-like ability as if it were a higher spell-level equivalent than it actually is. Prereq: Spell-like ability at caster level 6th or higher --- !! ``` ## Heighten Spell-Like Ability *You can use a spell-like ability as if it were a higher spell-level equivalent than it actually is.* **Prerequisite:** Spell-like ability at caster level 6th or higher **Benefit:** Choose one of your spell-like abilities (subject to the restrictions below) to use at a heightened level up to three times per day (or the ability's normal use limit, whichever is less). The spell-level equivalent of the heightened spell-like ability is two higher than its normal level (to a maximum of 9th level), with all effects dependent on spell level (including saving throw DCs) calculated at the higher level. The spell-like ability you wish to heighten can be chosen only from those abilities that duplicate a spell of a level less than or equal to 1/2 your caster level (round down), minus 2. For a summary, see the Caster Level to Empower column in the table on page 304 of the _Monster Manual_. **Special:** This feat can be taken multiple times. Each time, you apply it to a different one of your spell-like abilities. ``` @@ --- Feat: Heighten Turning Tags: Summ: You can channel energy in a more focused manner. Prereq: Cha 13, Extra Channel --- !! ``` ## Heighten Turning *You can channel energy in a more focused manner.* **Prerequisite:** Cha 13, Extra Channel **Benefit:** When you channel energy, you may choose to lower the damage dealt by turning by 1d6 and add +1 to the DC of the will save to resist the effect. ``` @@ --- Feat: Hellbound Knight Tags: Combat, Vile Summ: A devoted disciple of the Nine Hells, you have sworn to strike down creatures that oppose law and threaten tyranny. Prereq: Disciple of Darkness, base attack bonus +4 --- !! ``` ## Hellbound Knight (Combat, Vile) *A devoted disciple of the Nine Hells, you have sworn to strike down creatures that oppose law and threaten tyranny.* **Prerequisite:** Disciple of Darkness, base attack bonus +4 **Benefit:** Any weapon you wield is treated as lawful- and evil-aligned for the purpose of overcoming damage reduction. In addition, against chaotic outsiders, you gain a +1 profane bonus on attack rolls. **Special:** This feat can only be taken once. A character who takes this feat cannot also take the Demonsworn Knight or Tormented Knight feat. A fighter can select this feat as one of his fighter bonus feats. In addition, as soon as you take this feat, your eyes turn red. ``` @@ --- Feat: Hellsworn Tags: Vile Summ: You have made a pact with a foul devil from the Nine Hells. In exchange, you can channel the power of that dreadful plane. Prereq: Evil, Knowledge (Planes) 9 ranks, Evil Brand, Weapon Focus --- !! ``` ## Hellsworn (Vile) *You have made a pact with a foul devil from the Nine Hells. In exchange, you can channel the power of that dreadful plane.* **Prerequisite:** Evil, Knowledge (Planes) 9 ranks, Evil Brand, Weapon Focus **Benefit:** You gain the extraplanar subtype. Your native plane is now the Nine Hells of Baator, and you can select one of the following infernal gifts. - _Hell's Fury:_ Once per round, as a free action, you can designate a single target that you can see. Your melee attacks and ranged attacks against that target—if made with a weapon for which you have the Weapon Focus feat—deal an extra 1d6 points of unholy damage. - _Brimstone Caress:_ When casting spells or spell-like effects that have the evil descriptor, your caster level increases by 1. Once per encounter, you can increase the save DC of any spell you cast by 1. If the spell deals damage, half the damage dealt is unholy. **Special:** If you are slain, your soul is dragged to the Nine Hells of Baator. You cannot be restored to life by any means short of a _miracle_ or _wish_ spell. ``` @@ --- Feat: Heroic Companion Tags: Summ: Your luck extends to your companion creature. Prereq: Animal companion, eidolon, familiar, mount, or homunculus --- !! ``` ## Heroic Companion *Your luck extends to your companion creature.* **Prerequisite:** Animal companion, eidolon, familiar, mount, or homunculus **Benefit:** Your animal companion, eidolon, familiar, mount, or homunculus can draw from your pool of action points when resolving a roll. You and your companion creature can each draw a maximum of 1 action point per round from your pool of action points. You also gain 1 extra action point each time you attain a level. ``` @@ --- Feat: Heroic Destiny Tags: Racial Summ: You have a destiny to fulfill. Prereq: Human subtype --- !! ``` ## Heroic Destiny (Racial) *You have a destiny to fulfill.* **Prerequisite:** Human subtype **Benefit:** Once per day, before you make an attack roll, ability check, skill check, saving throw, or caster level check, you may roll 1d6 and add it as a bonus on the roll, check, or save. **Alternate Ruling**:: If your game uses the hero point system, you instead gain 1 hero point and your hero point capacity increases by one. ``` @@ --- Feat: Heroic Focus Tags: Hero Point, Psionic Summ: Despite the dangers all around, you can quickly regain your psionic focus. Prereq: As a move action, you can spend an hero point to automatically regain your psionic focus. --- !! ``` ## Heroic Focus (Hero Point, Psionic) *Despite the dangers all around, you can quickly regain your psionic focus.* **Benefit:** As a move action, you can spend an hero point to automatically regain your psionic focus. You also gain 1 extra hero point each time you attain a level. **Special:** If you have the Psionic Meditation feat (see the Expanded Psionics Handbook), you can spend an action point to automatically regain your focus as a swift action. ``` @@ --- Feat: Heroic Metamagic Tags: Hero Point Summ: In times of great need, you can call upon a heroic reserve of power to strengthen your spells. Prereq: Any metamagic feat, ability to cast 2nd-level spells --- !! ``` ## Heroic Metamagic (Hero Point) In times of great need, you can call upon a heroic reserve of power to strengthen your spells. **Prerequisite:** Any metamagic feat, ability to cast 2nd-level spells **Benefit:** You can spend action points to spontaneously apply the effect of any metamagic feat you know to a spell as you are casting it, with no change to the spell's level or casting time. The cost in action points to use this feat is equal to the spell slot adjustment normally required to use the metamagic feat in question. For example, applying the effect of Empower Spell (spell slot two levels higher than normal) to one of your spells using this feat costs 2 action points. If you have another ability that affects the spell slot adjustment of a metamagic feat, use that value instead of the normal spell slot adjustment when using this feat, to a minimum of 1 action point. ``` @@ --- Feat: Heroic Spirit Tags: Hero Point Summ: You have a larger reservoir of luck than the average hero. Prereq: Your action point maximum per level is increased by 3. Thus, you now gain a number of action points equal to 8 + 1/2 your character level at each new level you attain. This number also represents the total number of action points you can have at each level. --- !! ``` ## Heroic Spirit (Hero Point) *You have a larger reservoir of luck than the average hero.* **Benefit:** Your action point maximum per level is increased by 3. Thus, you now gain a number of action points equal to 8 + 1/2 your character level at each new level you attain. This number also represents the total number of action points you can have at each level. **Normal**:: Without this feat, player characters receive and are limited to action points equal to 5 + 1/2 their character level at each new level they attain. ``` @@ --- Feat: High Sword Low Axe Tags: Style Summ: You have mastered the style of fighting with sword and axe at the same time, and have learned to use this unusual pairing of weapons to pull your opponents off their feet. Prereq: Improved Trip, Two-Weapon Fighting, Weapon Focus (bastard sword, longsword, scimitar or shortsword), Weapon Focus (battleaxe, handaxe, or dwarven waraxe) --- !! ``` ## High Sword Low Axe (Style) *You have mastered the style of fighting with sword and axe at the same time, and have learned to use this unusual pairing of weapons to pull your opponents off their feet.* **Prerequisite:** Improved Trip, Two-Weapon Fighting, Weapon Focus (bastard sword, longsword, scimitar or shortsword), Weapon Focus (battleaxe, handaxe, or dwarven waraxe) **Benefit:** If you hit the same creature with both your sword and your axe in the same round, you may make a free trip attempt against that foe. (If you succeed, you may immediately use your Improved Trip feat to gain an additional attack against your foe.) ``` @@ --- Feat: Highborn Drow Tags: Summ: You have learned how to tap into the advanced magical abilities available to you through your drow noble heritage. Prereq: Drow, base Will save +2. --- !! ``` ## Highborn Drow You have learned how to tap into the advanced magical abilities available to you through your drow noble heritage. **Prerequisite:** Drow, base Will save +2. **Benefit:** You may use _detect good_, _detect magic_, and _levitate_ once per day as spell-like abilities, with a caster level equal to your character level. ``` @@ --- Feat: Hin Wandermage Tags: Summ: You have a natural affinity for spells that take you from place to place. Prereq: lightfoot halfling --- !! ``` ## Hin Wandermage *You have a natural affinity for spells that take you from place to place.* **Prerequisite:** lightfoot halfling **Benefit:** You gain +1 caster level when casting a spell that helps you travel. If you are a wizard, you may add a spell in your tradition to your spellbook for free when you become able to cast it. This does not count against the two free spells you add to your spellbook at each class level. The tradition of the Hin wandermage consists of the following spells at the appropriate levels: 0 - _open/close_; 1st - _expeditious retreat, mount_; 2nd - _endurance_; 3rd - _fly, phantom steed, water breathing_, 4th - _air walk,freedom of movement_; 5th - _ethereal jaunt, plane shift, teleport_; 6th - _find the path, transport via plants, wind walk, word of recall_; 7th - _refuge, shadow walk, teleport without error_; 8th - _etherealness_; 9th - _gate, teleportation circle_. ``` @@ --- Feat: Hindering Opportunist Tags: Summ: When you have a chance to strike a distracted foe, you instead use that opportunity to aid or protect an ally against him. Prereq: Combat Reflexes, base attack bonus +3 --- !! ``` ## Hindering Opportunist *When you have a chance to strike a distracted foe, you instead use that opportunity to aid or protect an ally against him.* **Prerequisite:** Combat Reflexes, base attack bonus +3 **Benefit:** Whenever an opponent provokes an attack of opportunity from you, you can aid another instead of attacking. The bonus to attack rolls that you grant is 2 higher than normal. ``` @@ --- Feat: Hold The Line Tags: Summ: You are trained in defensive techniques against charging opponents. Prereq: Combat Reflexes, base attack bonus +2 --- !! ``` ## Hold The Line You are trained in defensive techniques against charging opponents. **Prerequisite:** Combat Reflexes, base attack bonus +2 **Benefit:** You may make an attack of opportunity against a charging opponent who enters an area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved. **Normal**:: You only get an attack of opportunity against a character that exits a square you threaten. ``` @@ --- Feat: Holy Ki Strike Tags: Exalted Summ: Your unarmed attacks deal extra damage to evil creatures Prereq: Cha 15, Improved Unarmed Strike, Ki strike (holy), Sanctify Ki Strike --- !! ``` ## Holy Ki Strike (Exalted) *Your unarmed attacks deal extra damage to evil creatures* **Prerequisite:** Cha 15, Improved Unarmed Strike, Ki strike (holy), Sanctify Ki Strike **Benefit:** Your unarmed strike deals 2d6 points of extra holy damage to evil creatures. In addition, it is considered holy, which means that it can bypass the damage reduction of some evil outsiders. This does not stack with the extra damage from the Sanctify Ki Strike feat. ``` @@ --- Feat: Holy Radiance Tags: Exalted Summ: You can increase the intensity of the light surrounding you to damage undead creatures. Prereq: Cha 15, Nimbus of Light --- !! ``` ## Holy Radiance (Exalted) *You can increase the intensity of the light surrounding you to damage undead creatures.* **Prerequisite:** Cha 15, Nimbus of Light **Benefit:** At will, as a free action, you can empower the radiance surrounding you into a blazing glow that sheds bright light in a 10-foot radius (and shadowy illumination out to 20 feet). Undead within 10 feet of you take 1d4 points of damage per round they remain within your halo. ``` @@ --- Feat: Holy Subdual Tags: Exalted Summ: You can turn bonus damage into nonlethal damage. Prereq: Subduing Strike --- !! ``` ## Holy Subdual (Exalted) *You can turn bonus damage into nonlethal damage.* **Prerequisite:** Subduing Strike **Benefit:** When you use your weapon to deal nonlethal damage, you can also transform bonus damage from a holy weapon, your smite evil class ability, or your smite granted power into nonlethal damage. **Special:** A fighter may select Holy Subdual as one of his fighter bonus feats. ``` @@ --- Feat: Horse Nomad Tags: Regional Summ: You have been raised in a culture that relies upon riding and shooting. Prereq: Human (the Hordelands, Nimbral, the Ride, or the Shaar). --- !! ``` ## Horse Nomad (Regional) *You have been raised in a culture that relies upon riding and shooting.* **Prerequisite:** Human (the Hordelands, Nimbral, the Ride, or the Shaar). **Benefit:** You gain proficiency with the composite shortbow, light lance, and scimitar. You also get a +3 bonus on all Ride checks. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ``` @@ --- Feat: Host Focus Tags: Host Summ: You can use a psi-like ability granted by a host feat an extra time each day. Prereq: Any other host feat --- !! ``` ## Host Focus (Host) *You can use a psi-like ability granted by a host feat an extra time each day.* **Prerequisite:** Any other host feat **Benefit:** You can use one of the two psi-like abilities granted by your host feat one extra time each day. For example, if you have the Telepathic Affinity feat, which grants access to the _mindlink_ or _detect psionics_ psi-like abilities, you can use _mindlink_ twice, _detect psionics_ twice, or both _mindlink_ and _detect psionics_ in a single day. **Normal**:: You can use one of two psi-like abilities once per day. ``` @@ --- Feat: Hostile Mind Tags: Summ: Your mind recoils violently against those who use psionics against you. Prereq: Cha 15 --- !! ``` ## Hostile Mind *Your mind recoils violently against those who use psionics against you.* **Prerequisite:** Cha 15 **Benefit:** Whenever you are subject to a power from the telepathy discipline (regardless of whether the power is harmful or beneficial to you), the manifester must make a Will saving throw against a DC of 10 + 1/2 your character level + your Charisma bonus or take 2d6 points of damage. **Special:** You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities). ``` @@ --- Feat: Hostile Mind, Improved Tags: Summ: You have mental defenses erected against telepathic attacks. Prereq: Cha 15, Hostile Mind --- !! ``` ## Hostile Mind, Improved You have mental defenses erected against telepathic attacks. **Prerequisite:** Cha 15, Hostile Mind **Benefit:** Whenever you are subject to a power from the telepathy discipline (regardless of whether the power is harmful or beneficial to you), the manifester must make a Will saving throw against a DC of 10 + 1/2 your character level + your Cha modifier, and takes an additional 2d6 points of damage, plus 2d6 points from your Hostile Mind feat, for a total of 4d6 points of damage. **Special:** You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve). ``` @@ --- Feat: Hurling Charge Tags: Summ: You are trained in using thrown weapons as part of a charge attack Prereq: Quick Draw, base attack bonus +6 --- !! ``` ## Hurling Charge *You are trained in using thrown weapons as part of a charge attack* **Prerequisite:** Quick Draw, base attack bonus +6 **Benefit:** If you charge an opponent, you may make a ranged attack with a thrown weapon as well as a melee attack with another weapon that you draw during the charge. You may use this feat only if you have a throwing weapon in hand at the start of your turn. Both attacks must be made at the same opponent, and both receive the bonus on attack rolls for making a charge. (If you kill the enemy you’re charging with the thrown weapon, you complete the charge but don’t get a melee attack.) You must also follow all the requirements of making a charge. If you have the ability to make multiple attacks on a charge, you may make only one attack in addition to the thrown weapon attack. You still take the normal –2 penalty to Armor Class for making a charge attack. **Special:** A fighter may select Hurling Charge as one of his fighter bonus feats. ``` @@ --- Feat: Hurricane Breath Tags: Reserve Summ: The power of elemental air you hold in your mind allows you to exhale the wind. Prereq: Ability to cast 2nd-level spells --- !! ``` ## Hurricane Breath (Reserve) *The power of elemental air you hold in your mind allows you to exhale the wind.* **Prerequisite:** Ability to cast 2nd-level spells **Benefit:** As long as you have an air spell of 2nd level or higher available to cast, you can attempt to knock a single creature within 30 feet back with a blast of wind. This requires a standard action and functions much like a bull rush; roll 1d20 + the level of the highest-level air spell you have available to cast opposed by your opponent's Strength check. If you succeed, you push the creature back 5 feet. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting air spells. ``` @@ --- Feat: Hyena Tribe Hunter Tags: Regional Summ: You have learned the secrets of hunting from the hyena that roams the lands where your tribe wanders. Prereq: Human (the Shaar) --- !! ``` ## Hyena Tribe Hunter (Regional) *You have learned the secrets of hunting from the hyena that roams the lands where your tribe wanders.* **Region**:: Human (the Shaar) **Clan**:: Hyena Tribe (see Human Tribes of the Shaar, page 164 **Shining South**). **Benefit:** You gain a +2 bonus on Stealth checks and a +2 bonus on trip attempts and rolls to avoid being tripped. **Special:** Characters with this feat can take the Improved Trip feat even if they don't meet the other prerequisites for that feat. ``` @@ --- Feat: Ice Harmonics Tags: Summ: You can use your voice to shatter ice. Prereq: Bardic performance ability, Perform (sing) 6 ranks --- !! ``` ## Ice Harmonics *You can use your voice to shatter ice.* **Prerequisite:** Bardic performance ability, Perform (sing) 6 ranks **Benefit:** By expending one of your daily uses of Bardic performance, you can cause any unattended nonmagical ice object or portion of ice to explode violently. The target must be within 30 feet, and you must be able to sing in order to shatter the ice. Any creature located in the 5-foot square in which you target with this ability takes piercing damage equal to 2d6 + your Charisma modifier. Creatures made of ice that you specifically target with this effect take double damage. ``` @@ --- Feat: Ice Troll Berserker Tags: Summ: When raging, your skin becomes very thick and tough like the ice trolls that plague parts of your homeland. Prereq: Constitution 13, rage class feature --- !! ``` ## Ice Troll Berserker When raging, your skin becomes very thick and tough like the ice trolls that plague parts of your homeland. **Prerequisite:** Constitution 13, rage class feature **Region**:: Rashemen **Benefit:** When raging, you gain a +2 natural armor bonus to AC. During a greater rage this natural armor bonus increases to +4. ``` @@ --- Feat: Icy Calling Tags: Summ: Your summon spells work better in the frostfell if you summon native creatures. Prereq: Con 13, Snowcasting --- !! ``` ## Icy Calling *Your summon spells work better in the frostfell if you summon native creatures.* **Prerequisite:** Con 13, Snowcasting **Benefit:** In cold areas (temperature at or below 40° F), creatures native to cold environments and creatures with the cold subtype summoned by you are more powerful and agile than normal. The summoned creatures gain a +4 enhancement bonus to Strength and Dexterity for the duration of the spell that summoned them. In areas of extreme cold (below –20° F), any summoned creature affected by this feat has maximum hit points when summoned. ``` @@ --- Feat: Ignore Special Requirements Tags: Summ: The strange constraints that vestiges place on their summoning are meaningless to you. Prereq: Soul binding --- !! ``` ## Ignore Special Requirements *The strange constraints that vestiges place on their summoning are meaningless to you.* **Prerequisite:** Soul binding **Benefit:** You can ignore the special requirements of vestiges with which you make pacts. ``` @@ --- Feat: Illithid Blast Tags: Summ: You can convert your psionic energy into a mind blast. Prereq: Illithid Heritage, two other illithid feats, manifester level 5th. --- !! ``` ## Illithid Blast *You can convert your psionic energy into a mind blast.* **Prerequisite:** Illithid Heritage, two other illithid feats, manifester level 5th. **Benefit:** Once per day as a standard action that requires the expenditure of your psionic focus, you can channel power points into a _mind blast,_ which is a psi-like attack in a 15-foot cone. Anyone caught in the cone must succeed on a Will save (DC 10 + 1/2 your HD + your Cha modifier) or be stunned for 1d4 rounds. ``` @@ --- Feat: Illithid Compulsion Tags: Summ: You can call upon your heritage and enhance your ability to manipulate the minds of other creatures. Prereq: Illithid Heritage. --- !! ``` ## Illithid Compulsion *You can call upon your heritage and enhance your ability to manipulate the minds of other creatures.* **Prerequisite:** Illithid Heritage. **Benefit:** Your manifester level for compulsion powers increases by one. You also add 1 to the save DCs of all psionic powers you manifest that have the compulsion descriptor. ``` @@ --- Feat: Illithid Enthusiast Tags: Summ: When you manipulate the minds of other creatures, you are heartened and emboldened by your success. Prereq: Illithid Heritage --- !! ``` ## Illithid Enthusiast When you manipulate the minds of other creatures, you are heartened and emboldened by your success. **Prerequisite:** Illithid Heritage **Benefit:** After you successfully affect a foe with a compulsion power, you gain a morale bonus equal to one-half the number of power points spent on the power on the next Concentration, Knowledge (Psionics), Psicraft, or Sense Motive check you make before the end of the next round. ``` @@ --- Feat: Illithid Extraction Tags: Summ: Your acceptance of your illithid heritage is so encompassing that you have learned how to extract the brain of a helpless victim. Prereq: Illithid Heritage, Illithid Grapple --- !! ``` ## Illithid Extraction *Your acceptance of your illithid heritage is so encompassing that you have learned how to extract the brain of a helpless victim.* **Prerequisite:** Illithid Heritage, Illithid Grapple **Benefit:** You have fully embraced your illithid heritage and have developed a taste for the brains of other living creatures. You can extract the brain of a helpless or stunned victim once you have established a hold on its head with all four of your tentacles. You must begin your turn with all four tentacles attached. As a full-round action that provokes attacks of opportunity, you must then make a grapple check. If your grapple check is successful, your victim takes 2d4 points of Intelligence damage and grants you a number of temporary power points equal to the amount of Intelligence damage you deal. Any creature reduced to Intelligence 0 by this attack is instantly slain. Temporary power points gained with this feat last for 1 hour, and power points granted by this feat do not stack with each other. This ability is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to opponents with multiple heads, such as ettins and hydras. ``` @@ --- Feat: Illithid Grapple Tags: Summ: You embrace more of your illithid heritage, and grow at least one long purplish tentacle that you can reveal and unfurl when you open your mouth. Prereq: Illithid Heritage, one other illithid feat. --- !! ``` ## Illithid Grapple *You embrace more of your illithid heritage, and grow at least one long purplish tentacle that you can reveal and unfurl when you open your mouth.* **Prerequisite:** Illithid Heritage, one other illithid feat. **Benefit:** You gain a natural tentacle attack. If you can use weapons, you retain that ability, as well as any other natural weapons you have. If you are fighting without weapons, you can use your tentacle or another natural weapon as a primary attack. If you are armed with a weapon, you can use your tentacle or your weapon as a primary attack. If you make a full attack, you can use the weapon as your primary attack along with your tentacle as a natural secondary attack. The tentacle does not improve your natural reach. Your tentacle deals 1d4 points of damage, and you can use your Dexterity modifier in place of your Strength modifier on attacks with your tentacle if you have the Weapon Finesse feat. Additionally, you gain the improved grab special ability that you can use only with your tentacle, allowing you to initiate a grapple as a free action, without provoking attacks of opportunity, each time you hit with a tentacle attack. You can only attempt to grapple creatures within one size category of you with your tentacle. **Special:** You can take this feat up to four times. Each time you do so, you gain an additional tentacle. Once you have gained all four tentacles, the lower half of your face transforms to resemble that of an illithid. As a full-round action, you can give up any other attacks you have to attack with as many tentacles you possess, as described above, and can attempt to initiate a separate grapple with each tentacle as a free action. You do not gain cumulative bonuses for each tentacle already attached (as an illithid would). ``` @@ --- Feat: Illithid Heritage Tags: Summ: Somewhere in the deeps of time, your bloodline was polluted with illithid influence. Recognizing this taint but deciding to make the best of it, you have decided to embrace your connection with your illithid bloodline for the power it can offer you. Prereq: Power point reserve of 1 or more --- !! ``` ## Illithid Heritage *Somewhere in the deeps of time, your bloodline was polluted with illithid influence. Recognizing this taint but deciding to make the best of it, you have decided to embrace your connection with your illithid bloodline for the power it can offer you.* **Prerequisite:** Power point reserve of 1 or more **Benefit:** You gain Intimidate as a class skill. In addition, you gain a bonus on saving throws against spells, powers, spell-like abilities, and psi-like abilities. This bonus is equal to one-half the number of illithid feats you have, including this one (round down, minimum 1). ``` @@ --- Feat: Illithid Legacy Tags: Summ: You have realized greater psionic power through your illithid heritage. Prereq: Illithid Heritage, one other illithid feat, manifester level 3rd. --- !! ``` ## Illithid Legacy *You have realized greater psionic power through your illithid heritage.* **Prerequisite:** Illithid Heritage, one other illithid feat, manifester level 3rd. **Benefit:** You know more powers because of the illithid heritage you possess. Add _psionic charm_ and _read thoughts_ to your list of powers known. ``` @@ --- Feat: Illithid Legacy, Greater Tags: Summ: Your knowledge of psionic power has grown even further due to your illithid heritage. Prereq: Illithid Legacy*, any one other illithid feat, manifester level 7th. --- !! ``` ## Illithid Legacy, Greater *Your knowledge of psionic power has grown even further due to your illithid heritage.* **Prerequisite:** Illithid Legacy*, any one other illithid feat, manifester level 7th. **Benefit:** You know more powers because of your illithid heritage. Add _dispel psionics_ and _psionic dominate_ to your list of powers known. ``` @@ --- Feat: Illithid Skin Tags: Summ: Your skin takes on the glistening, rubbery, green-mauve consistency of your illithid parentage. Prereq: Illithid Heritage. --- !! ``` ## Illithid Skin *Your skin takes on the glistening, rubbery, green-mauve consistency of your illithid parentage.* **Prerequisite:** Illithid Heritage. **Benefit:** Your natural armor bonus increases by 1. **Special:** You can take this feat up to three times. Each time, your natural armor bonus increases by another 1. ``` @@ --- Feat: Imbued Summoning Tags: Summ: Your summoning spells gain an element of surprise. You can summon creatures that come into existence with the benefit of a spell such as _invisibility_ or _bull's strength_. Prereq: Augment Summoning, Spell Focus (conjuration) --- !! ``` ## Imbued Summoning *Your summoning spells gain an element of surprise. You can summon creatures that come into existence with the benefit of a spell such as _invisibility_ or _bull's strength_.* **Prerequisite:** Augment Summoning, Spell Focus (conjuration) **Benefit:** When you cast a spell from the summoning subschool, you can choose to grant the summoned creature the benefit of any spell of 3rd level or lower you can cast that has a range of touch. You cast the spell you wish to grant the creature (using a prepared spell or a spell slot) at the same time you cast your summoning spell. The creature gains the benefit of the spell when it appears. An imbued summoning spell uses up a spell slot one level higher than the spell's actual level. ``` @@ --- Feat: Impeding Atack Tags: Ambush Summ: Your strikes render your target temporarily clumsy and awkward. Prereq: Sneak attack +4d6. --- !! ``` ## Impeding Atack (Ambush) *Your strikes render your target temporarily clumsy and awkward.* **Prerequisite:** Sneak attack +4d6. **Benefit:** Your successful sneak attack imposes a –2 penalty on the target's Strength and Dexterity checks, as well as on any Strength- and Dexterity-based skill checks, for 10 rounds. If you use this feat a second time on a target before 10 rounds have elapsed, the effect of the first use expires. Using this feat reduces your sneak attack damage by 3d6. ``` @@ --- Feat: Imperious Command Tags: Summ: You strike deep and abiding terror in your foes. Prereq: Cha 15, Intimidate 8 ranks --- !! ``` ## Imperious Command *You strike deep and abiding terror in your foes.* **Prerequisite:** Cha 15, Intimidate 8 ranks **Benefit:** If you successfully demoralize a foe in combat, the foe cowers in fear for 1 round and is shaken in the following round. ``` @@ --- Feat: Imprint Stone Tags: Item Creation Summ: You can create power stones to store psionic powers. Prereq: Manifester level 1st --- !! ``` ## Imprint Stone (Item Creation) *You can create power stones to store psionic powers.* **Prerequisite:** Manifester level 1st **Benefit:** You can create a power stone of any power that you know. Encoding a power stone takes one day for each 1,000 gp in its base price. The base price of a power stone is the level of the stored power x its manifester level x 25 gp. To imprint a power stone, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Any power stone that stores a power with an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must pay the XP when encoding the stone. ``` @@ --- Feat: Improved Assume Supernatural Ability Tags: Summ: You gain skill with using a supernatural ability of an assumed form. Prereq: Wis 17, Assume Supernatural Ability, ability to assume a new form magically --- !! ``` ## Improved Assume Supernatural Ability You gain skill with using a supernatural ability of an assumed form. **Prerequisite:** Wis 17, Assume Supernatural Ability, ability to assume a new form magically **Benefit:** This feat functions like Assume Supernatural Ability, except that you do not take the –2 penalty on all attack rolls, saves, skill checks, and ability checks when using it. **Special:** You can take this feat multiple times, but you cannot apply it more than once to the same special ability. Each time you take this feat, it applies to a different special ability. ``` @@ --- Feat: Improved Binding Tags: Summ: You are so adept at binding vestiges that you can contact powerful ones more easily than other soul binders can. Prereq: Soul binding, Intimidate 4 ranks. --- !! ``` ## Improved Binding *You are so adept at binding vestiges that you can contact powerful ones more easily than other soul binders can.* **Prerequisite:** Soul binding, Intimidate 4 ranks. **Benefit:** Your effective binder level is 2 higher than normal for the purpose of determining the level of vestige you can bind. This benefit does not increase your binder level in any other circumstance. ``` @@ --- Feat: Improved Buckler Defense Tags: Summ: You can attack with an off-hand weapon while retaining a buckler's shield bonus to your Armor Class. Prereq: Shield Proficiency --- !! ``` ## Improved Buckler Defense *You can attack with an off-hand weapon while retaining a buckler's shield bonus to your Armor Class.* **Prerequisite:** Shield Proficiency **Benefit:** When you attack with a weapon in your off hand, you may still apply your buckler's shield bonus to your Armor Class. **Normal**:: Without this feat, a character wielding a buckler who attacks with an off-hand weapon loses the buckler's shield bonus to AC until his or her next turn. **Special:** A fighter may select Improved Buckler Defense as one of his fighter bonus feats. ``` @@ --- Feat: Improved Cohort Tags: Leader Summ: You attract a more powerful cohort than you normally would. Prereq: Cha 15, Leadership --- !! ``` ## Improved Cohort (Leader) *You attract a more powerful cohort than you normally would.* **Prerequisite:** Cha 15, Leadership **Benefit:** The maximum level of the cohort you gain from the Leadership feat is one lower than your character level. **Normal**:: Without this feat, your cohort's maximum level is two levels below your character level. ``` @@ --- Feat: Improved Combat Expertise Tags: Combat Summ: You have mastered the art of defense in combat. Prereq: Int 13, Combat Expertise, base attack bonus +6 --- !! ``` ## Improved Combat Expertise (Combat) *You have mastered the art of defense in combat.* **Prerequisite:** Int 13, Combat Expertise, base attack bonus +6 **Benefit:** When you are wielding a one-handed or light weapon, and using the Combat Expertise feat, you do not suffer Combat Expertise's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity. **Special:** A fighter may select Improved Combat Expertise as one of his fighter bonus feats. ``` @@ --- Feat: Improved Cold Endurance Tags: Summ: Your training and natural hardiness have improved your natural resistance to cold temperatures. Prereq: Base Fortitude save bonus +6, Cold Endurance. --- !! ``` ## Improved Cold Endurance *Your training and natural hardiness have improved your natural resistance to cold temperatures.* **Prerequisite:** Base Fortitude save bonus +6, Cold Endurance. **Benefit:** You gain resistance to cold 5. If you already have resistance to cold, it increases by 5 (maximum resistance to cold 15). **Special:** You can gain this feat multiple times; its effects stack. You cannot have more than resistance to cold 15 as a result of taking this feat. ``` @@ --- Feat: Improved Damage Reduction Tags: Warforged Summ: You gain damage reduction or improve your existing damage reduction. Prereq: Warforged --- !! ``` ## Improved Damage Reduction (Warforged) *You gain damage reduction or improve your existing damage reduction.* **Prerequisite:** Warforged **Benefit:** You gain damage reduction 1/adamantine or improve your existing damage reduction by 1. **Special:** If you have the Adamantine Body feat, you can take this feat multiple times. ``` @@ --- Feat: Improved Diversion Tags: Summ: You can create a diversion to hide quickly and with less effort. Prereq: Bluff 4 ranks --- !! ``` ## Improved Diversion *You can create a diversion to hide quickly and with less effort.* **Prerequisite:** Bluff 4 ranks **Benefit:** You can use Bluff to create a diversion to hide as a move action. You gain a +4 bonus on Bluff checks made for this purpose. **Normal**:: Without this feat, creating a diversion to hide using the Bluff skill requires a standard action. **Special:** A fighter may select Improved Diversion as one of his fighter bonus feats. ``` @@ --- Feat: Improved Elemental Heritage Tags: Heritage Summ: You have manifested an even stronger tie to your elemental ancestor, resulting in a minor resistance to elemental effects. Prereq: Air Heritage, Earth Heritage, Fire Heritage, or Water Heritage --- !! ``` ## Improved Elemental Heritage (Heritage) *You have manifested an even stronger tie to your elemental ancestor, resulting in a minor resistance to elemental effects.* **Prerequisite:** Air Heritage, Earth Heritage, Fire Heritage, or Water Heritage **Benefit:** You gain resistance 5 to a specific type of energy, based on your elemental heritage: acid (earth), cold (water), electricity (air), or fire (fire). You also gain a +2 bonus on saving throws against spells with the descriptor that matches your chosen elemental heritage (air, earth, fire, or water). ``` @@ --- Feat: Improved Energy Resistance Tags: Summ: Choose one form of energy to which you have a natural (not spell- or item-granted) resistance. Your inherent resistance to this kind of energy is more effective than normal. Prereq: Naturally resistant to a form of energy (acid, cold, electricity, fire, sonic) --- !! ``` ## Improved Energy Resistance *Choose one form of energy to which you have a natural (not spell- or item-granted) resistance. Your inherent resistance to this kind of energy is more effective than normal.* **Prerequisite:** Naturally resistant to a form of energy (acid, cold, electricity, fire, sonic) **Benefit:** Your resistance to that type of energy increases by 1. For example, if you are an aasimar, you normally have acid, cold, and electricity resistance 5. You could use this feat to increase one of those resistances to 10; the other two are unaffected. ``` @@ --- Feat: Improved Energy Drain Tags: Monstrous Summ: You draw extra power from your energy-drained victims. Prereq: Cha 15, energy drain supernatural ability --- !! ``` ## Improved Energy Drain (Monstrous) *You draw extra power from your energy-drained victims.* **Prerequisite:** Cha 15, energy drain supernatural ability **Benefits**:: Whenever you bestow a negative level upon a creature, you gain a +1 bonus on skill checks, ability checks, attack rolls, and saving throws for 1 hour. ``` @@ --- Feat: Improved Essence Capacity Tags: Summ: Your capability of investing essence improves. Prereq: Con 15, essence pool 2 --- !! ``` ## Improved Essence Capacity *Your capability of investing essence improves.* **Prerequisite:** Con 15, essence pool 2 **Benefit:** The essence capacity of your incarnum feats improves by 1, up to a maximum value equal to your Constitution bonus. ``` @@ --- Feat: Improved Fiendish Servant Tags: Summ: You gain the service of a powerful fiendish animal servitor. Prereq: Fiendish servant class feature. --- !! ``` ## Improved Fiendish Servant *You gain the service of a powerful fiendish animal servitor.* **Prerequisite:** Fiendish servant class feature. **Benefit:** Add the following creatures to your list of eligible fiendish servants: ape, black bear, boar, crocodile, dire badger, dire bat, dire weasel, heavy warhorse, leopard, monitor lizard, constrictor snake, Large viper snake, wolverine. In addition, any fiendish servant you call has the fiendish creature template (Monster Manual page 107). The fiendish servant otherwise conforms to the rules in the Dungeon Master's Guide (page 183). ``` @@ --- Feat: Improved Favored Enemy Tags: Summ: You know how to hit your favored enemies where it hurts. Prereq: Favored enemy ability, base attack bonus +5 --- !! ``` ## Improved Favored Enemy *You know how to hit your favored enemies where it hurts.* **Prerequisite:** Favored enemy ability, base attack bonus +5 **Benefit:** You deal an extra 3 points of damage to your favored enemies. This benefit stacks with any existing favored enemy bonus gained from another class. ``` @@ --- Feat: Improved Flight Tags: Summ: You gain greater maneuverability when flying than you would normally have. Prereq: Ability to fly (naturally, magically, or through shapechanging) --- !! ``` ## Improved Flight *You gain greater maneuverability when flying than you would normally have.* **Prerequisite:** Ability to fly (naturally, magically, or through shapechanging) **Benefit:** Your maneuverability class while flying improves by one step—clumsy to poor, poor to average, average to good, or good to perfect. ``` @@ --- Feat: Improved Flyby Attack Tags: Summ: You can attack on the wing with increased mobility. Prereq: Fly speed, Dodge, Flyby Attack, Mobility --- !! ``` ## Improved Flyby Attack *You can attack on the wing with increased mobility.* **Prerequisite:** Fly speed, Dodge, Flyby Attack, Mobility **Benefit:** When flying, you can take a move action (including a dive) and another partial action at any point during the move. If this partial action is an attack, you incur no attacks of opportunity for moving through areas threatened by your target. You cannot take a second move action during a round when you make a flyby attack. **Normal**:: Without this feat, you can take a partial action either before or after your move. Even with the Flyby Attack feat, you incur attacks of opportunity for moving through areas threatened by the target of your flyby attack. ``` @@ --- Feat: Improved Fortification Tags: Warforged Summ: You improve your warforged fortification, gaining immunity to sneak attacks and extra damage from critical hits. Prereq: Warforged, base attack bonus +6 --- !! ``` ## Improved Fortification (Warforged) *You improve your warforged fortification, gaining immunity to sneak attacks and extra damage from critical hits.* **Prerequisite:** Warforged, base attack bonus +6 **Benefit:** You gain immunity to sneak attacks and extra damage from critical hits, but you lose the ability to be healed by spells of the healing subschool. ``` @@ --- Feat: Improved Frosty Touch Tags: Summ: Your frosty touch causes more cold damage. Prereq: Uldra --- !! ``` ## Improved Frosty Touch *Your frosty touch causes more cold damage.* **Prerequisite:** Uldra **Benefit:** Your frosty touch ability now deals 2 points of cold damage. **Normal**:: Your frosty touch ability deals 1 point of cold damage. ``` @@ --- Feat: Improved Heat Endurance Tags: Summ: You can survive even in the most extreme natural heat conditions. Prereq: Base Fortitude save +6, Heat Endurance. --- !! ``` ## Improved Heat Endurance *You can survive even in the most extreme natural heat conditions.* **Prerequisite:** Base Fortitude save +6, Heat Endurance. **Benefit:** You gain fire resistance 5. If you already have fire resistance, it increases by 5. You can exist comfortably in temperatures up to 160° F without having to make Fortitude saves (see Heat Dangers, page 12). Your protection against heat is level 3 (see Protection against Heat, page 14). ``` @@ --- Feat: Improved Homunculus Tags: Summ: You are adept at improving and modifying your homunculus. Whenever you advance your homunculus's Hit Dice, you can also imbue it with special supernatural abilities. Prereq: Craft Construct or craft homunculus class feature, Craft (any) 6 ranks --- !! ``` ## Improved Homunculus *You are adept at improving and modifying your homunculus. Whenever you advance your homunculus's Hit Dice, you can also imbue it with special supernatural abilities.* **Prerequisite:** Craft Construct or craft homunculus class feature, Craft (any) 6 ranks **Benefit:** Your homunculus gains natural armor and special abilities based on its HD (see chart). If you use the Craft Construct feat to construct a homunculus, it gets these abilities when you create it. If you use the craft homunculus class feature of the artificer class, your homunculus gains natural armor and special abilities based on its current HD, and additional natural armor or special abilities if you later increase its HD. All special abilities are described below; those requiring additional information follow the chart. Unless otherwise specified, an ability can only be taken once. Each time the homunculus gains a HD, you can choose to remove any one special ability already granted from this feat and select another ability to replace the lost one. For example, an artificer with a 4-Hd homunculus that has the climber special ability could choose to give it sneak attack instead if the homunculus's Hit Dice were increased to 5. This feat applies to the character's homunculus regardless of its type. For new types of homunculi, see Chapter 6. | **Hit Dice** | **Natural Armor** | **Total Special Abilities** | | ------------ | ----------------- | --------------------------- | | **1–2** | +0 | 0 | | **3–5** | +2 | 1 | | **6–8** | +4 | 2 | | **9–11** | +6 | 3 | | **12–14** | +8 | 4 | | **15–17** | +10 | 5 | | **18+** | +12 | 6 | | **Ability** | **Effect** | | ------------------------------ | ------------------------------------------------------------------------------------------------------------- | | **Climber<sup>1</sup>** | Gains climb 20 ft. or existing climb speed improves by 20 ft. | | **Dexterous** | Gains +2 Dexterity | | **Durable</sup>1</sup>** | Gains 10 hp | | **Evasion** | As monk class feature | | **Flyer1** | Gains fly 20 ft. (good) or existing fly speed improves by 20 ft. and maneuverability improves by one category | | **Skilled<sup>2</sup>** | Gains +3 competence bonus on chosen skill check | | **Sneak attack<sup>1</sup>** | Gains sneak attack +1d6 (as rogue class feature) | | **Store infusion** | Homunculus can store one infusion of up to 3rd level | | **Strong** | Gains +2 Strength | | **Swimmer<sup>1</sup>** | Gains swim 20 ft. or existing swim speed improves by 20 ft. | | **Telepathy range** | Range of telepathy between homunculus and creator increases to 1 mile/level of the creator | | **Weapon ability<sup>2</sup>** | Natural weapons gain special ability | <sup><sup>1</sup>May be chosen more than once. Multiple selections stack.</sup> <sup><sup>2</sup>May be chosen more than once. Multiple selections do not stack; instead, each selection of the ability applies to a new skill or weapon ability.</sup> **Store Infusion**:: At the beginning of each day, the artificer can store one infusion of up to 3rd level in the homunculus. This infusion must be one that the artificer could normally imbue the homunculus with. This infusion does not take effect when it is first stored. Instead, the homunculus can use a standard action to imbue itself with the infusion. No homunculus can store more than one infusion at a time. **Weapon Ability**:: When this ability is granted, choose a weapon special ability with a base price modifier of “+1 bonus,” such as ghost touch, keen, or shock. The homunculus's natural weapons are treated as if they had this special ability. ``` @@ --- Feat: Improved Levitation Tags: Summ: You have learned to use only part of your levitate spell-like ability at a time, allowing multiple uses with shorter durations. Prereq: _Levitate_ as a spell-like ability. --- !! ``` ## Improved Levitation *You have learned to use only part of your levitate spell-like ability at a time, allowing multiple uses with shorter durations.* **Prerequisite:** _Levitate_ as a spell-like ability. **Benefit:** You may use your levitate spell-like ability in 10-minute increments instead of using the entire duration at once. The number of times per day that you may use _levitate_ at the shorter duration is equal to your caster level. If you could _levitate_ more than once per day before taking this feat, multiply your caster level by the number of times per day you could _levitate_ before to get the total number of shorter uses of _levitate_ that you have available per day. ``` @@ --- Feat: Improved Low Blow Tags: Summ: You are especially good at using the Low Blow feat. Prereq: Dodge, Mobility, Low Blow, base attack bonus +4 --- !! ``` ## Improved Low Blow *You are especially good at using the Low Blow feat.* **Prerequisite:** Dodge, Mobility, Low Blow, base attack bonus +4 **Benefit:** Using the Low Blow feat does not provoke an attack of opportunity when you move into an opponent's square to perform the attack. **Normal**:: A character with the Low Blow feat may enter an adjacent opponent's square to make a single attack, then return to his own square. The opponent is considered flat-footed against the attack, but the character is subject to an attack of opportunity. ``` @@ --- Feat: Improved Mounted Archery Tags: Summ: You can make ranged attacks from a mount almost as well as you can from the ground. Prereq: Ride 1 rank, Mounted Archery, Mounted Combat --- !! ``` ## Improved Mounted Archery *You can make ranged attacks from a mount almost as well as you can from the ground.* **Prerequisite:** Ride 1 rank, Mounted Archery, Mounted Combat **Benefit:** The penalty you take when using a ranged weapon if your mount is taking a double move is eliminated, and the penalty for using a ranged weapon when your mount is running is lessened from –4 to –2. You can attack at any time during your mount's move. **Special:** A fighter may select Improved Mounted Archery as one of his fighter bonus feats. ``` @@ --- Feat: Improved Multiattack Tags: Monstrous Summ: You are particularly adept at using all your natural weapons at once. Prereq: Three natural weapons, Multiattack --- !! ``` ## Improved Multiattack (Monstrous) You are particularly adept at using all your natural weapons at once. **Prerequisite:** Three natural weapons, Multiattack **Benefit:** The usual –5 penalty on attack rolls for secondary attacks does not apply to your secondary attacks with natural weapons. The damage bonus for such attacks is still only 1/2 your Strength bonus, if any. **Normal**:: Without this feat, your secondary natural attacks take a –5 penalty (or a –2 penalty if you have the Multiattack feat). ``` @@ --- Feat: Improved Multiweapon Fighting Tags: Monstrous Summ: You are expert at fighting with a weapon in each of your three or more hands. You can make up to two attacks per round with each off-hand weapon. Prereq: Dex 15, three arms, base attack bonus +9, Multidexterity, Multiweapon Fighting. --- !! ``` ## Improved Multiweapon Fighting (Monstrous) *You are expert at fighting with a weapon in each of your three or more hands. You can make up to two attacks per round with each off-hand weapon.* **Prerequisite:** Dex 15, three arms, base attack bonus +9, Multidexterity, Multiweapon Fighting. **Benefit:** In addition to the single extra attack you get each round with each off-hand weapon from Multiweapon Fighting, you get a second extra attack with each such weapon, albeit at a –5 penalty. **Normal**:: With only Multiweapon Fighting, you get only a single attack with each off-hand weapon. **Special:** This feat replaces the Improved Two-Weapon Fighting feat for creatures with more than two arms. ``` @@ --- Feat: Improved Oneiromancy Tags: Summ: With the Improved Oneiromancy feat, you gain additional dream-related spellcasting abilities. Prereq: Dreamcasting, Oneiromancy, spellcaster --- !! ``` ## Improved Oneiromancy *With the Improved Oneiromancy feat, you gain additional dream-related spellcasting abilities.* **Prerequisite:** Dreamcasting, Oneiromancy, spellcaster **Benefit:** Your spell list expands to include a number of dream-related spells (all described later in this chapter), regardless of what sort of caster you might be. You must still learn or prepare these spells normally; they are added to your class list, not necessarily to the list of spells you personally know. 1st Level: _restful slumber_ 4th Level: _dream walk, manifest desire, manifest nightmare_ 5th Level: _dreaming puppet_ 7th Level: _dream sight_ ``` @@ --- Feat: Improved Paralysis Tags: Monstrous Summ: You are better at paralyzing your victims. Prereq: Undead type, paralysis special ability, Ability Focus (paralysis) --- !! ``` ## Improved Paralysis (Monstrous) *You are better at paralyzing your victims.* **Prerequisite:** Undead type, paralysis special ability, Ability Focus (paralysis) **Benefit:** When your natural attacks threaten to paralyze your foe, add a +4 bonus to the save DC. ``` @@ --- Feat: Improved Outer Planar Heritage Tags: Heritage Summ: 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. Prereq: Anarchic Heritage, Axiomatic Heritage, Celestial Heritage, or Fiendish Heritage --- !! ``` ## Improved Outer Planar Heritage (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.* **Prerequisite:** Anarchic Heritage, Axiomatic Heritage, Celestial Heritage, or Fiendish Heritage **Benefit:** Your unarmed attacks and natural weapons (but not the weapons you wield) are treated as having an alignment for the purpose of overcoming damage reduction. The alignment depends on the heritage feat you used to qualify for this feat: chaotic (Anarchic Heritage), evil (Fiendish Heritage), good (Celestial Heritage), or lawful (Axiomatic Heritage). ``` @@ --- Feat: Improved Psicrystal Tags: Psionic Summ: You can upgrade your psicrystal. Prereq: Psicrystal Affinity --- !! ``` ## Improved Psicrystal (Psionic) *You can upgrade your psicrystal.* **Prerequisite:** Psicrystal Affinity **Benefit:** You can implant another personality fragment in your psicrystal. You gain the benefits of both psicrystal personalities. Your psicrystal's personality adjusts and becomes a blend between all implanted personality fragments. From now on, when determining the abilities of your psicrystal, treat your manifester level as one higher than your normal manifester level. **Special:** You can gain this feat multiple times. Each time, you implant a new personality fragment in your psicrystal, from which you derive the noted benefits, and you treat your level as one higher for the purpose of determining your psicrystal's abilities. ``` @@ --- Feat: Improved Rapid Shot Tags: Combat Summ: You are an expert at firing weapons with exceptional speed. Prereq: Manyshot, Point Blank Shot, Rapid Shot --- !! ``` ## Improved Rapid Shot (Combat) *You are an expert at firing weapons with exceptional speed.* **Prerequisite:** Manyshot, Point Blank Shot, Rapid Shot **Benefit:** When using the Rapid Shot feat, you may ignore the –2 penalty on all your ranged attack rolls. ``` @@ --- Feat: Improved Rock Hurling Tags: Summ: Your accuracy and effectiveness with thrown rocks improves. Prereq: Str 23, Rock Hurling, size Large or larger --- !! ``` ## Improved Rock Hurling *Your accuracy and effectiveness with thrown rocks improves.* **Prerequisite:** Str 23, Rock Hurling, size Large or larger **Benefit:** You can hurl rocks weighing 40 to 50 pounds (Small objects) with a range increment of 80 feet. The rocks deal 2d6 points of damage plus your Strength modifier. Rocks have a maximum range of five range increments. Additionally, you gain a +1 bonus on attack rolls when throwing rocks. ``` @@ --- Feat: Improved Scent Tags: Summ: You can detect and track creatures by smell at greater distances than normal. Prereq: Scent ability --- !! ``` ## Improved Scent *You can detect and track creatures by smell at greater distances than normal.* **Prerequisite:** Scent ability **Benefit:** You can detect approaching enemies and sniff out hidden foes within 60 feet. For strong scents, such as smoke or rotting garbage, double these ranges. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. **Normal**:: Without this feat, you can detect creatures by smell only within 30 feet. ``` @@ --- Feat: Improved Shieldmate Tags: Summ: You have an outstanding ability to protect those near you with your shield. Prereq: Shieldmate, base attack bonus +4 --- !! ``` ## Improved Shieldmate *You have an outstanding ability to protect those near you with your shield.* **Prerequisite:** Shieldmate, base attack bonus +4 **Benefit:** As Shieldmate, except that the bonus is +2, or +3 if you are using a tower shield. **Special:** A fighter may select Improved Shieldmate as one of his fighter bonus feats. ``` @@ --- Feat: Improved Sigil, Aesh Tags: Racial Summ: You tap into your aesh power sigil to gain enhanced accuracy with your favored melee weapons. Prereq: Illumian, _aesh_ power sigil --- !! ``` ## Improved Sigil, Aesh (Racial) *You tap into your aesh power sigil to gain enhanced accuracy with your favored melee weapons.* **Prerequisite:** Illumian, _aesh_ power sigil **Benefit:** Your _aesh_ power sigil grants you a +1 insight bonus per power sigil on melee weapon damage rolls with any weapon with which you have selected the Weapon Focus feat. ``` @@ --- Feat: Improved Sigil, Hoon Tags: Racial Summ: You tap into your hoon power sigil to help survive deadly conditions. Prereq: Illumian, _hoon_ power sigil --- !! ``` ## Improved Sigil, Hoon (Racial) *You tap into your hoon power sigil to help survive deadly conditions.* **Prerequisite:** Illumian, _hoon_ power sigil **Benefit:** Your _hoon_ power sigil grants you a +1 insight bonus per power sigil on saving throws against death effects, on saves to avoid death by massive damage, and on Fortitude saves to avoid nonlethal damage from hot and cold environments or to resist damage from suffocation. ``` @@ --- Feat: Improved Sigil, Krau Tags: Racial Summ: You tap into your krau power sigil to augment the energy of your magical utterances. Prereq: Illumian, _krau_ power sigil --- !! ``` ## Improved Sigil, Krau (Racial) *You tap into your krau power sigil to augment the energy of your magical utterances.* **Prerequisite:** Illumian, _krau_ power sigil **Benefit:** Choose a number of spells with verbal components that you can cast equal to the number of power sigils you have. When you cast one of the chosen spells, the spell's effective level is increased by 1 (as if affected by the Heighten Spell feat, but with no change to the spell's casting time or spell slot). All effects dependent on spell level are calculated according to the heightened level. Whenever you gain the ability to cast a new level of spells, you can reassign the spells you’ve chosen to be enhanced by this feat. For example, a wizard who reaches 3rd level and gains the ability to cast 2nd-level spells may reassign the spells affected by this feat. **Special:** If you cast one of your chosen spells using the Silent Spell feat, this feat has no effect. ``` @@ --- Feat: Improved Sigil, Naen Tags: Racial Summ: You tap into your naen power sigil to see through illusions and resist language-based effects. Prereq: Illumian, _naen_ power sigil --- !! ``` ## Improved Sigil, Naen (Racial) *You tap into your naen power sigil to see through illusions and resist language-based effects.* **Prerequisite:** Illumian, _naen_ power sigil **Benefit:** Your _naen_ power sigil grants you a +1 insight bonus per power sigil on saving throws against illusions and against language-dependent effects. ``` @@ --- Feat: Improved Sigil, Uur Tags: Racial Summ: You tap into your uur power sigil to gain enhanced accuracy with ranged weapons. Prereq: Illumian, _uur_ power sigil --- !! ``` ## Improved Sigil, Uur (Racial) *You tap into your uur power sigil to gain enhanced accuracy with ranged weapons.* **Prerequisite:** Illumian, _uur_ power sigil **Benefit:** Your _uur_ power sigil grants you a +1 insight bonus per power sigil on ranged weapon damage rolls whenever your target is denied its Dexterity bonus to Armor Class. ``` @@ --- Feat: Improved Sigil, Vaul Tags: Racial Summ: You tap into your vaul power sigil to resist mental effects. Prereq: Illumian, _vaul_ power sigil --- !! ``` ## Improved Sigil, Vaul (Racial) *You tap into your vaul power sigil to resist mental effects.* **Prerequisite:** Illumian, _vaul_ power sigil **Benefit:** Your _vaul_ power sigil grants you a +1 insight bonus per power sigil on saving throws against mind-affectingspells and abilities. ``` @@ --- Feat: Improved Skirmish Tags: Summ: With a few extra steps, you gain even greater benefits from your skirmishing combat style. Prereq: Skirmish +2d6/+1 AC. --- !! ``` ## Improved Skirmish *With a few extra steps, you gain even greater benefits from your skirmishing combat style.* **Prerequisite:** Skirmish +2d6/+1 AC. **Benefit:** If you move at least 20 feet away from where you were at the start of your turn, your skirmish damage increases by 2d6 and your competence bonus to AC from skirmish improves by 2. **Normal**:: A scout's bonus damage and AC bonus apply if she moves at least 10 feet away from where she was at the start of her turn (see the skirmish class feature in the sidebar on page 25). **Special:** A scout can select Improved Skirmish as one of her scout bonus feats (_Complete Adventurer_ 13). ``` @@ --- Feat: Improved Smiting Tags: Summ: Your smite attacks deal more damage to specific foes, and can damage creatures with alignment-based damage reduction. Prereq: Cha 13, Smite class feature --- !! ``` ## Improved Smiting Your smite attacks deal more damage to specific foes, and can damage creatures with alignment-based damage reduction. **Prerequisite:** Cha 13, Smite class feature **Benefit:** Whenever you make a smite attack, gain a +1 bonus to attack rolls, +1 sacred bonus to AC and +1d6 damage. ``` @@ --- Feat: Improved Spit Tags: Monstrous Summ: You can spit farther than normal. Prereq: Precise Shot and Spit Venom, spit attack, or spittle attack. --- !! ``` ## Improved Spit (Monstrous) *You can spit farther than normal.* **Prerequisite:** Precise Shot and Spit Venom, spit attack, or spittle attack. **Benefit:** The range of your spit attack doubles. **Special:** You may take Improved Spit multiple times. Each time you take the feat, the range of your spit attack increases by an amount equal to its original range. ``` @@ --- Feat: Improved Swimming Tags: Summ: You can swim faster than you normally could. Prereq: Swim 6 ranks --- !! ``` ## Improved Swimming *You can swim faster than you normally could.* **Prerequisite:** Swim 6 ranks **Benefit:** You can swim half your speed as a move action or your speed as a full-round action. **Normal**:: You swim at one-quarter your speed as a move action or at half your speed as a full-round action. ``` @@ --- Feat: Improved Turn Resistance Tags: Monstrous Summ: You have a better than normal chance to resist turning. Prereq: Undead type --- !! ``` ## Improved Turn Resistance (Monstrous) *You have a better than normal chance to resist turning.* **Prerequisite:** Undead type **Benefits**:: You gain turn resistance 4. If you already have turn resistance, it increased by 2. ``` @@ --- Feat: Improved Two-Weapon Defense Tags: Summ: You gain a significant defensive advantage while fighting with two weapons. Prereq: Dex 17, Two-Weapon Defense, Two-Weapon Fighting, base attack bonus +6 --- !! ``` ## Improved Two-Weapon Defense *You gain a significant defensive advantage while fighting with two weapons.* **Prerequisite:** Dex 17, Two-Weapon Defense, Two-Weapon Fighting, base attack bonus +6 **Benefit:** When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +2 shield bonus to your Armor Class. When you are fighting defensively or using the total defense action, this shield bonus increases to +4. **Special:** A fighter may select Improved Two-Weapon Defense as one of his fighter bonus feats. ``` @@ --- Feat: Improved Weapon Familiarity Tags: Combat Summ: You are familiar with all exotic weapons common to your people. Prereq: Base attack bonus +1, Weapon familiar racial trait --- !! ``` ## Improved Weapon Familiarity (Combat) *You are familiar with all exotic weapons common to your people.* **Prerequisite:** Base attack bonus +1, Weapon familiar racial trait **Benefit:** You gain a +1 bonus to attack rolls with weapons covered by your weapon familiarity trait. ``` @@ --- Feat: Improved Web Tags: Monstrous Summ: You gain additional utility from your webs. Prereq: Ability to create webs as an extraordinary ability at least twice per day --- !! ``` ## Improved Web (Monstrous) *You gain additional utility from your webs.* **Prerequisite:** Ability to create webs as an extraordinary ability at least twice per day **Benefit:** Add +2 to the DC to escape or burst your webs. You may take a full-round action to attack with your webs, and if you do so, you may attack one additional target per point of Dexterity bonus you have. No such target may be more than 10 feet from another target. Using this feat requires two of the daily uses of your web ability. ``` @@ --- Feat: Incarnum-Fortified Body Tags: Incarnum Summ: The incarnum within you strengthens your body's toughness, enabling you to withstand greater injury. Prereq: When you take this feat, you gain 2 hit points for each incarnum feat you have. Whenever you take a new incarnum feat, you gain 2 more hit points. You gain a +4 bonus on Fortitude saves made to avoid death from massive damage. --- !! ``` ## Incarnum-Fortified Body (Incarnum) *The incarnum within you strengthens your body's toughness, enabling you to withstand greater injury.* **Benefit:** When you take this feat, you gain 2 hit points for each incarnum feat you have. Whenever you take a new incarnum feat, you gain 2 more hit points. You gain a +4 bonus on Fortitude saves made to avoid death from massive damage. ``` @@ --- Feat: Incarnum Resistance Tags: Summ: Your body, untainted by incarnum, is not easily affected by the power of soul energy. Prereq: No essence pool --- !! ``` ## Incarnum Resistance *Your body, untainted by incarnum, is not easily affected by the power of soul energy.* **Prerequisite:** No essence pool **Benefit:** You gain a +2 bonus on saving throws against effects generated by soulmelds. **Special:** You lose the benefit of this feat if you gain any essence. ``` @@ --- Feat: Incarnum Spellshaping Tags: Incarnum Summ: You gain the ability to invest incarnum into your spellcasting. Prereq: Con 13, ability to cast 1st-level spells --- !! ``` ## Incarnum Spellshaping (Incarnum) *You gain the ability to invest incarnum into your spellcasting.* **Prerequisite:** Con 13, ability to cast 1st-level spells **Benefit:** You can learn, prepare, and/or cast spells with the incarnum descriptor (see page 98) as appropriate for your class's spellcasting ability. You gain 1 point of essence. ``` @@ --- Feat: Indomitable Soul Tags: Summ: Your physical toughness translates into greater mental resiliency. Where others cave in to magical effects that alter their minds, you stand resolute. Prereq: Endurance, Iron Will --- !! ``` ## Indomitable Soul *Your physical toughness translates into greater mental resiliency. Where others cave in to magical effects that alter their minds, you stand resolute.* **Prerequisite:** Endurance, Iron Will **Benefit:** Whenever you make a Will save against a mindaffecting or fear ability, you can roll 2d20 and use the higher of the two die rolls. ``` @@ --- Feat: Indigo Strike Tags: Incarnum Summ: You can channel incarnum to enhance your ability to deal damage with your skirmish attack, sneak attack, or sudden strike. When you do so, your eyes turn dark blue. Prereq: Con 13 and skirmish, sneak attack, or sudden strike class feature --- !! ``` ## Indigo Strike (Incarnum) You can channel incarnum to enhance your ability to deal damage with your skirmish attack, sneak attack, or sudden strike. When you do so, your eyes turn dark blue. **Prerequisite:** Con 13 and skirmish, sneak attack, or sudden strike class feature **Benefit:** Once per day, you can invest essence into this feat. You gain an insight bonus on damage rolls made when delivering attacks with the skirmish, sneak attack, or sudden strike class feature equal to twice the invested essence. Once the amount of essence invested is chosen, it cannot be altered and remains invested for 24 hours. If you have more than one of the listed class features, the bonus applies only once on any given attack. You gain 1 point of essence. ``` @@ --- Feat: Infernal Bargainer Tags: Summ: You are comfortable making deals with powerful entities from the Lower Planes. Prereq: Outsider --- !! ``` ## Infernal Bargainer *You are comfortable making deals with powerful entities from the Lower Planes.* **Prerequisite:** Outsider **Benefit:** Whenever you cast commune, contact other plane, legend lore, or vision, you gain +2 caster level because you are known to the entities answering your entreaties. Whenever you cast any _planar binding_ or _planar ally_ spell, you can call an evil creature 2 HD higher than normally allowed. Any evil creature caught in a _planar binding_ trap you create has a -2 penalty on all attempts to escape. ``` @@ --- Feat: Infernal Sorcerer Eyes Tags: Summ: Your eyes glow with infernal fire, allowing you to see through magical darkness. Prereq: Infernal Sorcerer Heritage, sorcerer level 1st --- !! ``` ## Infernal Sorcerer Eyes *Your eyes glow with infernal fire, allowing you to see through magical darkness.* **Prerequisite:** Infernal Sorcerer Heritage, sorcerer level 1st **Benefit:** As a swift action, you can expend a spell slot to cause your eyes to emit a spectral red glow. You gain the ability to see perfectly in darkness of any kind, out to the limit of your line of sight. You ignore the concealment provided by darkness spells and effects. This benefit lasts for 10 minutes per level of the spell slot used to activate it. ``` @@ --- Feat: Infernal Sorcerer Heritage Tags: Summ: Your innate magic derives from infernal ancestors. Your blood is thick with their power, allowing you to exhibit a variety of abilities. Prereq: Sorcerer level 1st --- !! ``` ## Infernal Sorcerer Heritage Your innate magic derives from infernal ancestors. Your blood is thick with their power, allowing you to exhibit a variety of abilities. **Prerequisite:** Sorcerer level 1st **Benefit:** You gain a bonus on saves against fire and poison equal to the number of infernal sorcerer heritage feats you possess. When you use a conjuration (summoning) spell to summon an evil outsider, you gain a +2 bonus to your caster level. ``` @@ --- Feat: Infernal Sorcerer Howl Tags: Summ: You channel the fury of your infernal ancestors into a thunderous roar that blasts your enemies with sonic power. Prereq: Infernal Sorcerer Heritage, sorcerer level 1st --- !! ``` ## Infernal Sorcerer Howl You channel the fury of your infernal ancestors into a thunderous roar that blasts your enemies with sonic power. **Prerequisite:** Infernal Sorcerer Heritage, sorcerer level 1st **Benefit:** By expending one of your spell slots, you create a 30-foot cone of sonic energy. All opponents within the cone take 2d6 points of damage per level of the spell slot expended. Each target can attempt a Fortitude save (DC 10 + the level of the spell slot expended + your Cha modifier) for half damage. This is a supernatural ability. ``` @@ --- Feat: Infernal Sorcerer Resistance Tags: Summ: You are as tough and resilient as an infernal monstrosity, allowing you to shrug off acid and cold damage. Prereq: Infernal Sorcerer Heritage, sorcerer level 1st --- !! ``` ## Infernal Sorcerer Resistance You are as tough and resilient as an infernal monstrosity, allowing you to shrug off acid and cold damage. **Prerequisite:** Infernal Sorcerer Heritage, sorcerer level 1st **Benefit:** You gain resistance to acid and resistance to cold equal to the total number of infernal sorcerer heritage feats you have. ``` @@ --- Feat: Inhuman Reach Tags: Aberrant Summ: Your arms elongate, allowing you to touch the floor with your hands. In addition, you can bend them in strange and natural ways. The arms may vary in appearance, perhaps seeming scaly and snakelike, or slimy like tentacles; conversely, they may resemble normal but longer arms with a second elbow joint. Unless you wear a large cloak to conceal these deformities, you are disturbing to behold. Prereq: Aberration Blood --- !! ``` ## Inhuman Reach (Aberrant) Your arms elongate, allowing you to touch the floor with your hands. In addition, you can bend them in strange and natural ways. The arms may vary in appearance, perhaps seeming scaly and snakelike, or slimy like tentacles; conversely, they may resemble normal but longer arms with a second elbow joint. Unless you wear a large cloak to conceal these deformities, you are disturbing to behold. **Prerequisite:** Aberration Blood **Benefit:** You gain an additional 5 feet of reach. For most Small and Medium creatures, this benefit increases natural reach to 10 feet. If you already have a reach of more than 5 feet for some reason, this feat extends your reach by another 5 feet. As described on page 112 of the _Player's Handbook_, a reach weapon doubles your normal reach; for example, if you have this feat and you wield a longspear, you can attack targets 15 or 20 feet away. Your elongated arms also grant you a +2 bonus on Climb checks. **Special:** Due to the disfigured nature of your new limbs, you take a –1 penalty on all melee attack rolls. ``` @@ --- Feat: Inhuman Vision Tags: Aberrant Summ: You possess the inhuman eyes of some strange creature. They might look segmented or larger or without pupils. You might even have eyestalks. Prereq: Aberration Blood --- !! ``` ## Inhuman Vision (Aberrant) You possess the inhuman eyes of some strange creature. They might look segmented or larger or without pupils. You might even have eyestalks. **Prerequisite:** Aberration Blood **Benefit:** You gain a racial bonus on Perception checks equal to the number of aberrant feats you possess. The range of your darkvision improves by 5 feet for every aberrant feat that you possess. If you do not already have darkvision, you gain darkvision out to 5 feet for each aberrant feat you possess. ``` @@ --- Feat: Initiate Of Aasterinian Tags: Initiate Summ: You live for the moment, reveling in new experiences without fear of consequence. Prereq: Cleric level 3rd, dragonblood subtype, deity Aasterinian --- !! ``` ## Initiate Of Aasterinian (Initiate) You live for the moment, reveling in new experiences without fear of consequence. **Prerequisite:** Cleric level 3rd, dragonblood subtype, deity Aasterinian **Benefit:** Add Bluff, Disguise, Speak Language, and Sleight of Hand to your list of cleric class skills. If you are a spellscale (see _Races of the Dragon_), you also gain a +2 competence bonus on Bluff, Disguise, and Sleight of Hand checks. In addition, you add the following spells to your cleric spell list. 1st _Expeditious Retreat_: Your speed increases by 30 ft. 2nd _Soul of Anarchy_: 4th _Invisibility, Greater_: 6th _Shadow Walk_. ``` @@ --- Feat: Initiate Of Anhur Tags: Initiate Summ: You have been initiated into the greatest secrets of Anhur's church. Prereq: Cleric or ranger 5th, patron deity Anhur --- !! ``` ## Initiate Of Anhur (Initiate) *You have been initiated into the greatest secrets of Anhur's church.* **Prerequisite:** Cleric or ranger 5th, patron deity Anhur **Benefit:** You take no penalty on Perception checks for being distracted or asleep. You can make attacks of opportunity when you are flat-footed as though you had the Combat Reflexes feat. You do not gain extra attacks of opportunity in a round from this ability. In addition, you add the following spells to your cleric or ranger spell list. 1st - _bless weapon_. 2nd - _spiritual weapon_ (ranger only), _thunderstroke_. **Special:** A distracted or sleeping character makes Perception checks with a -5 or -10 penalty, respectively. ``` @@ --- Feat: Initiate Of Arvoreen Tags: Initiate Summ: You have been initiated into the greatest secrets of Arvoreen's church. Prereq: Halfling subtype, cleric or paladin 4th, patron deity Arvoreen. --- !! ``` ## Initiate Of Arvoreen (Initiate) You have been initiated into the greatest secrets of Arvoreen's church. **Prerequisite:** Halfling subtype, cleric or paladin 4th, patron deity Arvoreen. **Benefit:** Add Hide and Move Silently to your list of cleric or paladin class skills. In addition, you add the following spells to your cleric or paladin spell list. 1st - _enlarge person, low-light vision, message_. 3rd - _blade thirst, safe clearing_ ``` @@ --- Feat: Initiate Of Astilabor Tags: Initiate Summ: 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. Prereq: Cleric level 3rd, dragonblood subtype, deity Astilabor --- !! ``` ## Initiate Of Astilabor (Initiate) *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.* **Prerequisite:** Cleric level 3rd, dragonblood subtype, deity Astilabor **Benefit:** Add Disable Device, Open Lock, and Search to your list of cleric class skills. In addition, you add the following spells to your cleric spell list. 1st _Hoard_ _Gullet_ 2nd _Knock_ 3rd _Nondetection_ 7th _Sequester_ ``` @@ --- Feat: Initiate Of Bahamut Tags: Initiate Summ: The Platinum Dragon has entrusted you with great power in the battle against evil. Prereq: Cleric level 3rd. dragonblood subtype, deity Bahamas. --- !! ``` ## Initiate Of Bahamut (Initiate) *The Platinum Dragon has entrusted you with great power in the battle against evil.* **Prerequisite:** Cleric level 3rd. dragonblood subtype, deity Bahamas. **Benefit:** Once per day, you can smite evil (as the paladin class feature, Ph 44), using your cleric level as your paladin level. If you have the ability to smite evil from another class, your cleric levels and levels in that class stack for the purpose of determining the extra damage dealt by your smite evil ability. If you are a dragonborn you can instead smite evil twice per day. In addition, you add the following spells to your cleric spell list. 1st _Feather_ _Fall_ 3rd _Wingblast_ 5th _Lord_ _of_ _the_ _Sky_ 7th _Aspect_ _of_ _the Platinum Dragon_ ``` @@ --- Feat: Initiate Of Bane Tags: Initiate Summ: You have been initiated into the greatest secrets of Bane's church. Prereq: Cleric level 5th, patron deity Bane. --- !! ``` ## Initiate Of Bane (Initiate) You have been initiated into the greatest secrets of Bane's church. **Prerequisite:** Cleric level 5th, patron deity Bane. **Benefit:** You gain frightful presence - the ability to strike fear into your opponents with your hostile actions. When you attack or charge, each enemy within 30 feet of you must make a successful Will save (DC 10+ 1/2 your cleric level + your Charisma modifier) or become shaken for 1d4 rounds. In addition, you may add the following spells to your cleric spell list. **Level** 3rd _Mystic Lash_ 5th _Battletide_ 6th _Stone Walk_ 7th _Undeath after Death_ ``` @@ --- Feat: Initiate Of Baravar Cloakshadow Tags: Initiate Summ: You have been initiated into the greatest secrets of Baravar Cloakshadow's church. Prereq: Koth subtype, cleric or paladin 4th, patron deity Baravar CloakShadow --- !! ``` ## Initiate Of Baravar Cloakshadow (Initiate) *You have been initiated into the greatest secrets of Baravar Cloakshadow's church.* **Prerequisite:** Koth subtype, cleric or paladin 4th, patron deity Baravar CloakShadow **Benefit:** You can spend a turn/rebuke attempt as a standard action to recognize all visible illusion effects within 60 feet of you. If the illusion has a save entry that includes "disbelief" (such as _silent image_), you are immediately awarded an automatically successful save against that illusion. Illusions that have no visible effect (such as _invisibility_) are not revealed by this action. In addition, you add the following spells to your cleric or paladin spell list. 1st - _camouflage_ 2nd - _invisibility, swift invisibility_ 3rd - _displacement_. 4th - _dimension door_. ``` @@ --- Feat: Initiate Of Cyric Tags: Initiate Summ: You have been initiated into the greatest secrets of Cyric's church. Prereq: Cleric level 3rd, patron deity Cyric. --- !! ``` ## Initiate Of Cyric (Initiate) *You have been initiated into the greatest secrets of Cyric's church.* **Prerequisite:** Cleric level 3rd, patron deity Cyric. **Benefit:** You gain complete immunity to normal and magical fear. In addition, you may add the following spells to your cleric spell list. 2nd _Black Talon_ 4th _Dread Blast_ 4th _Skull of Secrets_ 5th _Skull Eyes_ 7th _Triple Mask_ ``` @@ --- Feat: Initiate Of Eilistraee Tags: Initiate Summ: You have been initiated into the greatest secrets of Eilistraee's church. Prereq: Drow or half-drow, cleric or ranger 4th, patron deity Eilistraee. --- !! ``` ## Initiate Of Eilistraee (Initiate) *You have been initiated into the greatest secrets of Eilistraee's church.* **Prerequisite:** Drow or half-drow, cleric or ranger 4th, patron deity Eilistraee. **Benefit:** Once per day, you can spend one of the daily uses of your racial spell-like abilities (dancing lights, darkness, or faerie fire) to produce a magic missile effect (caster level equals class level). In addition, you add the following spells to your cleric or ranger spell list. 1st - _Eilistraee's moonfire_ 3rd - _lesser spellsong_ 6th - _spellsong_ ``` @@ --- Feat: Initiate Of Falazure Tags: Initiate Summ: Your celebration of death and decay has opened up new magical secrets involving the living and undead. Prereq: Cleric level 3rd, dragonblood subtype, deity Falazure --- !! ``` ## Initiate Of Falazure (Initiate) *Your celebration of death and decay has opened up new magical secrets involving the living and undead.* **Prerequisite:** Cleric level 3rd, dragonblood subtype, deity Falazure **Benefit:** When you cast an inflict spell on an undead creature, you add the spell's level to the damage healed by the spell. In addition, you add the following spells to your cleric spell list. 1st _Rot of Ages_ 3rd _Vampiric_ _Touch_ 5th _Waves of Fatigue_ 7th _Waves of Exhaustion_ ``` @@ --- Feat: Initiate Of Garyx Tags: Initiate Summ: You channel the cleansing fire of destruction, as wielded by your deity. Prereq: Cleric level 5th, dragonblood subtype, deity Garyx --- !! ``` ## Initiate Of Garyx (Initiate) *You channel the cleansing fire of destruction, as wielded by your deity.* **Prerequisite:** Cleric level 5th, dragonblood subtype, deity Garyx **Benefit:** Once per day, you can apply the effect of the Empower Spell metamagic feat to any fire spell you cast without adjusting the spell's level or casting time. The maximum level of spell that you can affect with this ability is equal to one-third your caster level. In addition, you add the following spells to your cleric spell list. 2nd _Flaming Sphere_: 4th _Ferocity of Sanguine Rage_ 6th _Dragonshape, Lesser_ 7th _Haze of Smoldering Stone_ ``` @@ --- Feat: Initiate Of Ghaunadaur Tags: Initiate Summ: You have learned the dread secrets of the god of oozes, slimes, jellies, and outcasts. Prereq: Cleric level 3rd, patron deity Ghaunadaur. --- !! ``` ## Initiate Of Ghaunadaur (Initiate) *You have learned the dread secrets of the god of oozes, slimes, jellies, and outcasts.* **Prerequisite:** Cleric level 3rd, patron deity Ghaunadaur. **Benefit:** You can command or rebuke oozes as an evil cleric commands or rebukes undead. You can use this supernatural ability a number of times per day equal to 3 + your Cha modifier. In addition, you add the following spells to your cleric spell list. 1st - _Corrosive Grasp_ 2nd - _Blindsight_ 3rd - _Amorphous Form_ 5th - _Slime Hurl_ 7th - _Mantle of the Slime Lord_ ``` @@ --- Feat: Initiate Of Gruumsh Tags: Initiate Summ: The singular eye of the great ore god Gruumsh watches over you. Prereq: Orc subtype, ability to cast 2nd-level divine spells, patron deity Gruumsh. --- !! ``` ## Initiate Of Gruumsh (Initiate) *The singular eye of the great ore god Gruumsh watches over you.* **Prerequisite:** Orc subtype, ability to cast 2nd-level divine spells, patron deity Gruumsh. **Benefit:** Once per day, as a swift action, you can cast any cure spell you have prepared, or you can spontaneously cast an inflict spell. In addition, you add the following spells to your divine spellcaster list. If you have more than one divine spellcasting class before taking this feat, you must decide to which class's spell list to add the spells. 2nd - _Battle Line_ 3rd - _Bloodspear_ 5th - _Pocket Cave_ 6th - _Eyebite_ 7th - _Waves of Exhaustion_ ``` @@ --- Feat: Initiate Of Gond Tags: Initiate Summ: You have been initiated into the greatest secrets of Gond's church. Prereq: Cleric level 1st, patron deity Gond. --- !! ``` ## Initiate Of Gond (Initiate) *You have been initiated into the greatest secrets of Gond's church.* **Prerequisite:** Cleric level 1st, patron deity Gond. **Benefit:** You may add Disable Device and Open Lock to your list of cleric class skills. In addition, you may add the following spells to your cleric spell list. 1st _Wieldskill_ 3rd _Understand Device_ 6th _Fantastic Machine_ Special: The _fantastic machine_ spell also appears on the Craft domain list. With this feat, you can cast it as a regular cleric spell, not just a domain spell. ``` @@ --- Feat: Initiate Of Helm Tags: Initiate Summ: You have been initiated into the greatest secrets of Helm's church. Prereq: Cleric or paladin level 5th, patron deity Helm. --- !! ``` ## Initiate Of Helm (Initiate) *You have been initiated into the greatest secrets of Helm's church.* **Prerequisite:** Cleric or paladin level 5th, patron deity Helm. **Benefit:** You can make attacks of opportunity when you are flat-footed, as though you had the Combat Reflexes feat. You do not gain additional attacks of opportunity in 1 round. In addition, you may add the following spells to your cleric or paladin spell list. 2nd _Warning_ 3rd _Forceward_ 3rd _Mace of Odo_ ``` @@ --- Feat: Initiate Of Hlal Tags: Initiate Summ: Fueled by faith in your deity, your audacity and bravery truly know no bounds. Prereq: Cleric level 5th, dragonblood subtype, deity Hlal --- !! ``` ## Initiate Of Hlal (Initiate) *Fueled by faith in your deity, your audacity and bravery truly know no bounds.* **Prerequisite:** Cleric level 5th, dragonblood subtype, deity Hlal **Benefit:** Three times per day, you can add your caster level as a bonus on any Escape Artist check or any grapple check made to avoid or escape a grapple. You must choose to use this ability before you roll the check. If you have the Bardic performance class feature, you can use your Bardic performance one additional time per day. In addition, you add the following spells to your cleric spell list. 2nd _Tasha's Hideous Laughter_ 3rd _Dragonshape,_ _Least_ 6th _Heroism, Greater_ 8th _Mind of the Labyrinth_ ``` @@ --- Feat: Initiate Of Horus-Re Tags: Initiate Summ: You have been initiated into the greatest secrets of Horus-Re's church. Prereq: Cleric, paladin, or ranger 4th, patron deity Horus-Re. --- !! ``` ## Initiate Of Horus-Re (Initiate) *You have been initiated into the greatest secrets of Horus-Re's church.* **Prerequisite:** Cleric, paladin, or ranger 4th, patron deity Horus-Re. **Benefit:** Once per day, you can use wild shape (as the druid ability) to take the shape of a hawk for 1 hour. This is a supernatural ability. In addition, you add the following spells to your cleric, paladin, or ranger spell list. 1st - _command_, _disk of solar vengeance_, _herald's call_ 2nd - _stormvoice_ 3rd - _righteous fury_, _searing light_ ``` @@ --- Feat: Initiate Of Io Tags: Initiate Summ: Your deity has entrusted you with the responsibility of tending to dragonkind. Prereq: Cleric level 3rd, dragonblood subtype, deity Io --- !! ``` ## Initiate Of Io (Initiate) Your deity has entrusted you with the responsibility of tending to dragonkind. **Prerequisite:** Cleric level 3rd, dragonblood subtype, deity Io **Benefit:** You gain a +2 competence bonus on saves against effects created by dragons and creatures of the dragonblood subtype. This includes spells, spell-like abilities, supernatural abilities, or any other effect with a saving throw DC. (If you have the draconic or half-dragon template, this bonus improves to +4.) You can treat your cleric levels as sorcerer levels for the purpose of qualifying for draconic teats. In addition, you add the following spells to your cleric spell list. 1st _Detect_ _Dragonblood_ 2nd _Dragoneye Rune_ 2nd _Magic of the Dragonheart_ 7th _Kiss of Draconic Defiance_ ``` @@ --- Feat: Initiate Of Ilmater Tags: Initiate Summ: You have been initiated into the greatest secrets of Ilmater's church. Prereq: Cleric or paladin level 7th, patron deity Ilmater. --- !! ``` ## Initiate Of Ilmater (Initiate) *You have been initiated into the greatest secrets of Ilmater's church.* **Prerequisite:** Cleric or paladin level 7th, patron deity Ilmater. **Benefit:** When you cast any cure spell that would cure more damage than the target has taken, the target gains the excess as temporary hit points. You can bestow a number of temporary hit points equal to the target's Hit Dice ×3 in this manner. These temporary hit points last up to 1 hour. A creature that currently has any of these temporary hit points also gains a +2 sacred bonus on Fortitude saves and a +2 sacred bonus on checks made to resist being bull rushed or tripped. These bonuses end when the last temporary hit point is lost or expires. In addition, you may add the following spells to your cleric or paladin spell list. 4th _Favor of Ilmater_ 4th _Glory of the Martyr_ 4th _Pact of Martyrdom_ ``` @@ --- Feat: Initiate Of Kossuth Tags: Initiate Summ: You have faced the fierce elemental flame and unlocked some of the secrets of Kossuth's church. Prereq: Cleric level 3rd, patron deity Kossuth. --- !! ``` ## Initiate Of Kossuth (Initiate) *You have faced the fierce elemental flame and unlocked some of the secrets of Kossuth's church.* **Prerequisite:** Cleric level 3rd, patron deity Kossuth. **Benefit:** All fire elementals that you summon using the summon monster spells have +2 hit points per die (instead of average hit points). In addition, you add the following spells to your cleric spell list. 2nd - _Aganazzar's Scorcher_ 4th - _Fire Stride_ 5th - _Shroud of Flame_ 8th - _Incendiary Cloud_ ``` @@ --- Feat: Initiate Of Lathander Tags: Initiate Summ: You have been initiated into the greatest secrets of Lathander's church. Prereq: Cleric level 1st, patron deity Lathander. --- !! ``` ## Initiate Of Lathander (Initiate) *You have been initiated into the greatest secrets of Lathander's church.* **Region**:: Cleric level 1st, patron deity Lathander. **Benefit:** You can spontaneously cast any spell on your spell list that has the light descriptor or the word light in its name, including _light, daylight_, and _searing light_. This ability works like spontaneously casting cure spells does. In addition, you may add the following spells to your cleric spell list. 1st _Rosemantle_ 3rd _Sunrise_ 5th _Shield of Lathander_ 7th _Shield of Lathander, Greater_ 9th _Undeath's Eternal Foe_ ``` @@ --- Feat: Initiate Of Lendys Tags: Initiate Summ: Your dedication to justice grants you the ability to ferret out and punish wrongdoers. Prereq: Cleric level 3rd, dragonblood subtype, deity Lendys --- !! ``` ## Initiate Of Lendys (Initiate) *Your dedication to justice grants you the ability to ferret out and punish wrongdoers.* **Prerequisite:** Cleric level 3rd, dragonblood subtype, deity Lendys **Benefit:** Add Diplomacy and Sense Motive to your list of cleric class skills. You gain a +1 competence bonus on Gather Information and Sense Motive checks. In addition, you add the following spells to your cleric spell list. 2nd _Detect Thoughts_ 2nd _Soul_ _of Order_ 4th _Geas, Lesser_ 5th _Hold Monster_ 7th _Justice of the Wyrm King_ ``` @@ --- Feat: Initiate Of Loviatar Tags: Initiate Summ: You have been initiated into the greatest secrets of Loviatar's church. Prereq: Cleric level 5th, patron deity Loviatar. --- !! ``` ## Initiate Of Loviatar (Initiate) *You have been initiated into the greatest secrets of Loviatar's church.* **Prerequisite:** Cleric level 5th, patron deity Loviatar. **Benefit:** The first time you take damage in any combat, you gain a +1 morale bonus on attack rolls and saves against fear effects for 1 minute per cleric level. In addition, you add the following spells to your cleric spell list: 2nd _Nybor's Gentle Reminder_ 3rd _Mystic Lash_ 5th _Fleshshiver_ ##Initiate Of Malar (Initiate) *You have been initiated into the greatest secrets of Malar's church.* **Prerequisite:** Cleric or druid level 3rd, patron deity Malar. **Benefit:** When you use a _summon monster_ or _summon nature's ally_ spell to summon a natural or fiendish animal, the animal gains a +4 enhancement bonus to its Strength and Constitution scores, as though you possessed the Augment Summoning feat. In addition, you may add the following spells to your cleric or druid spell list. 2nd _Spectral Stag_ 3rd _Possess Animal_ 4th _Strength of the Beast_ ``` @@ --- Feat: Initiate Of Milil Tags: Initiate Summ: You have been initiated into the greatest secrets of Milil's church. Prereq: Cleric or paladin 4th, Perform (any) 3 ranks, patron deity Milil. --- !! ``` ## Initiate Of Milil (Initiate) *You have been initiated into the greatest secrets of Milil's church.* **Prerequisite:** Cleric or paladin 4th, Perform (any) 3 ranks, patron deity Milil. **Benefit:** Your bard, cleric, and paladin levels stack for the purpose of determining which kinds of Bardic performance you can use but not any other effect related to Bardic performance). You must still meet the Perform skill rank requirement to use various kinds of Bardic performance. In addition, you add the following spells to your cleric or paladin spell list. 1st - _harmony_ 2nd - _dispel silence_ 3rd - _reveille_ ``` @@ --- Feat: Initiate Of Mystra Tags: Initiate Summ: You have been initiated into the greatest secrets of Mystra's church. Prereq: Cleric level 3rd, patron deity Mystra. --- !! ``` ## Initiate Of Mystra (Initiate) *You have been initiated into the greatest secrets of Mystra's church.* **Prerequisite:** Cleric level 3rd, patron deity Mystra. **Benefit:** You can attempt to cast spells even within a dead magic zone or an _antimagic field_. In a dead magic zone, you must make a successful caster level check against a DC equal to 20 + the level of the spell you are trying to cast. In an _antimagic field_, you must make a successful caster level check against a DC equal to 11 + the caster level of the _antimagic field_. If this check is successful, your spell functions normally. In addition, you may add the following spells to your cleric spell list. 2nd _Spell Shield_ 3rd _Anyspell_ 5th _Spell Phylactery_ 6th _Anyspell, Greater_ 6th _Spellmantle_ 7th _Holy Star_ **Special:** The _anyspell_ and _greater anyspell_ spells also appear on the Spell domain list. With this feat, you can cast them as regular cleric spells, not just domain spells. ``` @@ --- Feat: Initiate Of Nature Tags: Initiate Summ: You have been initiated into the greatest secrets of Eldath's, Mielikki's, or Silvanus's church. Prereq: Cleric or druid level 5th, patron deity Eldath, Mielikki, or Silvanus. --- !! ``` ## Initiate Of Nature (Initiate) *You have been initiated into the greatest secrets of Eldath's, Mielikki's, or Silvanus's church.* **Prerequisite:** Cleric or druid level 5th, patron deity Eldath, Mielikki, or Silvanus. **Benefit:** You can rebuke or command animals or plant creatures as an evil cleric rebukes or commands undead. You can use this ability a number of times per day equal to 3 + your Charisma modifier. In addition, you may add the following spells to your cleric or druid spell fist. 3rd _Mold Touch_ 4th _Briartangle_ 4th _Thorn Spray_ 5th _Fireward_ 5th _Tree Healing_ ``` @@ --- Feat: Initiate Of Nobanion Tags: Initiate Summ: You have been initiated into the greatest secrets of Nobanion's church. Prereq: Cleric or paladin 4th, patron deity Nobanion. --- !! ``` ## Initiate Of Nobanion (Initiate) *You have been initiated into the greatest secrets of Nobanion's church.* **Prerequisite:** Cleric or paladin 4th, patron deity Nobanion. **Benefit:** You gain wild empathy (as the druid class feature), usable only on feline and part-feline animals or magical beasts (such as chimeras; dire lions, dire tigers, dragonnes, and manticores); your effective druid level for the purpose of making such checks is equal to the sum of your druid, ranger, cleric, and paladin class levels. You also gain the smite power, the supernatural ability to make a single melee attack once per day with a +4 bonus on the attack roll and a bonus on damage equal to the sum of your cleric, druid, ranger, and paladin levels, These bonuses only apply if the attack is made against a follower of Malar or an item of his church; if you accidentally smite a creature or object that doesn't meet this requirement, the smite has no effect but is still used. You must declare the smite attempt before making the attack. In addition, you add the following spells to your cleric or paladin spell list. 2nd - _lionheart_ 3rd - _summon nature's ally Ii_ (lion only). 4th - _shout_. ``` @@ --- Feat: Initiate Of Selune Tags: Initiate Summ: You have been initiated into the greatest secrets of Selûne's church. Prereq: Cleric, druid, hathran, or ranger level 3rd, patron deity Selûne. --- !! ``` ## Initiate Of Selune (Initiate) *You have been initiated into the greatest secrets of Selûne's church.* **Prerequisite:** Cleric, druid, hathran, or ranger level 3rd, patron deity Selûne. **Benefit:** You cast _augury_ and _divination_ spells at +5 caster level. In addition, you may add the following spells to your cleric, druid, Harper agent, hathran, or ranger spell list. 1st _Handfire_ 3rd _Moon Blade_ 4th _Strength of the Beast_ 4th _Wall of Moonlight_ 5th _Moon Path_ 5th _Moonweb_ ``` @@ --- Feat: Initiate Of Shar Tags: Initiate Summ: You have been initiated into the greatest secrets of Shar's church. Prereq: Able to cast 1st-level divine spells, patron deity Shar. --- !! ``` ## Initiate Of Shar (Initiate) *You have been initiated into the greatest secrets of Shar's church.* **Prerequisite:** Able to cast 1st-level divine spells, patron deity Shar. **Benefit:** You add Bluff and Hide to your list of class skills. In addition, you add the following spells to your divine spellcaster spell list. If you have more than one divine spellcasting class before taking this feat, you must decide which class has the additional spells added to its list. 1st - _Disguise Self_ 3rd - _Crushing Despair_ 4th - _Armor of Darkness_ 5th - _Darkbolt_ **Special:** The _armor of darkness_ and _darkbolt_ spells also appear on the Darkness domain list. With this feat, you can cast them as regular cleric spells, not just domain spells. ``` @@ --- Feat: Initiate Of Tamara Tags: Initiate Summ: You wield the twin powers of mercy and death in service to your draconic patron. Prereq: Cleric level 3rd, dragonblood subtype, deity Tamara --- !! ``` ## Initiate Of Tamara (Initiate) *You wield the twin powers of mercy and death in service to your draconic patron.* **Prerequisite:** Cleric level 3rd, dragonblood subtype, deity Tamara **Benefit:** When you cast a cure spell on a good-aligned creature, you add the spell's level to the damage healed. For example, if you cast cure moderate wounds, it heals the standard 2d8 + caster level points of damage, plus an extra 2 points of damage. In addition, you add the following spells to your cleric spell list. 0 _Disrupt Undead_ 1st _Chill_ _Touch_ 5th _Undying_ _Vigor_ 6th _Call_ _of_ _the_ _Twilight_ _Defender_ 7th _Sunbeam_ ``` @@ --- Feat: Initiate Of The Holy Realm Tags: Initiate Summ: You have been initiated into the greatest secrets of one of the faiths of the Holy Realm (Chauritea, Helm, Lathander, Seliûne, or Sune). Prereq: Cleric, paladin, or ranger 3rd of Chauntea, Helm, Lathander, Nobanion, Selûne, or Sune. --- !! ``` ## Initiate Of The Holy Realm (Initiate) *You have been initiated into the greatest secrets of one of the faiths of the Holy Realm (Chauritea, Helm, Lathander, Seliûne, or Sune).* **Prerequisite:** Cleric, paladin, or ranger 3rd of Chauntea, Helm, Lathander, Nobanion, Selûne, or Sune. **Benefit:** You get a +1 sacred bonus on all saving throws while within the Holy Realm or on a quest specifically dedicated to supporting the Holy Realm. In addition, you add the following spells to your cleric, paladin, or ranger spell list. 1st - _alarm, handfire, horrible taste, rosemantle_ 2nd - _lionheart, love bite, warning_ ``` @@ --- Feat: Initiate Of Tiamat Tags: Initiate Summ: Your homage to the creator of evil dragonkind has been rewarded with physical and mental power. Prereq: Cleric level 5th, dragonblood subtype, deity Tiamat --- !! ``` ## Initiate Of Tiamat (Initiate) *Your homage to the creator of evil dragonkind has been rewarded with physical and mental power.* **Prerequisite:** Cleric level 5th, dragonblood subtype, deity Tiamat **Benefit:** Add Intimidate to your list of cleric class skills. When you make a melee attack against a creature that is shaken, frightened, or panicked, you deal an extra 1d6 points of damage. In addition, you add the following spells to your cleric spell list. 1st _Charm Person_ 4th _Curse of the Elemental Lords_ 5th _Dominate Person_ 7th _Glorious Master of the Elements_ 8th _Aspect of the Chromatic Dragon_ ``` @@ --- Feat: Initiate Of Torm Tags: Initiate Summ: You have been initiated into the greatest secrets of Torm's church. Prereq: Cleric or paladin 4th, patron deity Torm. --- !! ``` ## Initiate Of Torm (Initiate) *You have been initiated into the greatest secrets of Torm's church.* **Prerequisite:** Cleric or paladin 4th, patron deity Torm. **Benefit:** You gain the smite power, the supernatural ability to make a single melee attack once per day with a +4 bonus on the attack roll and a bonus on damage equal to the sum of your cleric, druid, ranger, and paladin levels. These bonuses only apply if the attack is made against a follower of Bane or Cyric (including former incarnations or variants of those deities, such as Bhaal, Myrkul, or Xvim); if you accidentally smite a creature that doesn't meet this requirement the smite has no effect but is still used. You must declare the smite attempt before making the attack. In addition, you add the following spells to your cleric or paladin spell list. 1st - _bless weapon_ (cleric only), _command_ (paladin only). 4th - _hand of Torm_ ``` @@ --- Feat: Initiate Of Tyr Tags: Initiate Summ: You have been initiated into the greatest secrets of Tyr's church. Prereq: Cleric level 7th, patron deity Tyr, War domain. --- !! ``` ## Initiate Of Tyr (Initiate) You have been initiated into the greatest secrets of Tyr's church. **Prerequisite:** Cleric level 7th, patron deity Tyr, War domain. **Benefit:** You gain a +1 bonus on all damage rolls when attacking with a longsword. In addition, you may add the following spells to your cleric spell list. 4th _Sword and Hammer_ 6th _Sword and Hammer, Greater_ ``` @@ --- Feat: Initiate Of Tymora Tags: Initiate Summ: You have been initiated into the greatest secrets of Timor's church. Prereq: Cleric or ranger 4th, patron deity Timor. --- !! ``` ## Initiate Of Tymora (Initiate) *You have been initiated into the greatest secrets of Timor's church.* **Prerequisite:** Cleric or ranger 4th, patron deity Timor. **Benefit:** Once per day, you can add a +5 luck bonus on any attack roll, saving throw, skill check, or ability check you have just made before the DM declares whether the roll results in success or failure. If you have the Luck domain and you use that domain's power to reroll this attack, save, or check, the luck bonus applies to the reroll as well. In addition, you add the following spells to your cleric or ranger spell list. 1st - _Fleeting fortune_ 2nd - _favor of Timor_ ``` @@ --- Feat: Initiate Of Varae Tags: Initiate Summ: You fervently worship Varied, the serpentine goddess, and guard well the secrets of your faith. Prereq: Examiner, cleric level 3rd, patron deity Varied. --- !! ``` ## Initiate Of Varae (Initiate) *You fervently worship Varied, the serpentine goddess, and guard well the secrets of your faith.* **Prerequisite:** Examiner, cleric level 3rd, patron deity Varied. **Benefit:** Once per day, as a standard action, you can transform your skin into shimmering emerald scales. The scales absorb magic missile damage as the shield spell, and they enable you to pass through walls of force as if they weren't there. The emerald scales last for 1 minute per character level. This is a= supernatural ability. In addition, you add the following spells to your cleric spell list. 2nd - _Blinding Spittle_ 4th - _Serpent Arrows_ 6th - _Veil_ 8th - _Animal Shapes_ ``` @@ --- Feat: Innate Spell Tags: Summ: You have mastered a spell so thoroughly that you can now use it as a spell-like ability. Prereq: Quicken Spell, Silent Spell, Still Spell --- !! ``` ## Innate Spell You have mastered a spell so thoroughly that you can now use it as a spell-like ability. **Prerequisite:** Quicken Spell, Silent Spell, Still Spell **Benefit:** Choose any spell you can cast. You can now cast this spell at will as a spell-like ability once per round. One spell slot eight levels higher than the innate spell is permanently used to power it, and any XP cost for the innate spell is paid each time you use it. As well, you must have any focus required by the spell in order to use it as a spell-like ability, and if the innate spell has a costly material component, you must use an item worth 50 times that cost as a focus. Since an innate spell is a spell-like ability and not an actual spell, a cleric can’t lose it to spontaneously cast a _cure_ or _inflict_ spell. As well, spellcasters who become unable to cast spells of the level of the spell slot used to power the innate spell become unable to use the spell-like ability. **Special:** You can choose this feat more than once, selecting another spell and paying the spell slot, focus, and material components costs each time. ``` @@ --- Feat: Inquisitor Tags: Psionic Summ: You know when others lie. Prereq: Wis 13 --- !! ``` ## Inquisitor (Psionic) You know when others lie. **Prerequisite:** Wis 13 **Benefit:** To use this feat, you must expend your psionic focus. You gain a +10 bonus on a Sense Motive check to oppose a Bluff check. You must decide whether or not to use this feat prior to making a Sense Motive check. If your check fails, or if the opponent isn’t lying, you still expend your psionic focus. ``` @@ --- Feat: Insane Defiance Tags: Vile Summ: You adopt insanity as a shield to turn effects that target your mind against those around you. Prereq: Base Will save +5. --- !! ``` ## Insane Defiance (Vile) *You adopt insanity as a shield to turn effects that target your mind against those around you.* **Prerequisite:** Base Will save +5. **Benefit:** As an immediate action, whenever you are the target of a mind-affecting spell or spell-like ability, you can take 1 point of Wisdom damage to retarget the effect to another creature of your choice within the effect's range. The new target takes a –4 circumstance penalty on its saving throw, if any, against that effect. **Special:** If you cannot take ability damage, you cannot select this feat. ``` @@ --- Feat: Inscribe Rune Tags: Item Creation Summ: You can craft magic runes from your divine spells Prereq: Int 13, appropriate Craft skill, divine spellcaster level 3rd. --- !! ``` ## Inscribe Rune (Item Creation) *You can craft magic runes from your divine spells* **Prerequisite:** Int 13, appropriate Craft skill, divine spellcaster level 3rd. **Benefit:** You can cast any divine spell you have access to as a rune. You must have prepared the spell to be scribed and must provide any material components or focuses the spell requires. If casting the spell would reduce your XP total, you pay that cost upon beginning the rune in addition to the XP cost for making the rune itself. Likewise, material components are consumed when you begin writing the rune, but focuses are not. See Rune Magic in Chapter 2 of the Forgotten Realms Campaign Setting for details on runes and rune magic. A single object of Medium size or smaller can hold only one rune. A larger object can hold one rune per 25 square feet of surface area. Runes cannot be placed on creatures, although they can be drawn on equipment a creature carries. The rune has a price equal to its spell level x caster level x 50 gp. (A 0-level spell counts as 1/2 level.) You must spend 1/25 of the price in XP and use up raw materials costing one-half the price to inscribe the rune. ``` @@ --- Feat: Inside Connection Tags: Summ: Choose a specific organization, such as a town's militia, a particular church, a guild, or one of the illumian cabals (see Chapter 3). You have strong personal connections within that organization, as well as insight into its membership. Prereq: You gain a +4 circumstance bonus on Bluff, Diplomacy, Gather Information, Knowledge (local), and Sense Motive checks made in conjunction with that organization. --- !! ``` ## Inside Connection *Choose a specific organization, such as a town's militia, a particular church, a guild, or one of the illumian cabals (see Chapter 3). You have strong personal connections within that organization, as well as insight into its membership.* **Benefit:** You gain a +4 circumstance bonus on Bluff, Diplomacy, Gather Information, Knowledge (local), and Sense Motive checks made in conjunction with that organization. **Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new organization. ``` @@ --- Feat: Insidious Magic Tags: Metamagic Summ: *Prerequisite:* Shadow Weave Magic. Prereq: Any Weave user who employs a divination spell (such as _detect magic_), spell-like ability, or magic item that could detect the magical aura of one of your spells must make a successful level check (DC 11 + your caster level) to succeed. Similarly, a Weave user attempting to reveal the effects of one of your spells via a divination spell (such as _see invisibility_) must make a caster level check to succeed. The Weave user may check only once for each divination spell used, no matter how many of your spell effects are operating in that area. All creatures employing spells or spell-like abilities are considered Weave users unless they possess the Shadow Weave Magic feat. --- !! ``` ## Insidious Magic (Metamagic) **Prerequisite:** Shadow Weave Magic. **Benefit:** Any Weave user who employs a divination spell (such as _detect magic_), spell-like ability, or magic item that could detect the magical aura of one of your spells must make a successful level check (DC 11 + your caster level) to succeed. Similarly, a Weave user attempting to reveal the effects of one of your spells via a divination spell (such as _see invisibility_) must make a caster level check to succeed. The Weave user may check only once for each divination spell used, no matter how many of your spell effects are operating in that area. All creatures employing spells or spell-like abilities are considered Weave users unless they possess the Shadow Weave Magic feat. This benefit does not extend to spells you cast from the schools of evocation or transmutation. ``` @@ --- Feat: Insightful Tags: Summ: You possess a magical understanding of the workings of arcane detection. Prereq: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—_detect magic,_ _detect secret doors, read magic_. --- !! ``` ## Insightful *You possess a magical understanding of the workings of arcane detection.* **Benefit:** An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—_detect magic,_ _detect secret doors, read magic_. ``` @@ --- Feat: Insightful Divination Tags: Summ: Casting a divination spell grants you an uncanny insight into danger. Prereq: Spell Focus (divination) or diviner level 1st --- !! ``` ## Insightful Divination *Casting a divination spell grants you an uncanny insight into danger.* **Prerequisite:** Spell Focus (divination) or diviner level 1st **Benefit:** When you cast a divination spell, you gain an insight bonus equal to the spell's level + 1 on initiative checks and an equal insight bonus on the first save you make within the next 24 hours. After you roll this saving throw, you lose the benefit of both bonuses until you cast another divination spell. If you cast a second divination spell when the first benefit is still active, you choose whether to retain your existing bonus or take the new one granted by the second spell. **Special:** A diviner can select this feat as a wizard bonus feat. ``` @@ --- Feat: Inspirational Leadership Tags: Leader Summ: Your cohort and followers are exceptionally faithful to your cause. Prereq: Cha 17, Leadership --- !! ``` ## Inspirational Leadership (Leader) *Your cohort and followers are exceptionally faithful to your cause.* **Prerequisite:** Cha 17, Leadership **Benefit:** As long as their morale is already no worse than normal, the cohort and followers you gain from the Leadership feat always begin combat in a heartened condition. (A heartened character gains a +1 morale bonus on Will saves against fear effects, including morale checks.) If your cohort or followers are already shaken or worse at the start of a battle, the benefit of this feat does not apply. You also gain a +5 bonus on rally checks made to rally the cohort and/or followers you have gained from the Leadership feat. ``` @@ --- Feat: Inspire Spellpower Tags: Bardic Music Summ: You can use your Bardic performance to increase the power of your allies’ spells. Prereq: Perform (any one) 8 ranks, Bardic performance --- !! ``` ## Inspire Spellpower (Bardic Music) *You can use your Bardic performance to increase the power of your allies’ spells.* **Prerequisite:** Perform (any one) 8 ranks, Bardic performance **Benefit:** You gain an additional Bardic performance ability called inspire spellpower. _Inspire Spellpower (Su):_ As a standard action, you can use music or poetics to inspire the spellcasting of allied spellcasters, making their spells more powerful. To be affected, an ally must be able to hear you perform. The effect lasts for as long as the ally hears you sing and for 5 rounds thereafter. The affected allies’ effective caster level is increased by 1. You cannot inspire spellpower in yourself. Inspire spellpower is a mind-affecting ability. **Special:** Inspire spellpower follows all the normal rules of the Bardic performance ability, including using one of the character's daily uses of the ability. ``` @@ --- Feat: Instant Clarity Tags: Psionic Summ: You have sharpened your concentration to the point that you can focus your psionic abilities with just an instant's thought. Prereq: Concentration 7 ranks. --- !! ``` ## Instant Clarity (Psionic) *You have sharpened your concentration to the point that you can focus your psionic abilities with just an instant's thought.* **Prerequisite:** Concentration 7 ranks. **Benefit:** You can take a swift action to become psionically focused after successfully initiating a martial strike. You can use this ability three times per day. **Normal**:: A character without this feat must take a fullround action to become psionically focused. **Special:** Instant Clarity can be used in place of the Psionic Meditation feat to qualify for a feat, prestige class, or other special ability. You can take both this feat and Psionic Meditation. ``` @@ --- Feat: Instantaneous Rage Tags: Summ: You activate your rage instantly. Prereq: Rage class feature --- !! ``` ## Instantaneous Rage *You activate your rage instantly.* **Prerequisite:** Rage class feature **Benefit:** You can enter a rage as an immediate action. Unlike most immediate actions, you can enter a rage while flat-footed. ``` @@ --- Feat: Instinctive Consummator Tags: Psionic Summ: You always make good on your threats. Prereq: Str 13, Power Attack, Cleave --- !! ``` ## Instinctive Consummator (Psionic) *You always make good on your threats.* **Prerequisite:** Str 13, Power Attack, Cleave **Benefit:** You must expend your psionic focus to use this feat. Whenever you threaten a living foe with a critical hit on a melee attack, you can choose to automatically confirm the critical hit. **Normal**:: All hits that threaten a critical hit must be confirmed with an additional successful attack roll. ``` @@ --- Feat: Instinctive Darkness Tags: Summ: After extensive training, you can negate light instinctively. Prereq: _Darkness_ as a spell-like ability --- !! ``` ## Instinctive Darkness *After extensive training, you can negate light instinctively.* **Prerequisite:** _Darkness_ as a spell-like ability **Benefit:** You can use your _darkness_ spell-like ability as an immediate action. This does not provoke attacks of opportunity. You also gain one extra daily use of your _darkness_ spell-like ability. **Normal**:: Using _darkness_ requires 1 standard action and provokes attacks of opportunity. ``` @@ --- Feat: Intensify Darkness Tags: Summ: By extending your effort, you can expand the area of your darkness spell-like ability. Prereq: _Darkness_ as a spell-like ability --- !! ``` ## Intensify Darkness *By extending your effort, you can expand the area of your darkness spell-like ability.* **Prerequisite:** _Darkness_ as a spell-like ability **Benefit:** If you spend a full-round action to use your _darkness_ spell-like ability, you create _deeper darkness_ instead. You also gain one extra daily use of your _darkness_ spell-like ability. ``` @@ --- Feat: Intimidating Rage Tags: Summ: Your rage engenders fear in your opponents. Prereq: Rage class feature --- !! ``` ## Intimidating Rage *Your rage engenders fear in your opponents.* **Prerequisite:** Rage class feature **Benefit:** While raging, you can demoralize creatures you threaten as a swift action. ``` @@ --- Feat: Intimidating Strike Tags: Summ: 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. Prereq: Intimidate 4 ranks --- !! ``` ## Intimidating Strike *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.* **Prerequisite:** Intimidate 4 ranks **Benefit:** When you use the attack action, you can make one attack at your highest base attack bonus. If they take damage, you can make an immediate Intimidate check as a free action to attempt to demoralize them. You gain a bonus on this check equal to one quarter your base attack bonus. **Special:** A fighter can select Intimidating Strike as one of his fighter bonus feats. ``` @@ --- Feat: Intuitive Attack Tags: Exalted Summ: You fight by faith more than brute strength. Prereq: Base attack bonus +1 --- !! ``` ## Intuitive Attack (Exalted) *You fight by faith more than brute strength.* **Prerequisite:** Base attack bonus +1 **Benefit:** With a simple weapon of your size or a natural weapon, you may use your Wisdom modifier instead of your Strength modifier on attack rolls. **Special:** A fighter may select Intuitive Attack as one of his fighter bonus feats. ``` @@ --- Feat: Inured To Energy Tags: Summ: You can resist energy attacks more efficiently than normal. Prereq: Resistance to the energy type you specify when taking the feat --- !! ``` ## Inured To Energy You can resist energy attacks more efficiently than normal. **Prerequisite:** Resistance to the energy type you specify when taking the feat **Benefit:** Your existing resistance to one type of energy increases by 10. You can use this feat only to enhance existing resistances, not to gain resistance to a new type of energy. For example, a demon can increase its resistance to acid, cold, or fire, but it cannot gain sonic resistance with this feat. **Special:** You can gain this feat multiple times. Its effects stack. Each time you take the feat, you can either apply it to another type of energy to which you already have resistance, or increase an existing resistance, to a maximum of 30. ``` @@ --- Feat: Invest Armor Tags: Psionic Summ: You can charge your armor with additional protective qualities. Prereq: Proficient with armor worn --- !! ``` ## Invest Armor (Psionic) *You can charge your armor with additional protective qualities.* **Prerequisite:** Proficient with armor worn **Benefit:** You can expend your psionic focus to increase the armor bonus of the armor that you're wearing by 3. Using this feat is an immediate action (it can be used on another creature's turn) in reaction to being the target of an attack. You must decide whether or not to use this feat before the result of your opponent's attack roll is determined. ``` @@ --- Feat: Investigate Tags: Summ: You can use the Search skill to find and analyze clues at the scene of a crime or a mystery. Prereq: This feat expands the way you can use the Search skill by allowing you to notice and analyze available clues in a specific area. This use of the Search skill is a fullround action. Clues are pieces of evidence that lead to the solution of a mystery. --- !! ``` ## Investigate You can use the Search skill to find and analyze clues at the scene of a crime or a mystery. **Benefit:** This feat expands the way you can use the Search skill by allowing you to notice and analyze available clues in a specific area. This use of the Search skill is a fullround action. Clues are pieces of evidence that lead to the solution of a mystery. Clues are physical and can be seen, heard, touched, smelled, or tasted. A clue stands out because it's not a normal feature of the area being searched. Examples of clues include a trampled flowerbed, a broken urn, a pin snapped off in a lock, a torn strip of cloak, a burnt scrap of scroll, or a brooch clutched in a dead man's fist. Add the following task to the list provided in the _Player's Handbook_ description of the Search skill. | **Task** | **Search DC** | | --------------- | ------------- | | **Find a clue** | 10 | So, in addition to using Search to find a certain item, notice a secret door, or find a footprint, you have the additional training and experience necessary to find clues of all sorts. Modify the Search DC according to the nature of the scene being examined, as indicated below. (This function of the Search skill doesn’t reveal clues when there are no clues to find.) | **Scene Condition** | | **Perception DC Modifier** | | ----------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------- | | **Undisturbed** | The scene has not been touched or contaminated in any way. | +0 | | **Disturbed**<br><br> | Someone or something has slightly and perhaps unintentionally contaminated the scene; for example, a book was picked up and put back or a guard walked cautiously across the area. | +5 | | **Greatly disturbed**<br><br> | Someone or something has massively and intentionally contaminated the scene; for example, the area has been cleaned and scrubbed, or the area was intentionally disturbed after the primary event occurred. | +10 | When a successful Search check turns up a clue, you can make a second check to discern patterns, analyze evidence, and draw conclusions about what occurred in a specific area. In other words, the first Search check lets you find something, and the second check allows you to figure out what you’ve found. You can make a DC 15 Search check to analyze a clue. By examining a body, you might determine whether the victim fought back or provided no struggle at all, or if claws, a weapon, or a spell killed the victim. By looking at a scorch mark on a wall, you might approximate the location of the spellcaster when the spell was cast. The DC for the check is modified by the time that has elapsed since the event occurred and how significant the clue is, as indicated below. All other rules concerning the Search skill otherwise apply. | **Circumstance** | **Example** | **DC Modifier** | | --------------------------------- | -------------------------------------------------------------------------------------------------------------------------- | --------------- | | **Each day past since event**<br> | <br>Maximum modifier +10 | +2 | | **Minor clue**<br><br> | Provides only a piece of the solution to a puzzle and requires additional data for the investigator to reach a conclusion. | +0 | | **Moderate clue**<br><br> | Provides significant data toward the solution of a puzzle and could lead to a conclusion without additional data. | +2 | | **Major clue** | Provides everything an investigator needs to solve a puzzle, even if the solution isn’t immediately obvious. | +5 | The DM should secretly make the second Search check to analyze a clue. If the check succeeds, the DM provides a truthful, objective analysis of the clue that can help the investigator reach a reasonable and logical conclusion. For example, analyzing a brooch clutched in the hand of a murdered dwarf (a major clue) reveals that it was torn from a blue cloak or tunic (it bears strands of a blue material). It bears the symbol of House Cannith, but the brooch isn’t of the quality that a house noble would normally wear. These true and objective facts are now left for the investigator to consider and follow up on. If the check fails, the DM provides analysis of the clue that sounds plausible but is actually flawed in some manner. For example, a flawed analysis of the major clue discussed above would reveal only that the brooch bears the symbol of House Cannith. Even a successful analysis won’t reveal the actual authenticity of a clue. False clues planted at a scene could provide truthful and objective data that leads an investigator in the wrong direction. Generally, investigating a scene a second time doesn’t add new insight unless another clue is discovered. You can take 10 when making a Search check to find a clue, but you can’t take 20. ``` @@ --- Feat: Invisible Needle Tags: Reserve Summ: You can create tiny darts of force. Prereq: Ability to cast 3rd-level spells --- !! ``` ## Invisible Needle (Reserve) *You can create tiny darts of force.* **Prerequisite:** Ability to cast 3rd-level spells **Benefit:** As long as you have a force spell of 3rd level or higher available to cast, you can use a standard action to hurl a tiny needle-shaped projectile created from pure force. This attack requires a successful ranged attack roll (not a ranged touch attack), and the dart has a range of 5 feet per level of the force spell. The needle deals 1d4 points of damage per level of the highest-level force spell you have available. Because it is composed of force, the needle can strike incorporeal creatures. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting force spells. ``` @@ --- Feat: Invisible Spell Tags: Metamagic Summ: You can make your spell effects invisible. Prereq: Any metamagic feat --- !! ``` ## Invisible Spell (Metamagic) *You can make your spell effects invisible.* **Prerequisite:** Any metamagic feat **Benefit:** You can modify any spell you cast so that it carries no visual manifestation. All other aspects of the spell, including range, area, targets, and damage remain the same. Note that this feat has no bearing on any components required to cast the enhanced spell, so the spell's source might still be apparent, depending on the situation, despite its effects being unseen. For example, a _fireball_ cast by someone with this feat could be made invisible in the moment of its detonation, but everyone in the area would still feel the full effect (including the heat), and any flammable materials ignited by the explosion would still burn visibly with nonmagical fire. Those with _detect magic_, _see invisibility_, or _true seeing_ spells or effects active at the time of the casting will see whatever visual manifestations typically accompany the spell. A spell modified using the Invisible Spell feat uses a spell slot of the spell's normal level. ``` @@ --- Feat: Involuntary Rage Tags: Summ: Extreme pain drives you berserk. Prereq: Con 20, Toughness --- !! ``` ## Involuntary Rage *Extreme pain drives you berserk.* **Prerequisite:** Con 20, Toughness **Benefit:** If you survive 50 points of damage from a single attack, on your next action you gain +4 to Strength, +4 to Constitution, and –2 to Armor Class. These adjustments last for 1 minute, at which time you become fatigued. For details on being fatigued. ``` @@ --- Feat: Iron Mind Tags: Summ: You are descended from duergar who escaped enslavement by the illithids. The blood of these psionic-resistant former thralls runs thick in your veins. Prereq: Wis 13, gray dwarf --- !! ``` ## Iron Mind *You are descended from duergar who escaped enslavement by the illithids. The blood of these psionic-resistant former thralls runs thick in your veins.* **Prerequisite:** Wis 13, gray dwarf **Region**:: Gray dwarf. **Benefit:** You receive a +4 bonus on saving throws against psionic effects, such as those employed by a mind flayer or yuan-ti, and a +1 bonus on Will saves. ``` @@ --- Feat: Ironskin Chant Tags: Bardic Music Summ: You can channel the power of your Bardic performance to enable yourself to ignore minor injuries. Prereq: Bardic performance, Concentration 12 ranks, Perform 12 ranks --- !! ``` ## Ironskin Chant (Bardic Music) You can channel the power of your Bardic performance to enable yourself to ignore minor injuries. **Prerequisite:** Bardic performance, Concentration 12 ranks, Perform 12 ranks **Benefit:** You gain an additional Bardic performance, the Ironskin Chant. This performance grants damage reduction of 5/— to allies within 30 feet who can hear you. ``` @@ --- Feat: Irresistible Gaze Tags: Monstrous Summ: Your gaze attack is more potent than normal. Prereq: Gaze attack. --- !! ``` ## Irresistible Gaze (Monstrous) Your gaze attack is more potent than normal. **Prerequisite:** Gaze attack. **Benefit:** The saving throw DC for your gaze attack increases by +2. **Special:** The benefit of this feat stacks with that of the Ability Focus feat. ``` @@ --- Feat: Item Reprieve Tags: Ancient Summ: You learn how to use items from a school of magic previously prohibited to you. Prereq: Spell Reprieve, specialist wizard level 5th. --- !! ``` ## Item Reprieve (Ancient) *You learn how to use items from a school of magic previously prohibited to you.* **Prerequisite:** Spell Reprieve, specialist wizard level 5th. **Benefit:** Choose one of the schools of magic that was previously prohibited to you because of your arcane specialization. You now can use spell completion and spell trigger magic items from that school normally, as if you were not a specialist wizard. **Special:** The school you select must be one for which you have already taken the Spell Reprieve feat. ``` @@ --- Feat: Jack Of All Trades Tags: Summ: You have picked up a smattering of even the most obscure skills. Prereq: Int 13 --- !! ``` ## Jack Of All Trades *You have picked up a smattering of even the most obscure skills.* **Prerequisite:** Int 13 **Benefit:** You can use any skill untrained, without restriction. **Normal**:: Without this feat, you can’t attempt some skill checks (such as Handle Animal, or Sleight of Hand) unless you have ranks in the skill, or are limited to a maximum DC (such as Knowledge skills). ``` @@ --- Feat: Jergal's Pact Tags: Ancient Summ: 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. Prereq: Knowledge (history) 4 ranks, Great Fortitude. --- !! ``` ## Jergal's Pact (Ancient) *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.* **Prerequisite:** Knowledge (history) 4 ranks, Great Fortitude. **Benefit:** You gain a +2 bonus on saves to resist gaining negative levels or to remove them. If the effect that bestowed a negative level allows a Fortitude save to remove it, you can choose to attempt it after only 1 hour. (You can also choose to wait the usual amount of time before attempting the save.) **Special:** You make saving throws to remove negative levels 24 hours after gaining them. ``` @@ --- Feat: Jester's Magic Tags: Summ: You are a skilled master of magical jests, capable of inciting audiences to laughter or lulling them to sleep. Prereq: Perform (acting) 8 ranks, ability to cast arcane spells. --- !! ``` ## Jester's Magic *You are a skilled master of magical jests, capable of inciting audiences to laughter or lulling them to sleep.* **Prerequisite:** Perform (acting) 8 ranks, ability to cast arcane spells. **Benefit:** Choose either the bardic jester tradition or the jester mage tradition. You gain +1 caster level when casting a spell from the list below for your tradition. The bardic tradition of jester's magic includes the following bard spells at the appropriate levels: 0 - _prestidigitation_; 1st - _remove fear, hypnotism, Tasha's hideous laughter;_ 2nd - _calm motions, enthrall_; 3rd - _confusion, glibness_; 4th - _modify memory_; 5th - _mass suggestion_; 6th - _Otto's irresistible dance_. The mage tradition of jester's magic includes the following sorcerer/wizard spells at the appropriate levels: 0 - _prestidigitation_; 1st - _grease, hypnotism_; 2nd - _Tasha's hideous laughter, rope trick_; 3rd - _deep slumber, suggestion_; 4th - _confusion_; 5th - _seeming_; 6th - _mass suggestion_; 7th - _project image_; 8th - _Otto's irresistible dance_; 9th - _weird_. ``` @@ --- Feat: Jotunbrud Tags: Summ: You are descended from the giants who ruled the mountain-spanning empire of Ostoria in ages past, and possess a truly impressive stature. Prereq: Damaran or Illuskan human --- !! ``` ## Jotunbrud *You are descended from the giants who ruled the mountain-spanning empire of Ostoria in ages past, and possess a truly impressive stature.* **Prerequisite:** Damaran or Illuskan human **Region**:: Damara, The North. **Benefit:** Whenever you receive a modifier based on your size on an opposed roll (such as during grapple and bull rush attempts), you are treated as Large if that's advantageous to you. You are also considered to be Large when determining whether a monster's special attacks based on size (such as improved grab or swallow whole) affect you. If you wish to determine your character's height and weight randomly, your base height is 6'4" (male) or 6'0" (female), and your base weight is 210 lb. (male) or 170 lb. (female). Refer to Table 6-6 in the Player's Handbook. **Special:** You may only take this feat as a 1st-level character. ``` @@ --- Feat: Judged By Aurifar Tags: Summ: Aurifar, the Caliph of the Sky, has judged you, and he now shows you special favor. Prereq: Patron deity Aurifar, must have survived at least three days in the waste without water --- !! ``` ## Judged By Aurifar Aurifar, the Caliph of the Sky, has judged you, and he now shows you special favor. **Prerequisite:** Patron deity Aurifar, must have survived at least three days in the waste without water **Benefit:** You gain a +2 sacred bonus on Constitution checks against desiccation damage, and to avoid the negative effects of thirst. You gain a +2 sacred bonus to your Armor Class against undead creatures that are adversely affected by sunlight, such as vampires and wraiths. Cleric is now an additional favored class for you. **Special:** Your aura shows faint abjuration magic. If you ever lose favor with Aurifar, or change your patron deity to another deity, you lose the benefit of this feat, and you immediately begin experiencing the effects of thirst as though you had gone without water for one week. You do not gain a replacement feat. If you later return to Aurifar's faithful and receive an _atonement_ spell, you regain the benefit of this feat. ## Jungle Stamina *You are acclimated to the disease-ridden jungles of southwestern Faerûn.* **Region**:: **Benefit:** You receive a +2 bonus on all Survival checks and a +2 bonus on Fortitude saves versus disease. ``` @@ --- Feat: Kala'saam Thoughtshifter Tags: Racial, Tactical Summ: You have learned to control your mind blade for maximum impact in battle. Prereq: Kala'saam, base attack bonus +4, ability to generate a mind blade. --- !! ``` ## Kala'saam Thoughtshifter (Racial, Tactical) You have learned to control your mind blade for maximum impact in battle. **Prerequisite:** Kala'saam, base attack bonus +4, ability to generate a mind blade. **Benefit:** The Kala'saam Thoughtshifter feat enables the use of three tactical maneuvers. _Burrowing Blade:_ To use this maneuver, you must make a full attack with your mind blade against an opponent using a shield. In the following round, you can spend 1 power point as a swift action to allow your next mind blade attack against that opponent to ignore the shield's bonus to AC. _Nemesis:_ To use this maneuver, you must make at least one melee attack with your mind blade each round against the same opponent for 2 consecutive rounds. In the following round, you can spend 1 power point as a move action to adapt your weapon to the target, receiving a +1 insight bonus on melee attack rolls and weapon damage rolls made against that opponent with your mind blade. However, you take a –1 penalty on attack rolls and weapon damage rolls made with your mind blade against any other creature. This effect lasts until you restore the balance of your blade (a move action). _Shifting Blade:_ To use this maneuver, you must make a melee attack with your mind blade against a specific foe. On a melee attack against the same foe in the next round, you can spend 1 power point as a swift action to change the shape of your mind blade in mid-blow, altering the damage type of the weapon (piercing, bludgeoning, or slashing) until the start of your next turn. ``` @@ --- Feat: Karmic Strike Tags: Summ: You have learned to strike when your opponent is most vulnerable the same instant your opponent strikes you. Prereq: Dex 13, Combat Expertise, Dodge. --- !! ``` ## Karmic Strike *You have learned to strike when your opponent is most vulnerable the same instant your opponent strikes you.* **Prerequisite:** Dex 13, Combat Expertise, Dodge. **Benefit:** You can make an attack of opportunity against an opponent that hits you in melee. On your action, you choose to take a -4 penalty to your Armor Class in exchange for the ability to make an attack of opportunity against any creature that makes a successful melee attack or melee touch attack against you. The opponent that hits you must be in your threatened area, and this feat does not grant you more attacks of opportunity than you are normally allowed in a round. You specify on your turn that you are activating this feat, and the change to your Armor Class and your ability to make these special attacks of opportunity last until your next turn. ``` @@ --- Feat: Keen-Eared Scout Tags: Summ: Your sharp sense of hearing allows you to determine much more about your surroundings. Prereq: Perception 6 ranks, Alertness or Skill Focus (Perception) --- !! ``` ## Keen-Eared Scout *Your sharp sense of hearing allows you to determine much more about your surroundings.* **Prerequisite:** Perception 6 ranks, Alertness or Skill Focus (Perception) **Benefit:** When you make a Listen check, you might learn more than normal about a source of noise. If you beat the Listen DC by 5 or more, you determine the size, speed, and direction of the source of noise. If you beat the DC by 10 or more, you determine the precise, current position of the creature or object that caused the sound. If you beat the DC by 15 or more, you determine the type of armor the creature wears and what it carries, if anything. If you beat the DC by 20 or more, you learn the creature's type and subtypes. The information you learn is cumulative. For example, if you got a Listen check result of 35 against a DC of 23, you gain the information for beating the check by 10 and by 5. These benefits apply to both standard and opposed Perception checks. Also, you gain a +5 bonus on Perception checks to pinpoint invisible creatures. ``` @@ --- Feat: Keeper Of Forbidden Lore Tags: Abyssal Heritor Summ: A shred of demonic racial memory grants you knowledge of numerous ancient magical secrets. Prereq: Int 13 --- !! ``` ## Keeper Of Forbidden Lore (Abyssal Heritor) *A shred of demonic racial memory grants you knowledge of numerous ancient magical secrets.* **Prerequisite:** Int 13 **Benefit:** You gain a bonus on Knowledge (Planes), Spellcraft, and bardic knowledge checks. The magnitude of this bonus equals the number of Abyssal heritor feats you possess. In addition, Knowledge (Planes) and Spellcraft are always class skills for you, and you can use them untrained. **Special:** You have trouble acquiring information in more conventional ways, which translates to a –2 penalty on Gather Information checks. ``` @@ --- Feat: Ki Blast Tags: Summ: You focus your Ki into a ball of energy that you can hurl at an opponent. Prereq: Dex 13, Wis 13, Fiery Fist, Improved Unarmed Strike, Stunning Fist, base attack bonus +8 --- !! ``` ## Ki Blast *You focus your Ki into a ball of energy that you can hurl at an opponent.* **Prerequisite:** Dex 13, Wis 13, Fiery Fist, Improved Unarmed Strike, Stunning Fist, base attack bonus +8 **Benefit:** You can expend two daily uses of your Stunning Fist feat as a move action to create an orb of raw ki . You can then throw the seething orb as a standard action with a range of 60 feet. This ranged touch attack deals damage equal to 3d6 points + your Wis modifier. The Ki orb is a force effect. If you fail to throw the orb before the end of your turn, it dissipates harmlessly. When you take this feat, you gain an additional daily use of Stunning Fist. **Special:** A fighter can select Ki Blast as one of his fighter bonus feats. A monk with the Stunning Fist feat can select Ki Blast as her bonus feat at 8th level, as long as she possesses the Fiery Fist feat and a base attack bonus of +6 (other prerequisites can be ignored). ``` @@ --- Feat: Kiai Shout Tags: Summ: You can bellow forth a shout that strikes terror into your enemies. Prereq: Cha 13, base attack bonus +1 --- !! ``` ## Kiai Shout *You can bellow forth a shout that strikes terror into your enemies.* **Prerequisite:** Cha 13, base attack bonus +1 **Benefit:** Making a kiai shout is a standard action. Opponents who can hear your shout and who are within 30 feet of you must make a Will save (DC 10 + 1/2 your character level + your charisma modifier) or become shaken for 1d6 rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. ``` @@ --- Feat: Qi'loren Ancient Tags: Summ: You favor the Qi'loren aspect of the ancient. Prereq: Ylvani Qi'loren --- !! ``` ## Qi'loren Ancient *You favor the Qi'loren aspect of the ancient.* **Prerequisite:** Ylvani Qi'loren **Benefit:** When you are manifesting the aspect of the ancient, you can spend 10 minutes of uninterrupted time communing with nature on a specific question. After this time has passed, you can make a check using any Knowledge skill. You gain a +4 insight bonus on this check; if successful, you learn answers as if you were trained in the skill, even if you have no ranks in the Knowledge skill in question. ``` @@ --- Feat: Qi'loren Destroyer Tags: Summ: You favor the Qi'loren aspect of the destroyer. Prereq: Ylvani Qi'loren --- !! ``` ## Qi'loren Destroyer *You favor the Qi'loren aspect of the destroyer.* **Prerequisite:** Ylvani Qi'loren **Benefit:** When you are manifesting the aspect of the destroyer, any foe struck by your Qi'loren smite attack must succeed on a Will save (DC 10 + 1/2 your character level + your Cha modifier) or be dazed for 1 round. A foe who is not vulnerable to this smite attack is immune to the daze effect (that is, it only affects an aberration, construct, humanoid, ooze, outsider, or undead). ``` @@ --- Feat: Qi'loren Hunter Tags: Summ: You favor the Qi'loren aspect of the hunter. Prereq: Ylvani Qi'loren --- !! ``` ## Qi'loren Hunter *You favor the Qi'loren aspect of the hunter.* **Prerequisite:** Ylvani Qi'loren **Benefit:** When you are manifesting the aspect of the hunter, you can take a move action to pinpoint the location of any living creature within 30 feet, provided that you have line of effect to the creature, even if you cannot see the creature in question. Any opponent that you cannot see still has total concealment. ``` @@ --- Feat: Knifefighter Tags: Regional Summ: You're an expert at using weapons in a grapple. Prereq: --- !! ``` ## Knifefighter (Regional) *You're an expert at using weapons in a grapple.* **Prerequisite:** **Benefit:** You can use a light weapon to attack your opponent in a grapple with no penalty on the attack roll. In addition, you need not win a grapple check to draw a light weapon while grappling, although you still must use a move action to do so. If your base attack bonus is +6 or higher, you can make a full attack with a light weapon while grappling, provided that you already have your weapon drawn. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. **Normal**:: A character in a grapple takes a -4 penalty on attack rolls when attacking the grappled opponent with a light weapon. A character in a grapple must win a grapple check in order to draw a weapon and cannot make a full attack in the round she does so. ``` @@ --- Feat: Knight Of Lolth Tags: Summ: You have mastered techniques of waging war when mounted on a monstrous spider (or similar vermin). Prereq: Ride 1 rank, Mounted Combat, Vermin Trainer --- !! ``` ## Knight Of Lolth *You have mastered techniques of waging war when mounted on a monstrous spider (or similar vermin).* **Prerequisite:** Ride 1 rank, Mounted Combat, Vermin Trainer **Benefit:** When riding monstrous vermin, you do not need to make any rolls or checks to remain mounted if your mount travels across walls or ceilings (though if you take damage when on a wall or ceiling, the DC of the check to remain mounted is 10 rather than 5). When your monstrous vermin mount makes a charge attack, you can spend a standard action to grant it a bonus on the attack roll and damage roll equal to 1/2 your base attack bonus. **Normal**:: Riding a creature clinging to a wall or ceiling would require various checks depending on circumstances. ``` @@ --- Feat: Knight Of Stars Tags: Exalted Summ: You swear allegiance to the Court of Stars, the paragons of the eladrin, and in exchange gain power to act on their behalf. Prereq: 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. --- !! ``` ## Knight Of Stars (Exalted) *You swear allegiance to the Court of Stars, the paragons of the eladrin, and in exchange gain power to act on their behalf.* **Benefit:** 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. **Special:** Once you take this feat, you may not take it again, nor can you take either the Servant of the Heavens feat or the Favored of the Companions feat. Your allegiance is only yours to give once. ``` @@ --- Feat: Knight Of The Red Falcom Tags: Exalted Summ: Your military order has a legendary ability to survive against overwhelming odds. Prereq: Cleric, fighter, or paladin 4th, member of the Order of the Red Falcon --- !! ``` ## Knight Of The Red Falcom (Exalted) *Your military order has a legendary ability to survive against overwhelming odds.* **Prerequisite:** Cleric, fighter, or paladin 4th, member of the Order of the Red Falcon **Benefit:** You gain a +1 morale bonus to Armor Class when you are adjacent to more than one enemy. (Helpless enemies don't count toward this benefit.) ``` @@ --- Feat: Knight Of The Risen Scepter Tags: Exalted Summ: Your military order is dedicated to fighting Set and his minions, and even death cannot stop you from this task. Prereq: Paladin or ranger 8th, patron deity Osiris. --- !! ``` ## Knight Of The Risen Scepter (Exalted) *Your military order is dedicated to fighting Set and his minions, and even death cannot stop you from this task.* **Prerequisite:** Paladin or ranger 8th, patron deity Osiris. **Benefit:** You get a +4 sacred bonus on saving throws against death effects, energy drain, and ability drain. If you are slain by a follower of Set, you come back to life 1 hour later as though _resurrection_ had been cast upon you. Instead of losing a level due to this effect, you gain one negative level. If a follower of Osiris brings you back to life with _raise dead, resurrection_, or a similar effect that would normally cause you to lose a level, you gain one negative level rather than losing a level. You can gain the negative level bestowed by this feat even if you are normally immune to negative levels. A negative level bestowed by this feat can't be removed by any normal means (such as _restoration_), nor does it ever become an actual lost level. Instead, the negative level remains until you next gain a class level, or until you kill or destroy the follower of Set who killed you, at which point it disappears. While you have a negative level bestowed by this feat, you lose all benefits of this feat except the sacred bonus on saving throws. ``` @@ --- Feat: Knight Of Tyr's Merciful Sword Tags: Exalted Summ: You can draw upon the power of Tyr to sense where you are needed. Prereq: Wis 13, member of the Knights of the Merciful Sword --- !! ``` ## Knight Of Tyr's Merciful Sword (Exalted) *You can draw upon the power of Tyr to sense where you are needed.* **Prerequisite:** Wis 13, member of the Knights of the Merciful Sword **Benefit:** You gain the supernatural ability to sense injustice and great evil. Once per week as a standard action, you can concentrate to sense the direction of the greatest injustice or evil within 1 mile of you (Dm's determination). Alternatively, you can meditate for 8 hours to expand your range to 10 miles for that use of the feat. Murder, treason, and the presence of evil outsiders, rank highest with this sense, while other crimes, injustices, and evil creatures rank lower, similar to the aura strengths listed in the _detect evil_ spell. You gain a +1 sacred bonus to Armor Class against demons. ``` @@ --- Feat: Knight Of Tyr's Holy Judgement Tags: Exalted Summ: You can draw upon the power of Tyr to sense and understand the law and to locate devils. Prereq: Int 13, member of the Knights of Holy Judgment --- !! ``` ## Knight Of Tyr's Holy Judgement (Exalted) *You can draw upon the power of Tyr to sense and understand the law and to locate devils.* **Prerequisite:** Int 13, member of the Knights of Holy Judgment **Benefit:** You gain a supernatural ability to sense and understand laws. Add your paladin level to any Knowledge or Intelligence check made regarding laws. You can use this ability even if you are unfamiliar with the local laws or don't even know where you are. For example, if you use this ability upon approaching the city of Luthcheq in Chessenta, a Knowledge (arcana) or Knowledge (local Chessenta) check reveals to you that arcane magic is forbidden there. If you later end up in a strange land by way of a portal, and a Knowledge (religion) check reveals that Loviatar is the official religion where you are, you realize you are in (for instance) Dambrath. You can use this ability to find loopholes in the law, such as learning that the local temple's ability to offer a wanted criminal sanctuary only applies from dusk until dawn, allowing you to arrest the criminal after daybreak. When you use your detect evil ability, the second round of use reveals whether or not any creatures in the area are devils, though you do not learn their exact location (but in most cases you can identify them in the third round by the strength of their aura). You gain a +1 sacred bonus to Armor Class against devils. ``` @@ --- Feat: Knight Training Tags: Summ: You are part of a knightly order that combines the divine calling of the paladin class with another form of training. Prereq: Pick one class. Taking levels in this class does not prevent you from taking paladin levels. If you take levels in any other class, you lose your ability to progress as a paladin as usual. If the selected class also has restricted advancement, such as the monk class, taking paladin levels does not prevent you from advancing in that class. --- !! ``` ## Knight Training *You are part of a knightly order that combines the divine calling of the paladin class with another form of training.* **Benefit:** Pick one class. Taking levels in this class does not prevent you from taking paladin levels. If you take levels in any other class, you lose your ability to progress as a paladin as usual. If the selected class also has restricted advancement, such as the monk class, taking paladin levels does not prevent you from advancing in that class. ``` @@ --- Feat: Knockback Tags: Summ: By putting your bulk behind a blow, you can push your enemy backward. Prereq: Improved Bull Rush, Power Attack, size Large or larger --- !! ``` ## Knockback *By putting your bulk behind a blow, you can push your enemy backward.* **Prerequisite:** Improved Bull Rush, Power Attack, size Large or larger **Benefit:** If you score a hit while you are using the Power Attack feat, you can make a free bull rush attempt against the foe you hit, applying the number by which you reduced your attack roll as a bonus on the opposed Strength check (as well as on the damage you deal). If you hit with a two-handed weapon, you can apply double that number on the opposed Strength check. Unlike standard bull rush attempts, knockback attempts don’t provoke attacks of opportunity, and you don’t move with the enemy you knock backward. Bull rush rules can be found on page 154 of the _Player's Handbook_. **Special:** A fighter may select Knockback as one of his fighter bonus feats ``` @@ --- Feat: Knockdown Power Tags: Metapsionic Summ: You can manifest powers that knock creatures off their feet. Prereq: To use this feat, you must expend your psionic focus. Knockdown Power knocks any creature caught in its area prone if the target fails its saving throw to avoid any or all of the damage of the power. It can only be applied to powers that allow Reflex saves and affect an area (a cone, line, burst, and so on). Powers that do not allow saving throws gain no advantage if they are made into knockdown powers. --- !! ``` ## Knockdown Power (Metapsionic) *You can manifest powers that knock creatures off their feet.* **Benefit:** To use this feat, you must expend your psionic focus. Knockdown Power knocks any creature caught in its area prone if the target fails its saving throw to avoid any or all of the damage of the power. It can only be applied to powers that allow Reflex saves and affect an area (a cone, line, burst, and so on). Powers that do not allow saving throws gain no advantage if they are made into knockdown powers. Creatures with evasion are knocked prone if they fail their Reflex saves (creatures with improved evasion are not knocked down if they fail their saves). Flying creatures affected by a knockdown power that fail their saving throws are forced down 10 feet. For example, if a creature makes its saving throw against a knockdown energy cone but still takes half damage, it is not knocked prone. If it fails its save and takes full damage, it is knocked prone. Using this feat increases the power point cost by the power by 2. The power's total cost cannot exceed your manifester level. ``` @@ --- Feat: Kobold Endurance Tags: Summ: Thanks to your race's determination, you are capable of amazing feats of strength and stamina. Prereq: Kobold --- !! ``` ## Kobold Endurance *Thanks to your race's determination, you are capable of amazing feats of strength and stamina.* **Prerequisite:** Kobold **Benefit:** You gain a +4 bonus on all Strength and Constitution ability checks, but not on Strength- based skill checks. You also gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Fortitude saves made to avoid nonlethal damage from hot or cold environments, Fortitude saves made to resist damage from suffocation, and grapple checks made to escape a grapple or pin. Also, you can sleep in medium armor without becoming fatigued. **Normal**:: A character without this feat who sleeps in medium armor is automatically fatigued the next day. **Special:** A kobold who would gain Endurance as a bonus feat can choose Kobold Endurance in its place. Kobold Endurance counts as the Endurance feat for the purpose of meeting a prerequisite for a feat, prestige class, or special ability. ``` @@ --- Feat: Kobold Foe Strike Tags: Summ: You are more effective in combat against your racial enemies. Prereq: Kobold --- !! ``` ## Kobold Foe Strike *You are more effective in combat against your racial enemies.* **Prerequisite:** Kobold **Benefit:** When you hit a Dwarf subtype, fey, or gnome with a melee attack, you deal an extra 1d6 points of damage if you flank the creature, or if it is flat-footed. Creatures immune to extra damage from critical hits or sneak attacks are not subject to this extra damage. Any creature with concealment is immune to this extra damage. **Special:** A kobold fighter can select Kobold Foe Strike as one of his fighter bonus feats. ``` @@ --- Feat: Landwalker Tags: Summ: You can survive out of the water for a longer period of time than most of your kind. Prereq: Aquatic elf --- !! ``` ## Landwalker *You can survive out of the water for a longer period of time than most of your kind.* **Prerequisite:** Aquatic elf **Benefit:** You can survive out of the water for 3 hours per point of Constitution. After this point you must make a Fortitude saving throw each hour (DC 15, + 1 for each previous check) or you begin to suffocate. **Normal**:: Aquatic elves can survive out of water for 1 hour per point of Constitution; after this point they begin to suffocate. ``` @@ --- Feat: Lasting Life Tags: Summ: You can shed negative levels with an act of will. Prereq: Endurance, Enduring Life --- !! ``` ## Lasting Life You can shed negative levels with an act of will. **Prerequisite:** Endurance, Enduring Life **Benefit:** Once per round as a standard action, you can attempt to remove a negative level from yourself by attempting a Will save (DC 10 + 1/2 attacker's HD + attacker's Cha modifier). If the saving throw succeeds, the negative level goes away. You make a separate saving throw for each negative level you have gained. If the save fails, you retain the negative level, but you can try again next round to remove it. ``` @@ --- Feat: Law Inviolate Tags: Initiate Summ: Your unshakable faith in St. Cuthbert allows you to better apprehend fugitives or overcome villains who transgress the law. Prereq: Cleric level 1st, must be lawful, deity St. Cuthbert. --- !! ``` ## Law Inviolate (Initiate) *Your unshakable faith in St. Cuthbert allows you to better apprehend fugitives or overcome villains who transgress the law.* **Prerequisite:** Cleric level 1st, must be lawful, deity St. Cuthbert. **Benefit:** Your natural weapons, as well as any weapons you wield, are treated as lawful-aligned for the purpose of overcoming damage reduction. In addition, you may add the following spells to your cleric spell list: 1st _Color Spray_ 2nd _Daze Monster_ 3rd _Suggestion_ 5th _Passwall_ 6th _Suggestion, Mass_ 8th _Power Word Stun_ ``` @@ --- Feat: Leap Attack Tags: Summ: You can combine a powerful charge and a mighty leap into one devastating attack. Prereq: Jump 8 ranks, Power Attack --- !! ``` ## Leap Attack *You can combine a powerful charge and a mighty leap into one devastating attack.* **Prerequisite:** Jump 8 ranks, Power Attack **Benefit:** You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you can double the extra damage dealt by your use of the Power Attack feat. If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack. This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over. ``` @@ --- Feat: Leap Of The Heavens Tags: Summ: Your excellent athletic ability and superior conditioning allow you to make near-superhuman leaps. Prereq: Jump 4 ranks --- !! ``` ## Leap Of The Heavens *Your excellent athletic ability and superior conditioning allow you to make near-superhuman leaps.* **Prerequisite:** Jump 4 ranks **Benefit:** When making a Jump check, the DC for the check doesn’t double if you fail to move 20 feet in a straight line prior to jumping. If you do move 20 feet in a straight line before attempting a jump, you gain a +5 competence bonus on your check. **Normal**:: All Acrobatics checks require a 20-foot running start to avoid doubling the DC of the check. ``` @@ --- Feat: Least Dragonmark Tags: Summ: You have a least dragonmark. Prereq: Member of appropriate dragonmarked race and house --- !! ``` ## Least Dragonmark *You have a least dragonmark.* **Prerequisite:** Member of appropriate dragonmarked race and house **Benefit:** You gain a least dragonmark and the use of one spell-like ability associated with the least dragonmark of your house (see the next section of this chapter for information on dragonmarks). A saving throw against your dragonmark spell-like ability has a DC of 10 + the level of the spell + your Cha modifier. Your caster level for your least dragonmark spell-like ability is 1 + your level in the dragonmark heir prestige class (if any). ``` @@ --- Feat: Least Legacy Tags: Legacy Summ: You awaken the basic abilities of a specific item of legacy. Prereq: Character level 5th, learn and perform the associated least legacy ritual of the chosen item. --- !! ``` ## Least Legacy (Legacy) *You awaken the basic abilities of a specific item of legacy.* **Prerequisite:** Character level 5th, learn and perform the associated least legacy ritual of the chosen item. **Benefit:** Choose one item of legacy (or candidate item, if founding a legacy). If you meet the other prerequisites for wielding that item, you can use any of the item's least legacy abilities that are available to a character of your level. ``` @@ --- Feat: Legacy Focus Tags: Legacy Summ: Your item's legacy abilities are more potent than normal. Prereq: Least Legacy. --- !! ``` ## Legacy Focus (Legacy) *Your item's legacy abilities are more potent than normal.* **Prerequisite:** Least Legacy. **Benefit:** Add +1 to the Difficulty Class for all saving throws against your legacy item's abilities. ``` @@ --- Feat: Lesser Dragonmark Tags: Summ: You have a lesser dragonmark. Prereq: Member of appropriate dragonmarked race and house, Least Dragonmark, 9 ranks in any two skills --- !! ``` ## Lesser Dragonmark *You have a lesser dragonmark.* **Prerequisite:** Member of appropriate dragonmarked race and house, Least Dragonmark, 9 ranks in any two skills **Benefit:** You gain a lesser dragonmark and the use of one spell-like ability associated with the lesser dragonmark of your house (see the next section of this chapter for information on dragonmarks). In addition, you can use your least dragonmark spell-like ability one additional time per day. A saving throw against one of your dragonmark spell-like abilities has a DC of 10 + the level of the spell + your Cha modifier. Your caster level for your dragonmark spell-like abilities increases to 6 + your level in the dragonmark heir prestige class (if any). ``` @@ --- Feat: Lesser Legacy Tags: Legacy Summ: You awaken more powerful abilities of a specific item of legacy. Prereq: Least Legacy, character level 11th, learn and perform the associated lesser legacy ritual of the chosen item. --- !! ``` ## Lesser Legacy (Legacy) *You awaken more powerful abilities of a specific item of legacy.* **Prerequisite:** Least Legacy, character level 11th, learn and perform the associated lesser legacy ritual of the chosen item. **Benefit:** Choose one item of legacy (or candidate item, if founding a legacy). If you meet the other prerequisites for wielding that item, you can use any of the item's lesser legacy abilities that are available to a character of your level. ``` @@ --- Feat: Lichloved Tags: Vile Summ: By repeatedly consorting with the undead, you gain dread powers. Prereq: Evil Brand --- !! ``` ## Lichloved (Vile) *By repeatedly consorting with the undead, you gain dread powers.* **Prerequisite:** Evil Brand **Benefit:** Mindless undead see you as an undead creature. Becoming more and more like an actual undead creature, you gain a +1 circumstance bonus on saving throws against mind-affecting spells and abilities, poison, sleep, paralysis, stunning, and disease. ``` @@ --- Feat: Life Drain Tags: Monstrous Summ: You drain additional life energy from your foes. Prereq: Cha 13, energy drain supernatural ability --- !! ``` ## Life Drain (Monstrous) *You drain additional life energy from your foes.* **Prerequisite:** Cha 13, energy drain supernatural ability **Benefits**:: Whenever you bestow a negative level upon a creature, add your Charisma modifier to the hit points lost by the creature due to that negative level. You then gain temporary hit points equal to the amount lost by the creature due to the negative level. These temporary hit points last for up to 1 hour. For example, a creature touched by a spectre (Cha 15) with this feat loses an additional 2 hit points due to each negative level, and the spectre gains an additional 2 temporary hit points from each negative level it bestows. **Special:** Without this feat, a target loses 5 hit points each time it gains a negative level, and the creature delivering the negative level gains 5 temporary hit points that last for up to 1 hour. ``` @@ --- Feat: Lifebond Tags: Monstrous Summ: Select a specific living creature that is friendly to you. You create a special bond with that creature. Prereq: Cha 11, undead type --- !! ``` ## Lifebond (Monstrous) *Select a specific living creature that is friendly to you. You create a special bond with that creature.* **Prerequisite:** Cha 11, undead type **Benefit:** Whenever the chosen creature is within 60 feet, you gain a +4 bonus to your turn resistance and a +2 bonus on all saving throws. If the chosen creature dies, you lose these bonuses and take a –2 penalty on all saves for 24 hours. If you replace the chosen creature with another living creature, the bond can be transferred at your option. **Special:** This feat can be selected multiple times. Each time you select this feat, you apply its effects to a different living ally of yours. The effects of multiple lifebonded allies stack. ``` @@ --- Feat: Lifesense Tags: Monstrous Summ: You see the light that all living creatures emit. Prereq: Cha 13, Con — (no Constitution score). --- !! ``` ## Lifesense (Monstrous) *You see the light that all living creatures emit.* **Prerequisite:** Cha 13, Con — (no Constitution score). **Benefits**:: In addition to any normal light that might be present, your surroundings are illuminated by roving points of brightness created by living creatures. To your eyes, a Medium or smaller creature gives off life force sufficient to provide bright illumination in a 60-foot radius, revealing itself and all features and objects in range to your life-adapted sight. This life-light behaves like regular light—you can’t see into solid objects, or past solid walls. A Large creature gives off life-light in a 120-foot radius, and the radius doubles again for each additional size category larger than Medium, up to a maximum radius of 960 feet for a Colossal creature. ``` @@ --- Feat: Light To Daylight Tags: Summ: Your inherent ability to create light is more powerful than normal. Prereq: Able to use _light_ as a spell-like ability --- !! ``` ## Light To Daylight *Your inherent ability to create light is more powerful than normal.* **Prerequisite:** Able to use _light_ as a spell-like ability **Benefit:** When using your spell-like ability to create _light_, you may instead create _daylight_. All other features of this ability (caster level, countering darkness spells and effects) are as if you were creating _light_. You can use your light ability two additional times per day, so if you normally could use _light_ as a spell-like ability 1/day, you can now use it 3/day. For example, if you were an aasimar, you could create either _light_ or _daylight_ three times per day as a spell-like ability, as if cast by a sorcerer of your character level. ``` @@ --- Feat: Lightbringer Tags: Summ: You can channel positive energy into your spells so that they glow with holy power. Prereq: Damaran Human subtype, able to cast divine spells, able to channel energy --- !! ``` ## Lightbringer You can channel positive energy into your spells so that they glow with holy power. **Prerequisite:** Damaran Human subtype, able to cast divine spells, able to channel energy **Benefit:** Whenever you cast a spell, you can expend three of your daily turn attempts to infuse the spell with positive energy. Each round you do this immediately prior to casting the spell, you gain +2 spell power (+2 on save DCs and +2 bonus on checks to overcome spell resistance). Infusing a spell with positive energy is a full-round action that does not provoke attacks of opportunity. The turn attempts are wasted if you don't cast a spell immediately after spending one or more rounds infusing it. ``` @@ --- Feat: Lightfeet Tags: Summ: You have an incredibly soft step, making it difficult to track or hear you. Prereq: Elf subtype, Dex 13, Balance 2 ranks, Move Silently 2 ranks --- !! ``` ## Lightfeet *You have an incredibly soft step, making it difficult to track or hear you.* **Prerequisite:** Elf subtype, Dex 13, Balance 2 ranks, Move Silently 2 ranks **Benefit:** You can walk without leaving behind any but the most subtle marks. The Survival DC to track you increases by 5 (or by 10 if you move at half speed to hide your trail; see the Track feat, page 101 of the _Player's Handbook_). You ignore any penalties on your Stealth checks incurred by noisy or very noisy terrain. ``` @@ --- Feat: Light Of Aurifar Tags: Summ: Undead damaged by your channeled energy immolate. Prereq: Channel energy class feature, access to either the Fire or Sun domain --- !! ``` ## Light Of Aurifar Undead damaged by your channeled energy immolate. **Prerequisite:** Channel energy class feature, access to either the Fire or Sun domain **Benefit:** Any undead that take damage from your channel energy ability take 2d6 points of fire damage in addition to the normal damage. Any undead that fail their will save against your channel energy ability also catch on fire. ``` @@ --- Feat: Lightning Mace Tags: Style Summ: You are a master of fighting with two maces at the same time, and have learned to strike your foes with lightning speed. Prereq: Combat Reflexes, Two-Weapon Fighting, Weapon Focus (light mace) --- !! ``` ## Lightning Mace (Style) *You are a master of fighting with two maces at the same time, and have learned to strike your foes with lightning speed.* **Prerequisite:** Combat Reflexes, Two-Weapon Fighting, Weapon Focus (light mace) **Benefit:** Whenever you roll a threat on an attack roll while using a light mace in each hand, you gain an additional attack at that same attack bonus. ``` @@ --- Feat: Line Of Shadow Tags: Metashadow Summ: You can cast a mystery without line of sight or line of effect to the target. Prereq: Any two metashadow feats --- !! ``` ## Line Of Shadow (Metashadow) *You can cast a mystery without line of sight or line of effect to the target.* **Prerequisite:** Any two metashadow feats **Benefit:** Once per day, you can apply this feat to a mystery which enables it to affect a target even if you do not currently have line of sight or line of effect. The target must still be within the spell's maximum range, and you must have had line of sight and line of effect within a number of rounds equal to your Intelligence modifier. The target gains a bonus on his save, if any, equal to the number of rounds since you had line of sight or effect. You cannot apply this feat to any mystery that requires a touch or ranged touch. Casting a mystery with Line of Shadow is a full-round action. **Normal**:: You must have line of effect or line of sight to target a creature or object with a mystery or spell. **Special:** You can take this feat up to four times. To take it a second time, you must have five metashadow feats. To take it a third time, you must have eight metashadow feats. To take it a fourth time, you must have eleven metashadow feats. ``` @@ --- Feat: Lingering Spell Tags: Metamagic Summ: Residual eldritch energy from your spell continues to harm your enemies after the spell's main effect has expired. Prereq: The feat can be applied to any one instantaneous spell that deals acid, cold, electricity, fire, or sonic damage, such as _fireball_ or _lightning bolt_. After the spell is cast, lingering tendrils of energy persist, dealing 1d6 points of damage of the appropriate energy type at the beginning of your next turn to all creatures initially damaged by the spell. The spell is considered to be in effect during this time and can be dispelled normally. A lingering spell uses up a spell slot one level higher than the spell's actual level. --- !! ``` ## Lingering Spell (Metamagic) *Residual eldritch energy from your spell continues to harm your enemies after the spell's main effect has expired.* **Benefit:** The feat can be applied to any one instantaneous spell that deals acid, cold, electricity, fire, or sonic damage, such as _fireball_ or _lightning bolt_. After the spell is cast, lingering tendrils of energy persist, dealing 1d6 points of damage of the appropriate energy type at the beginning of your next turn to all creatures initially damaged by the spell. The spell is considered to be in effect during this time and can be dispelled normally. A lingering spell uses up a spell slot one level higher than the spell's actual level. ``` @@ --- Feat: Linked Power Tags: Metapsionic Summ: You can link a power to the power you manifest in this round so that it goes off next round. Prereq: To use this feat, you must expend your psionic focus. Manifesting a power altered by this feat means that you must choose two powers—one you intend to manifest in this round, and one you intend to manifest in the next round. The power that is manifested in this round is not altered in any way, nor is the linked power that goes off in the next round—however, you do not need to spend any of your actions or power points next round to manifest the linked power. --- !! ``` ## Linked Power (Metapsionic) You can link a power to the power you manifest in this round so that it goes off next round. **Benefit:** To use this feat, you must expend your psionic focus. Manifesting a power altered by this feat means that you must choose two powers—one you intend to manifest in this round, and one you intend to manifest in the next round. The power that is manifested in this round is not altered in any way, nor is the linked power that goes off in the next round—however, you do not need to spend any of your actions or power points next round to manifest the linked power. The linked power is automatically targeted on the same area or target as the power you manifest in this round (if the power you manifest this round has no area or target, choose an area or target in this round for the linked power to affect in the next round). If the same creature is targeted by both powers, the target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each. In some cases, such as a _psionic charm_ followed by a linked _psionic charm_, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect). It is possible that by the time the linked power comes into effect on the following round, the area where it goes off or the target that it affects no longer has relevance. On the other hand, you are free on the subsequent round to take actions normally. Using this feat increases the power point cost of the power manifested this round by a number equal to the power point cost of the linked power. Thus if you manifest _energy stun_ (3 power points) and _energy burst_ (5 power points) as the linked power, the metapsionic cost is 8. The total of power points you spend in this manner cannot exceed your manifester level. ## Lion Tribe Warrior (Regional) You have learned how to pounce on your foes, like the lion that roams your lands. **Region**:: **Clan**:: **Benefit:** You may make a full attack with a single light weapon as part of a charge action. If you have light weapons in both hands, you can instead strike with each weapon once, using the normal rules for fighting with two weapons. **Normal**:: Characters without this feat can make only one attack as part of a charge action. ``` @@ --- Feat: Lion's Pounce Tags: Wild Summ: You can deliver a terrible attack at the end of a charge. Prereq: Ability to wild shape --- !! ``` ## Lion's Pounce (Wild) *You can deliver a terrible attack at the end of a charge.* **Prerequisite:** Ability to wild shape **Benefit:** When you charge, you may spend a wild shape as a free action to make a full attack at the end of the charge. **Normal**:: Without this feat, you may only make a single attack after a charge. ``` @@ --- Feat: Lliira's Blessing Tags: Exalted Summ: Thanks to the favor of the goddess of freedom, you are difficult to restrain. Prereq: Escape Artist 1 rank, Nimbus of Light --- !! ``` ## Lliira's Blessing (Exalted) *Thanks to the favor of the goddess of freedom, you are difficult to restrain.* **Prerequisite:** Escape Artist 1 rank, Nimbus of Light **Benefit:** You gain a +2 sacred bonus on Escape Artist checks and a +2 sacred bonus on saving throws against any effect that would cause you to become paralyzed, held, or entangled. If you fail a saving throw against such an effect, you can attempt a second saving throw 1 round later. If you succeed on the second saving throw, you are affected as though you had succeeded on the first. ``` @@ --- Feat: Lolth's Blessing Tags: Summ: The Spider Queen has blessed you with additional magical abilities. Prereq: Drow, Wis 15, patron deity Lolth, able to cast 3rd-level divine spells --- !! ``` ## Lolth's Blessing *The Spider Queen has blessed you with additional magical abilities.* **Prerequisite:** Drow, Wis 15, patron deity Lolth, able to cast 3rd-level divine spells **Benefit:** You may use _clairaudience/clairvoyance_, _detect lie_, _dispel magic_, and _suggestion_ once per day as spell-like abilities with a caster level equal to your character level. ``` @@ --- Feat: Lolth's Meat Tags: Summ: Like all draw raised in cities that are ruled by Lolth's priestesses, you know that you exist only to provide your goddess with food and pleasure. This knowledge lends you a certain bloodthirsty readiness. Prereq: Drow. --- !! ``` ## Lolth's Meat *Like all draw raised in cities that are ruled by Lolth's priestesses, you know that you exist only to provide your goddess with food and pleasure. This knowledge lends you a certain bloodthirsty readiness.* **Prerequisite:** Drow. **Benefit:** If you kill a living creature that has an Intelligence score of 3 or higher with a melee attack, you gain a +1 morale bonus on attack rolls, damage rolls, and saving throws for the rest of the encounter. If you kill such an opponent either by performing a coup de grace or with a touch spell, you gain a +2 morale bonus on attack rolls, damage rolls, and saving throws for the rest of the encounter. To qualify for this bonus, you must either reduce the target to -10 hp with your blow or kill it with a touch spell (such as _slay living_). ``` @@ --- Feat: Long Reach Tags: Summ: You know how to use your great stature to reach an opponent more than 5 feet away with a spearlike weapon. Prereq: Gnoll, volodni --- !! ``` ## Long Reach *You know how to use your great stature to reach an opponent more than 5 feet away with a spearlike weapon.* **Region**:: Gnoll, volodni **Benefit:** When you wield a spear or shortspear, you can use the weapon to attack opponents 5 or 10 feet away. When you wield a longspear, you can attack opponents 10 or 15) feet away. You do not get the advantage of the extra reach except on your action, so you threaten the area around you according to the weapon's normal characteristics. **Normal**:: Characters who do not have this feat can only attack foes 5 feet away with a spear or shortspear and 10 feet away with a longspear. ``` @@ --- Feat: Running Spirit Tags: Spirit Summ: *You have a stronger connection to your Basheire spirit, allowing you to run free. Prereq: Bash subtype, Running Wolf Spirit --- !! ``` ## Running Spirit (Spirit) *You have a stronger connection to your Basheire spirit, allowing you to run free. **Prerequisite:** Bash subtype, Running Wolf Spirit **Benefit:** While invoking your spirit, your base land speed improves by an additional 10 feet. ``` @@ --- Feat: Wounding Spirit Tags: Spirit Summ: *You have a stronger connection to your Basheire spirit, allowing you to truly sink your teeth into your foes. Prereq: Bash subtype, Pouncing Tiger spirit --- !! ``` ## Wounding Spirit (Spirit) *You have a stronger connection to your Basheire spirit, allowing you to truly sink your teeth into your foes. **Prerequisite:** Bash subtype, Pouncing Tiger spirit **Benefit:** Wounds dealt by your bite attacks bleed copiously. Each time a living creature takes damage from your bite attack, it also takes 1 point of Constitution damage. ``` @@ --- Feat: Lord Of The Uttercold Tags: Metamagic Summ: Through careful study of the Elemental Planes and their interactions with the Negative Energy Plane, you have learned to wield the uttercold. Prereq: Knowledge (Planes) 9 ranks, Energy Substitution (cold), ability to cast a spell with the cold descriptor --- !! ``` ## Lord Of The Uttercold (Metamagic) Through careful study of the Elemental Planes and their interactions with the Negative Energy Plane, you have learned to wield the uttercold. **Prerequisite:** Knowledge (Planes) 9 ranks, Energy Substitution (cold), ability to cast a spell with the cold descriptor **Benefit:** You can turn spells with the cold descriptor into uttercold spells. Half the damage dealt by an uttercold spell is cold damage, and the other half is negative energy damage. The spell's saving throw remains unchanged, but creatures can apply cold resistance or immunity to cold only to the cold portion of the damage. An undead creature can be healed by the negative energy damage of an uttercold spell, though if it doesn’t have resistance to cold, the effects of damage and healing cancel each other out. An uttercold spell uses a spell slot of the spell's normal level. ``` @@ --- Feat: Low Blow Tags: Summ: You can get underfoot and attack creatures larger than you. Prereq: Dodge, Mobility, base attack bonus +4 --- !! ``` ## Low Blow *You can get underfoot and attack creatures larger than you.* **Prerequisite:** Dodge, Mobility, base attack bonus +4 **Benefit:** As a full-round action, you can enter an area occupied by an opponent who is at least one size category larger than you. You can then make a single melee attack at your highest attack bonus against this creature, who is considered flat-footed against the attack.. After sour attack, you return to the 5-foot square from which you entered the opponent's square. Using this feat provokes attacks of opportunity. ``` @@ --- Feat: Luck Of Heroes Tags: Regional Summ: Your land is known for producing heroes. Through pluck, determination, and resilience, you survive when no one expects you to come through. Prereq: --- !! ``` ## Luck Of Heroes (Regional) *Your land is known for producing heroes. Through pluck, determination, and resilience, you survive when no one expects you to come through.* **Prerequisite:** **Benefit:** You receive a +1 luck bonus on all saving throws and a +1 luck bonus to Armor Class. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ``` @@ --- Feat: Lucky Break Tags: Luck Summ: You can hit an object in just the right place. Prereq: You can expend one luck reroll as a swift action to reroll a Strength check made to break an item or burst open a door. You gain a bonus to this reroll equal to the number of luck feats that you possess. --- !! ``` ## Lucky Break (Luck) You can hit an object in just the right place. **Benefit:** You can expend one luck reroll as a swift action to reroll a Strength check made to break an item or burst open a door. You gain a bonus to this reroll equal to the number of luck feats that you possess. You gain one luck reroll per day. ``` @@ --- Feat: Lucky Catch Tags: Luck Summ: Your good fortune can help prevent you from falling to your doom. Prereq: You can expend one luck reroll as an immediate action to reroll a dexterity-based skill check. You gain a bonus on this reroll equal to the number of luck feats you possess. --- !! ``` ## Lucky Catch (Luck) Your good fortune can help prevent you from falling to your doom. **Benefit:** You can expend one luck reroll as an immediate action to reroll a dexterity-based skill check. You gain a bonus on this reroll equal to the number of luck feats you possess. You gain one luck reroll per day. ``` @@ --- Feat: Lucky Insight Tags: Luck Summ: The winds of fortune guide your hands when you most need luck. Prereq: You can expend one luck reroll as an immediate action to reroll a wisdom-based skill check. You gain a bonus on this reroll equal to the number of luck feats you possess. --- !! ``` ## Lucky Insight (Luck) The winds of fortune guide your hands when you most need luck. **Benefit:** You can expend one luck reroll as an immediate action to reroll a wisdom-based skill check. You gain a bonus on this reroll equal to the number of luck feats you possess. You gain one luck reroll per day. ``` @@ --- Feat: Lucky Start Tags: Luck Summ: Sometimes your luck overcomes a slow natural reaction. Prereq: You can expend one luck reroll to reroll an initiative check. You gain a bonus on this reroll equal to the number of luck feats you possess. --- !! ``` ## Lucky Start (Luck) Sometimes your luck overcomes a slow natural reaction. **Benefit:** You can expend one luck reroll to reroll an initiative check. You gain a bonus on this reroll equal to the number of luck feats you possess. You gain one luck reroll per day. **Special:** Unlike most other luck feats, using Lucky Start requires no action ``` @@ --- Feat: Lunar Magic Tags: Summ: Your spells and spell-like abilities are tied to the phase of the moon, rising and falling with the strength of Selûne. Prereq: Patron deity Selûne or Mystra, arcane or divine spellcaster level 1st. --- !! ``` ## Lunar Magic *Your spells and spell-like abilities are tied to the phase of the moon, rising and falling with the strength of Selûne.* **Prerequisite:** Patron deity Selûne or Mystra, arcane or divine spellcaster level 1st. **Benefit:** As shown in the table below, your effective caster level for all spells you cast or spell-like abilities you possess is tied to the phase of the moon. For purposes of this feat, the new moon and full moon are considered to last three successive nights (the night before, the night of, and the night after the true full moon or new moon). Since Selûne's month is almost exactly as long as the calendar month, the moon is always full right at the beginning of the month, and dark right in the middle of the month, as shown below. | **Moon Phase** | **Days of the Month** | **Effective Caster Level** | | -------------- | --------------------- | -------------------------- | | **New Moon** | 15, 16 17 | -1 | | **Full** | 30, 1, 2 | +1 | ``` @@ --- Feat: Lunatic Insight Tags: Tainted Summ: Your madness grants you insight and knowledge. Prereq: Mild depravity --- !! ``` ## Lunatic Insight (Tainted) *Your madness grants you insight and knowledge.* **Prerequisite:** Mild depravity **Benefit:** Due to unpredictable f lashes of insight, you are considered trained in all Knowledge skills, even if you have no ranks in them. You also gain a +2 morale bonus on initiative rolls and to resist mind-affecting spells and abilities. **Normal**:: Knowledge skills cannot be used untrained. ``` @@ --- Feat: Lunging Strike Tags: Summ: You make a single attack against a foe who stands just beyond your reach. Prereq: Base attack bonus +6 --- !! ``` ## Lunging Strike *You make a single attack against a foe who stands just beyond your reach.* **Prerequisite:** Base attack bonus +6 **Benefit:** As a full-round action, you can make a single strike with a 5-foot bonus to your attack's reach. This benefit applies to both armed and unarmed attacks, including touch attacks made to deliver spells. **Special:** A fighter can select Lunging Strike as one of his fighter bonus feats. ``` @@ --- Feat: Lurk Augment, Extra Tags: Psionic Summ: You can use your lurk augment more often than normal. Prereq: Lurk augment class feature --- !! ``` ## Lurk Augment, Extra (Psionic) *You can use your lurk augment more often than normal.* **Prerequisite:** Lurk augment class feature **Benefit:** You can use your lurk augment class feature three more times each day. ``` @@ --- Feat: Lurk Augment, Ranged Tags: Psionic Summ: You can use some of your lurk augments in conjunction with a ranged attack. Prereq: Lurk augment class feature --- !! ``` ## Lurk Augment, Ranged (Psionic) *You can use some of your lurk augments in conjunction with a ranged attack.* **Prerequisite:** Lurk augment class feature **Benefit:** You can apply the following lurk augments to your ranged attack: Additional sneak attack, solid strike, ignore concealment, mental assault, deceptive strike, sneak attack undead, ghost touch, aligned attack, sneak attack constructs, planar attack, or synaptic disconnect. **Special:** Lurk augments applied to ranged attacks only affect a target within 30 feet. ``` @@ --- Feat: Lurk Master Tags: Psionic Summ: You are more skilled in augmenting your attack than your training would indicate. Prereq: Lurk augment class feature --- !! ``` ## Lurk Master (Psionic) *You are more skilled in augmenting your attack than your training would indicate.* **Prerequisite:** Lurk augment class feature **Benefit:** You can treat your lurk level as two higher than it actually is when determining what abilities you can select with your lurk augment class feature. ``` @@ --- Feat: Lurking Familiar Tags: Summ: Your familiar hides within the folds of your robe or takes cover behind you as your opponents close in. When it moves to attack, its sudden appearance might catch your foe by surprise. Prereq: Combat Familiar, arcane caster level 6th, familiar --- !! ``` ## Lurking Familiar *Your familiar hides within the folds of your robe or takes cover behind you as your opponents close in. When it moves to attack, its sudden appearance might catch your foe by surprise.* **Prerequisite:** Combat Familiar, arcane caster level 6th, familiar **Benefit:** If your familiar occupies your square, it gains cover against all attacks. As a consequence, it can make a Hide check to avoid your foe's notice. If your familiar then leaves your space to attack an opponent, it gains the normal benefit for attacking from a hidden position. Lycanthropic Spell You can cast spells while in your lycanthropic animal form. **Prerequisite:** Lycanthrope, Improved Control Shape feat or Control Shape 8 ranks **Benefit:** You complete the verbal and somatic components of spells while in your lycanthropic animal form. For example, while in the form of a wolf, you could substitute barks and gestures with your paws for the normal verbal and somatic components of a spell. You can use any material components or focuses that you can hold with an appendage in your current form. This feat does not permit the use of magic items while in a form that could not ordinarily use them, and you do not gain the ability to speak in your lycanthropic form. ``` @@ --- Feat: Lyric Spell Tags: Bardic Music Summ: 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. Prereq: Bardic performance, Perform 9 ranks, ability to spontaneously cast 2nd-level arcane spells --- !! ``` ## Lyric Spell (Bardic Music) *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.* **Prerequisite:** Bardic performance, Perform 9 ranks, ability to spontaneously cast 2nd-level arcane spells **Benefit:** You can expend daily uses of your Bardic performance to cast any arcane spell that you know and can cast spontaneously. You must still use an action to cast the spell (following the normal rules for casting time), but using the Lyric Spell feat counts as part of the spellcasting action. Casting a spell requires one use of your Bardic performance ability, plus one additional use per level of the spell. For example, casting a 3rd-level spell requires four daily uses of your Bardic performance ability. **Special:** Any spell that you cast using the Lyric Spell feat gains your instrument as an additional arcane focus, if you use one. You cannot use Lyric Spell to cast a spell improved by the Silent Spell metamagic feat. ``` @@ --- Feat: Mad Alchemist Tags: Summ: 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. Prereq: Craft (alchemy) 6 ranks, Grenadier --- !! ``` ## Mad Alchemist *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.* **Prerequisite:** Craft (alchemy) 6 ranks, Grenadier **Benefit:** The Mad Alchemist feat grants you access to three special tactical maneuvers. _Distracting Blast:_ If you ready an action to throw a thunderstone at the square an opponent occupies, you can disrupt his actions. The sudden bang from the stone's detonation ruins your foe's concentration, possibly spoiling his attack or his attempt to cast a spell. If the target of this blast was casting a spell when you threw the thunderstone, he must make a Concentration check opposed by your Craft (alchemy) check. If you succeed on this check, his spell is ruined. If the target was not casting a spell, he must make a Will save opposed by your Craft (alchemy) check or take a –2 penalty on attack rolls, checks, and saves until the beginning of your next turn. _Fiery Blaze:_ To use this maneuver, you must first strike a creature with a container of lantern oil or alchemist's fire. On your next turn, you must strike the creature with a spell or weapon attack that deals fire damage. If you do so, the creature takes an extra 1d6 points of fire damage and catches on fire if it is not already in flames. _Tanglefoot Defense:_ By tearing open a tanglefoot bag and spreading its contents across an area, you can create a vexing barrier that hinders an opponent's approach. As a standard action, you can transform a single square of clear terrain into difficult terrain through the use of a tanglefoot bag. This effect persists for 10 minutes before the tanglefoot bag loses its potency. ``` @@ --- Feat: Mad Faith Tags: Tainted Summ: Your depravity has twisted the connection between you and your patron deity. You suffer flashes of insight interrupted by flashes of madness. Prereq: Ability to cast 1st-level divine spells, mild depravity --- !! ``` ## Mad Faith (Tainted) *Your depravity has twisted the connection between you and your patron deity. You suffer flashes of insight interrupted by flashes of madness.* **Prerequisite:** Ability to cast 1st-level divine spells, mild depravity **Benefit:** You gain a bonus 1st-level divine spell per day. If you have moderate depravity, then you also gain a 2nd-level divine spell per day. If you have severe depravity, then you also gain a 3rd-level divine spell per day. However, it takes twice as long for you to pray for your spells each day. ``` @@ --- Feat: Mad Foam Rager Tags: Summ: You fight with the rage that only a rabid badger or a beeraddled dwarf can bring to bear. In combat, you shrug off attacks and continue fighting even in the face of horrific injuries and effects. Prereq: Rage or frenzy ability --- !! ``` ## Mad Foam Rager *You fight with the rage that only a rabid badger or a beeraddled dwarf can bring to bear. In combat, you shrug off attacks and continue fighting even in the face of horrific injuries and effects.* **Prerequisite:** Rage or frenzy ability **Benefit:** When fighting, you can endure tremendous blows with little visible effect. As an immediate action, you can choose to delay the effect of a single attack, spell, or ability used against you. The damage or effect does not take hold until the end of your next turn. You can only use this ability while under the effect of your rage or frenzy ability. You can activate it once every time you use your rage or frenzy ability. ``` @@ --- Feat: Maenad Fury Tags: Psionic, Racial Summ: You can use your outburst racial trait more often. Prereq: Outburst racial trait --- !! ``` ## Maenad Fury (Psionic, Racial) *You can use your outburst racial trait more often.* **Prerequisite:** Outburst racial trait **Benefit:** You can use the outburst racial trait granted by your maenad heritage three times per day. **Normal**:: A maenad's outburst racial trait can be used once per day. **Special:** You can gain this feat multiple times. Each time you take this feat, you gain two additional daily uses of your outburst ability. ``` @@ --- Feat: Maenad Scream Tags: Psionic, Racial Summ: You can use your _energy ray_ (sonic) psi-like ability more often. Prereq: Maenad --- !! ``` ## Maenad Scream (Psionic, Racial) You can use your _energy ray_ (sonic) psi-like ability more often. **Prerequisite:** Maenad **Benefit:** You can use the _energy ray_ (sonic) psi-like ability granted by your maenad heritage three times per day. **Normal**:: A maenad's _energy ray_ (sonic) can be used once per day. **Special:** You can gain this feat multiple times. Each time you take this feat, you gain two additional daily uses of your _energy ray_ (sonic) psi-like ability. ``` @@ --- Feat: Maenad Deafening Scream Tags: Psionic, Racial Summ: You can use your energy ray (sonic) psi-like ability to better effect. Prereq: Maenad --- !! ``` ## Maenad Deafening Scream (Psionic, Racial) *You can use your energy ray (sonic) psi-like ability to better effect.* **Prerequisite:** Maenad **Benefit:** Whenever you use the _energy ray_ (sonic) ability granted by your maenad heritage, you deal an extra 1 point of damage per die. Creatures that take damage from the ray are deafened for 2d6 rounds if they fail a Fortitude save (DC 10 +1/2 your HD + your Con modifier). **Normal**:: An _energy ray_ deals –1 point of damage per die and does not deafen its targets. ``` @@ --- Feat: Mage Slayer Tags: Summ: You have studied the ways and weaknesses of spellcasters and can time your attacks and defenses against them expertly. Prereq: Spellcraft 2 ranks, base attack bonus +3 --- !! ``` ## Mage Slayer You have studied the ways and weaknesses of spellcasters and can time your attacks and defenses against them expertly. **Prerequisite:** Spellcraft 2 ranks, base attack bonus +3 **Benefit:** You gain a +1 bonus on Will saving throws. Spellcasters you threaten may not cast defensively (they automatically fail their Concentration checks to do so), but they are aware that they cannot cast defensively while being threatened by a character with this feat. **Special:** Taking this feat reduces your caster level for all your spells and spell-like abilities by 4. ``` @@ --- Feat: Magic Device Attunement Tags: Summ: You have a knack for activating familiar magic items. Prereq: Use Magic Device 1 rank --- !! ``` ## Magic Device Attunement *You have a knack for activating familiar magic items.* **Prerequisite:** Use Magic Device 1 rank **Benefit:** If you successfully activate an item with the Use Magic Device skill, you can take a free action to attune yourself to the item. For the next 24 hours, you can activate that item without making further Use Magic Device checks. You can attune yourself to only one item at a time. If you attune yourself to a second item, the previous attunement ends. ``` @@ --- Feat: Magic Disruption Tags: Reserve Summ: You can use your powers of abjuration to interfere with other casters' spells. Prereq: Ability to cast 3rd-level spells --- !! ``` ## Magic Disruption (Reserve) *You can use your powers of abjuration to interfere with other casters' spells.* **Prerequisite:** Ability to cast 3rd-level spells **Benefit:** As long as you have an abjuration spell of 3rd level or higher available to cast, you can attempt to interrupt another character's spellcasting with a tiny burst of magic. As an immediate action, you can force any character within 30 feet currently casting a spell to make a Concentration check (DC 15 + the level of the highest-level abjuration spell you have available to cast); if the check fails, the spell's save DC and caster level are reduced by 2 (to a minimum caster level of 1st). As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells. ``` @@ --- Feat: Magic In The Blood Tags: Regional Summ: 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. Prereq: Dwarf (Oldonnar or Underdark (Darklands)), elf (Menzoberranyr), gnome (the Great Dale, Thesk, or Underdark (Northdark)), planetouched (Calimshan, Mulhorand, or Unther), or spirit folk (Ashane). --- !! ``` ## Magic In The Blood (Regional) 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. **Prerequisite:** Dwarf (Oldonnar or Underdark (Darklands)), elf (Menzoberranyr), gnome (the Great Dale, Thesk, or Underdark (Northdark)), planetouched (Calimshan, Mulhorand, or Unther), or spirit folk (Ashane). **Benefit:** You can use your racial spell-like abilities more often than you otherwise could. Any ability that is otherwise usable once per day is now usable three times per day. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ``` @@ --- Feat: Magic Of The Land Tags: Summ: Your intimate understanding of the natural world allows you to imbue your spells with life-giving magical power from the land itself. Prereq: Concentration 5 ranks, Knowledge (nature) 5 ranks, Spellcraft 5 ranks, caster level 1st --- !! ``` ## Magic Of The Land Your intimate understanding of the natural world allows you to imbue your spells with life-giving magical power from the land itself. **Prerequisite:** Concentration 5 ranks, Knowledge (nature) 5 ranks, Spellcraft 5 ranks, caster level 1st **Benefit:** When in a natural setting, you can draw on the power of the land to imbue your spells with healing power. For the purpose of this feat, a natural setting is defined as any location not within a community and not a constructed area. “Natural setting” includes unworked caverns, but not crafted dungeons and the like. To use the feat, you must succeed on a Knowledge (nature) check (DC 15 + spell level), made as a free action while casting a spell. You can’t take 10 on this check. If you succeed, each target of your spell is healed of 2 points of damage per spell level, in addition to the spell's normal effects. If the spell doesn’t have a target entry, this feat has no effect. This healing power is positive energy, so an undead creature instead takes 2 points of damage per spell level. An unwilling creature can attempt a Will save (at the spell's normal save Dc) to negate this effect. If the skill check fails, the prepared spell or spell slot is lost. You cannot use this feat on any spell with an alignment descriptor, nor with any necromancy spell. The natural world favors balance in all things, and thus does not support specific alignment-based magic, nor can its life-giving power be used to enhance the magic of death. ``` @@ --- Feat: Magic Sensitive Tags: Reserve Summ: You literally see the emanations of magic around you. Prereq: Ability to cast 3rd-level spells --- !! ``` ## Magic Sensitive (Reserve) You literally see the emanations of magic around you. **Prerequisite:** Ability to cast 3rd-level spells **Benefit:** As long as you have a divination spell of 3rd level or higher available to cast, you can sense magical auras (as if you had cast _detect magic)._ The range of your detection is equal to 5 feet per level of the highest-level divination spell you have available to cast. Activating or concentrating on this ability requires a standard action. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting divination spells. ``` @@ --- Feat: Magical Fortune Tags: Luck Summ: Even you are sometimes surprised by how well your spells work. Prereq: Caster level 3rd, any luck feat --- !! ``` ## Magical Fortune (Luck) *Even you are sometimes surprised by how well your spells work.* **Prerequisite:** Caster level 3rd, any luck feat **Benefit:** You can expend one luck reroll as a swift action to reroll the damage dealt by a spell you have just cast. You can expend two luck rerolls as a swift action to reroll a caster level check. You gain one luck reroll per day. ``` @@ --- Feat: Maiming Strike Tags: Summ: You can make dreadful attacks that disfigure your opponents. Prereq: Evil, sneak attack +2d6. --- !! ``` ## Maiming Strike *You can make dreadful attacks that disfigure your opponents.* **Prerequisite:** Evil, sneak attack +2d6. **Benefit:** Whenever you make a successful sneak attack on a target creature, you can reduce your extra damage and deal Charisma damage instead. For every 2 dice of extra damage that you sacrifice, your attack deals 1 point of Charisma damage. ``` @@ --- Feat: Make Your Own Luck Tags: Luck Summ: Your hard work lets you exploit minor loopholes. Prereq: Character level 6th, any luck feat --- !! ``` ## Make Your Own Luck (Luck) *Your hard work lets you exploit minor loopholes.* **Prerequisite:** Character level 6th, any luck feat **Benefit:** You can expend one luck reroll as an immediate action to reroll a skill check, as long as you have at least 1 rank in that skill. You gain a bonus to this reroll equal to the number of lucks feats you possess. You gain one luck reroll per day. ``` @@ --- Feat: Malign Spell Focus Tags: Summ: The character's spells that have the evil descriptor are more potent than normal due to a deal she makes with an evil power. Prereq: Any evil alignment --- !! ``` ## Malign Spell Focus *The character's spells that have the evil descriptor are more potent than normal due to a deal she makes with an evil power.* **Prerequisite:** Any evil alignment **Benefit:** Add +2 to the DC for all saving throws against any of the character's spells that have the evil descriptor. ``` @@ --- Feat: Mantle Focus Tags: Psionic Summ: The powers from one of your mantles become more potent. Prereq: Access to one psionic mantle --- !! ``` ## Mantle Focus (Psionic) *The powers from one of your mantles become more potent.* **Prerequisite:** Access to one psionic mantle **Benefit:** Add 1 to the Difficulty Class for all saving throws against powers from the mantle you select. This bonus stacks with the bonus provided from feats such as Psionic Endowment. **Special:** You can gain this fear multiple times. Each time you take the feat, it applies to a new mantle. ``` @@ --- Feat: Mark Of Avernus Tags: Summ: Your unfailing allegiance to Bel gives you special strategic insights into the best ways to overcome your enemies. By examining your opponents, you can land telling blows. Prereq: Brand of the Nine Hells, allegiance to Bel --- !! ``` ## Mark Of Avernus *Your unfailing allegiance to Bel gives you special strategic insights into the best ways to overcome your enemies. By examining your opponents, you can land telling blows.* **Prerequisite:** Brand of the Nine Hells, allegiance to Bel **Benefit:** You are a master strategist. Once per encounter, you can make a single ranged attack, melee attack, or use one of your spell-like abilities as an immediate action. In addition, whenever you successfully hit an opponent with an attack made as part of a readied action, you gain a +4 bonus on your attack roll and damage roll, and you automatically confirm a critical threat on such an attack. ``` @@ --- Feat: Mark Of Cania Tags: Summ: Behind Mephistopheles's mask of civility and quick wit burns the fire of frustration and hatred. You acquire this archdevil's emperament, and you can channel it to destroy your foes. Prereq: Brand of the Nine Hells, allegiance to Mephistopheles --- !! ``` ## Mark Of Cania *Behind Mephistopheles's mask of civility and quick wit burns the fire of frustration and hatred. You acquire this archdevil's emperament, and you can channel it to destroy your foes.* **Prerequisite:** Brand of the Nine Hells, allegiance to Mephistopheles **Benefit:** The passionate anger for which Mephistopheles is famed burns brightly in you. Each round when you miss on an attack roll or a target successfully saves against a spell, spell-like ability, or supernatural ability you have cast or used, you gain a cumulative +1 bonus on attack rolls, damage rolls, saves, and checks. This bonus lasts until you successfully hit a target or until a target fails a saving throw against one of your spells, spell-like abilities, or supernatural effects. For every +1 bonus you gain, you also take a –1 penalty to Armor Class. This penalty disappears when the bonus no longer applies. ``` @@ --- Feat: Mark Of Dis Tags: Summ: The infernal attention of Dispater has made you paranoid and cautious, giving you decided advantages in combat. Your attention to detail in battle leaves few openings for your opponents to attack. Prereq: Brand of the Nine Hells, allegiance to Dispater --- !! ``` ## Mark Of Dis *The infernal attention of Dispater has made you paranoid and cautious, giving you decided advantages in combat. Your attention to detail in battle leaves few openings for your opponents to attack.* **Prerequisite:** Brand of the Nine Hells, allegiance to Dispater **Benefit:** The only devils that survive for long in the labyrinthine streets of Dis are those with Dispater's preparedness and unflagging paranoia. When you move (and only when you move), the square in which you start your movement is not considered threatened. In addition, once per round, as an immediate action, you can choose to gain a +4 bonus to AC or on a single save. This bonus applies to one or the other, but not both. ``` @@ --- Feat: Mark Of Hleid Tags: Summ: You bear a birthmark in the shape of the holy symbol of Hleid (a ragged white triangle with a vortex of blue flame in its center) somewhere on your body; this mark identifies you as an ally of the church of Hleid and grants you supernatural qualities. Prereq: Your patron deity must be Hleid --- !! ``` ## Mark Of Hleid *You bear a birthmark in the shape of the holy symbol of Hleid (a ragged white triangle with a vortex of blue flame in its center) somewhere on your body; this mark identifies you as an ally of the church of Hleid and grants you supernatural qualities.* **Prerequisite:** Your patron deity must be Hleid **Benefit:** The actual birthmark itself radiates faint abjuration magic if it is viewed with a _detect magic_ spell, and faint good if viewed with a _detect good_ spell. You are immune to the frost touch special attack of a rimefire eidolon. Additionally, you can handle rimefire ice barehanded without taking any cold damage. Cleric is now a favored class for you; the cleric class does not count when determining whether you take an experience point penalty for multiclassing. You gain a +2 sacred bonus to your Armor Class against evil-aligned creatures with the cold subtype. **Special:** If you ever lose favor with Hleid, or change your patron deity to another deity, the mark of Hleid fades and you lose all benefits of this feat. You do not gain a replacement feat. If you later return to Hleid's faithful and receive an _atonement_ spell, the mark reappears and you regain the benefits of the feat. ``` @@ --- Feat: Mark Of Maladomini Tags: Summ: Maladomini is a sinking mire of corruption and filth. Those who serve the Lord of Flies acquire some of his most unsavory characteristics. You exude stinking ichor like your master. Prereq: Brand of the Nine Hells, allegiance to Baalzebul --- !! ``` ## Mark Of Maladomini *Maladomini is a sinking mire of corruption and filth. Those who serve the Lord of Flies acquire some of his most unsavory characteristics. You exude stinking ichor like your master.* **Prerequisite:** Brand of the Nine Hells, allegiance to Baalzebul **Benefit:** You share the curse of your foul master, Baalzebul. Your body issues forth a steady stream of filth that collects about you. Any creature that enters or leaves a square adjacent to you must succeed on a Balance check (DC 10 + 1/2 your HD + your Con modifier) or immediately stop moving. A creature that fails this check and attempts to keep moving immediately falls prone in its current space. In addition, this slime reeks of decay, excrement, and worse, forcing any living creature within 10 feet of you to succeed on a Fortitude save (DC 10 + 1/2 your HD + your Con modifier) or become sickened for 10 rounds. Regardless of the outcome of the save, a creature cannot again be affected by your stench for 24 hours. ``` @@ --- Feat: Mark Of Malbolge Tags: Summ: Malbolge has transformed into a place of disturbing growth and decay. Glasya, the new mistress, has blessed you with the same essence that infects everything in her domain, enabling you to draw power from the remains of the Hag Countess. Prereq: Brand of the Nine Hells, allegiance to Glasya --- !! ``` ## Mark Of Malbolge *Malbolge has transformed into a place of disturbing growth and decay. Glasya, the new mistress, has blessed you with the same essence that infects everything in her domain, enabling you to draw power from the remains of the Hag Countess.* **Prerequisite:** Brand of the Nine Hells, allegiance to Glasya **Benefit:** Your body throbs with a number of fleshy tumors equal to your Constitution modifier +3 (minimum three tumors). Each round, as a swift action, you can draw strength from one of these cancerous growths to gain one of the following benefits: - +10-foot enhancement bonus to your base speed for 1 round. - Heal 2d6 points of damage +1 point per Hit Die. - Increase your natural reach with your melee attacks by 5 feet for 1 round. - Spray a stream of noxious filth at an adjacent target, forcing that creature to succeed on a Fortitude save (DC 10 + 1/2 your HD + your Con modifier) or become sickened for 1 round. Spent tumors regrow in 10 rounds. ``` @@ --- Feat: Mark Of Minauros Tags: Summ: Mammon is an expert at managing the various powers of Hell. From service to this archdevil, you know when to use explosive violence and when to beat a hasty retreat. Prereq: Brand of the Nine Hells, allegiance to Mammon --- !! ``` ## Mark Of Minauros Mammon is an expert at managing the various powers of Hell. From service to this archdevil, you know when to use explosive violence and when to beat a hasty retreat. **Prerequisite:** Brand of the Nine Hells, allegiance to Mammon **Benefit:** Like your master, you know when to fight and when to flee. When making a charge attack, you gain a +2 bonus on your attack roll at the end of the charge for every 10 feet you move as part of the charge (in addition to the normal attack bonus from charging). In addition, when you move (and only when you move), the square in which you start your movement is not considered threatened. **Normal**:: You gain a +2 bonus on your attack roll at the end of a charge. Withdrawing is a full-round action. ``` @@ --- Feat: Mark Of Nessus Tags: Summ: All bow before Asmodeus. The Lord of Nessus grants you a hint of his commanding nature. Prereq: Brand of the Nine Hells, allegiance to Asmodeus --- !! ``` ## Mark Of Nessus *All bow before Asmodeus. The Lord of Nessus grants you a hint of his commanding nature.* **Prerequisite:** Brand of the Nine Hells, allegiance to Asmodeus **Benefit:** Few have the resolve necessary to confront Asmodeus himsElf subtype, and you have learned to tap into this commanding authority. Whenever a creature would attack you, target you with a spell, or use spell-like or supernatural ability against you, it must first succeed on a Will save (DC 10 + 1/2 your HD + your Cha modifier). If it fails, it must select another target or take some other action. Once an opponent succeeds on the saving throw, it cannot be affected again by your Mark of Nessus for 24 hours. In addition, once per round as a swift action, you can infuse a single natural attack with hellfire, dealing an extra 1d6 points of damage. ``` @@ --- Feat: Mark Of Phlegethos Tags: Summ: The disturbing infatuation of physical pleasure and pain has indelibly touched your mind, enabling to draw strength from your own suffering, as well as that of others. Prereq: Brand of the Nine Hells, allegiance to Belial or Fierna --- !! ``` ## Mark Of Phlegethos *The disturbing infatuation of physical pleasure and pain has indelibly touched your mind, enabling to draw strength from your own suffering, as well as that of others.* **Prerequisite:** Brand of the Nine Hells, allegiance to Belial or Fierna **Benefit:** You gain your master's or mistress's penchant for perverse sensuality. Whenever you take or deal damage, you gain 1 pleasure point. You can spend a single pleasure point as a swift action to gain a +4 bonus on your next attack roll, save, or ability or skill check. Accumulated pleasure points disappear at the end of the encounter. ``` @@ --- Feat: Mark Of Stygia Tags: Summ: Levistus demands that his servants work endlessly to extract him from his icy tomb. From your time on the glacier, you have learned to use your environment to best advantage. Prereq: Brand of the Nine Hells, allegiance to Levistus --- !! ``` ## Mark Of Stygia *Levistus demands that his servants work endlessly to extract him from his icy tomb. From your time on the glacier, you have learned to use your environment to best advantage.* **Prerequisite:** Brand of the Nine Hells, allegiance to Levistus **Benefit:** Those who serve Levistus are accustomed to the inhospitable cold and ice of Stygia. You never need to make Acrobatics checks when on slippery or severely slippery surfaces, and you can move at full speed over any terrain that would ordinarily require a Balance check. Whenever both you and an opponent stand on icy or frozen surfaces, you gain a +4 bonus on attack rolls and damage rolls. Finally, each round as a swift action, you can limn a weapon you wield with Stygian cold for 1 round. On a successful hit, this weapon deals an extra 1d6 points of cold damage. If the weapon is made of Baatorian green steel, it deals an extra 2d6 points of cold damage instead. ``` @@ --- Feat: Markings Of The Blessed Tags: Racial Summ: Your skin markings shift into a pattern that resists a wide array of harmful effects in times of trouble. Prereq: Galkan, Auspicious Marking --- !! ``` ## Markings Of The Blessed (Racial) Your skin markings shift into a pattern that resists a wide array of harmful effects in times of trouble. **Prerequisite:** Galkan, Auspicious Marking **Benefit:** Up to three times per day, you can roll a second d20 when attempting any saving throw and use either of the two results. ``` @@ --- Feat: Markings Of The Hunter Tags: Racial Summ: Your skin markings shift into a pattern that makes you hard to get the drop on. Prereq: Galkan, Auspicious Marking --- !! ``` ## Markings Of The Hunter (Racial) *Your skin markings shift into a pattern that makes you hard to get the drop on.* **Prerequisite:** Galkan, Auspicious Marking **Benefit:** You can roll a second d20 when making an initiative check and use either of the two results. ``` @@ --- Feat: Markings Of The Magi Tags: Racial Summ: Your skin markings shift into a pattern that denotes you as having strong magical talent. Prereq: Galkan, Auspicious Marking --- !! ``` ## Markings Of The Magi (Racial) *Your skin markings shift into a pattern that denotes you as having strong magical talent.* **Prerequisite:** Galkan, Auspicious Marking **Benefit:** Up to three times per day, you can roll a second d20 when attempting a caster level check and use either of the two results. ``` @@ --- Feat: Markings Of The Maker Tags: Racial Summ: Your skin markings shift into a pattern that gives you fate's edge when using skills. Prereq: Goliath, Auspicious Marking --- !! ``` ## Markings Of The Maker (Racial) *Your skin markings shift into a pattern that gives you fate's edge when using skills.* **Prerequisite:** Goliath, Auspicious Marking **Benefit:** Up to three times per day, you can roll a second d20 when attempting any skill check and use either of the two results. ``` @@ --- Feat: Markings Of The Warrior Tags: Racial Summ: Your skin markings have shifted over time into a pattern that gives you fate's deathly accuracy in times of trouble. Prereq: Galkan, Auspicious Marking. --- !! ``` ## Markings Of The Warrior (Racial) *Your skin markings have shifted over time into a pattern that gives you fate's deathly accuracy in times of trouble.* **Prerequisite:** Galkan, Auspicious Marking. **Benefit:** Up to three times per day, you can roll a second d20 when making an attack roll and use either of the two results. ``` @@ --- Feat: Martial Stance Tags: Summ: You have mastered the fundamentals of a martial discipline, and you are now able to master one of its stances. Prereq: One martial maneuver --- !! ``` ## Martial Stance *You have mastered the fundamentals of a martial discipline, and you are now able to master one of its stances.* **Prerequisite:** One martial maneuver **Benefit:** When you gain this feat, you can select any stance from a discipline in which you already know at least one maneuver. You must meet the normal prerequisite of the stance. Your martial adept level for using this maneuver is equal to your levels in martial adept classes (if any) + 1/2 your levels in other classes. **Special:** You can choose this feat more than once. When you take this feat again, you gain knowledge of a new stance. You do not have to choose a stance from the same discipline you selected the first time, but you must know at least one martial maneuver from the discipline of the stance you choose. **Special:** A fighter can select Martial Stance as a bonus feat. ``` @@ --- Feat: Martial Stalker Tags: Summ: You practice a powerful fighting style that focuses equally on martial skill and mystical dedication. Prereq: Proficiency with all martial weapons, Ki power --- !! ``` ## Martial Stalker *You practice a powerful fighting style that focuses equally on martial skill and mystical dedication.* **Prerequisite:** Proficiency with all martial weapons, Ki power **Benefit:** Your fighter and ninja levels stack for the purpose of determining the size of your Ki pool, as well as your AC bonus. For example, a 5th-level fighter /1st-level ninja with this feat could use his Ki powers a number of times equal to 3 (one-half his ninja and fighter levels) + his Wisdom bonus (if any), and would have a +1 bonus to AC (as if he were a 6th-level ninja). Your fighter and ninja levels also stack for the purpose of qualifying for feats that require a minimum fighter level, such as Greater Weapon Focus. **Special:** A fighter can select Martial Stalker as one of his fighter bonus feats (_Ph 38_). ``` @@ --- Feat: Martial Study Tags: Summ: By studying the basics of a martial discipline, you learn to focus your Ki and perfect the form needed to use a maneuver. As a result, you gain the use of a combat maneuver. Prereq: When you gain this feat, you must choose a discipline of martial maneuvers, such as Desert Wind. The key skill for the chosen discipline becomes a class skill for all your classes (current and future). Select any maneuver from the chosen discipline for which you meet the prerequisite. --- !! ``` ## Martial Study By studying the basics of a martial discipline, you learn to focus your Ki and perfect the form needed to use a maneuver. As a result, you gain the use of a combat maneuver. **Benefit:** When you gain this feat, you must choose a discipline of martial maneuvers, such as Desert Wind. The key skill for the chosen discipline becomes a class skill for all your classes (current and future). Select any maneuver from the chosen discipline for which you meet the prerequisite. If you have martial adept levels, this maneuver becomes one of your maneuvers known. If you do not have martial adept levels, you can use this maneuver once per encounter as a martial adept with an initiator level equal to 1/2 your character level. If you do not have martial adept levels when you take this feat, and you later gain a level in a class that grants maneuvers known, these new maneuvers can be used only once per encounter and have no recovery method. If you later gain levels in a martial adept class (crusader, swordsage, or warblade), you use the recovery method for maneuvers learned as a result of those class levels, but your previous maneuvers (gained through this feat or through prestige class levels) do not gain a recovery method. A maneuver learned through this feat cannot be exchanged for a different maneuver if you are a crusader, swordsage, or warblade (see the class descriptions in Chapter 1 for details on swapping out maneuvers as you gain levels). Once you choose a maneuver with this feat, you cannot change it. **Special:** You can take this feat up to three times. Each time you take it after the first, you gain one of two benefits. You can choose a new discipline, gaining one of its maneuvers and its key skill as a class skill, as described above. Alternatively, you can choose a maneuver from a discipline to which you have already gained access by means of this feat. In either case, you must meet the maneuver's prerequisite. **Special:** A fighter can select Martial Study as a bonus feat. ``` @@ --- Feat: Martial Throw Tags: Summ: You can switch positions with an opponent you hit in melee by throwing that opponent. Prereq: Dex 17, Improved Unarmed Strike --- !! ``` ## Martial Throw *You can switch positions with an opponent you hit in melee by throwing that opponent.* **Prerequisite:** Dex 17, Improved Unarmed Strike **Benefit:** When you are adjacent to an opponent of your size category or smaller and you hit that opponent with an unarmed strike, you may immediately make a special opposed grapple check against that opponent. Make a grapple check using your Dexterity modifier instead of your Strength modifier. The opponent uses its Strength modifier as normal. If you succeed, you and your opponent are not grappling, but you switch positions with the foe. (If either combatant occupies more than one square, both must end up adjacent to each other after the throw, each must occupy at least one square the other formerly occupied, and neither can be located in a square occupied by any obstacle or other creature. If both combatants can’t meet these conditions, you can’t execute the throw.) Switching positions in this fashion does not provoke attacks of opportunity. You can use this feat on allies as well as enemies. If the other character is willing, your attack roll and grapple check are automatically successful, and you deal unarmed strike damage to your ally normally. (This move is a hard, violent throw, and you can’t pull it off without actually striking the subject of the throw.) This feat can be used only once per round. **Special:** A fighter may select this feat as one of his fighter bonus feats. ``` @@ --- Feat: Master Legacy Tags: Legacy Summ: You temporarily gain access to legacy abilities beyond your normal reach. Prereq: Channel Legacy, Least Legacy, Use Magic Device 4 ranks. --- !! ``` ## Master Legacy (Legacy) *You temporarily gain access to legacy abilities beyond your normal reach.* **Prerequisite:** Channel Legacy, Least Legacy, Use Magic Device 4 ranks. **Benefit:** Once per day as a free action, you can treat your character level as if it were one higher for determining which legacy abilities you can use. You do not pay any new personal costs associated with the increased level, but you cannot access any abilities for which you have not met the prerequisites. For example, a 10th-level character gains no benefit from this feat, since she has not yet gained the Lesser Legacy feat required to use legacy abilities of 11th level or higher. This effect lasts for 1 hour or until you activate a legacy ability with a daily use limit, whichever comes first. ``` @@ --- Feat: Master Linguist Tags: Summ: You have a broad knowledge of language. Prereq: Ability to speak four or more languages --- !! ``` ## Master Linguist You have a broad knowledge of language. **Prerequisite:** Ability to speak four or more languages **Benefit:** Each time you gain a level, including the level at which you select this feat, you learn a new language (as if you had spent 1 skill point on the Speak Language skill). ``` @@ --- Feat: Master Manipulator Tags: Summ: Your words are your weapons. You confuse others with your speech, luring them into giving up vital secrets and leaving them dumbfounded with your carefully constructed, conversational static. Prereq: Cha 13, Diplomacy 9 ranks --- !! ``` ## Master Manipulator *Your words are your weapons. You confuse others with your speech, luring them into giving up vital secrets and leaving them dumbfounded with your carefully constructed, conversational static.* **Prerequisite:** Cha 13, Diplomacy 9 ranks **Benefit:** This feat grants two new uses for the Diplomacy skill. You must share a language with a creature to use these options against it. Neither ability functions during combat. _Captivating Speech:_ You can distract a creature with your compelling delivery and witticisms. With a successful Diplomacy check opposed by the target's own Diplomacy check or Will save, you can impose a –4 penalty on the target's Listen, Sense Motive, and Perception checks so long as you continue speaking. You can affect a number of targets equal to 1 + your Cha bonus (if any), as long as they are all within 20 feet. _Trap of Words:_ If a creature attempts and fails to successfully to use Bluff to lie to you, you skillfully maneuver the conversation to confuse the target or trick him into letting slip a vital clue. After succeeding on your Sense Motive check, you can then engage the target in conversation for at least 1 minute. At the end of this time, make a Diplomacy check opposed by the target's Bluff check. If you succeed, the target inadvertently reveals his lie and the reason behind it. ``` @@ --- Feat: Mask Of Gentility Tags: Summ: You cunningly hide your true motives and nature behind a facade of camaraderie and gentility. Prereq: Cha 15, Bluff 9 ranks, Disguise 9 ranks --- !! ``` ## Mask Of Gentility *You cunningly hide your true motives and nature behind a facade of camaraderie and gentility.* **Prerequisite:** Cha 15, Bluff 9 ranks, Disguise 9 ranks **Benefit:** If you are subjected to a divination spell that normally would reveal your alignment, your alignment registers as neutral. In addition, if someone tries to use the Sense Motive skill to get a hunch about your purpose or nature, she must succeed on a DC 30 check to obtain an accurate impression. **Normal**:: Getting a hunch requires a DC 20 Sense Motive check. ``` @@ --- Feat: Master Of Knowledge Tags: Summ: You have spent most of your life in study, and it comes naturally to you now. Prereq: You gain a +1 bonus to all Knowledge skill checks. --- !! ``` ## Master Of Knowledge *You have spent most of your life in study, and it comes naturally to you now.* **Benefit:** You gain a +1 bonus to all Knowledge skill checks. ``` @@ --- Feat: Master Of Poisons Tags: Summ: You are highly trained and adept in the use of toxic substances. Prereq: You can apply poison or oil to a weapon as a swift action, without provoking attacks of opportunity. In addition, you never risk accidentally poisoning yourself when applying poison to a weapon. --- !! ``` ## Master Of Poisons *You are highly trained and adept in the use of toxic substances.* **Benefit:** You can apply poison or oil to a weapon as a swift action, without provoking attacks of opportunity. In addition, you never risk accidentally poisoning yourself when applying poison to a weapon. **Normal**:: Applying poison or oil to a weapon is a standard action that provokes attacks of opportunity. When applying poison to a weapon, you have a 5% chance of accidentally poisoning yourself. ``` @@ --- Feat: Master Of Shadow Tags: Summ: You gain extra uses of your drow powers of light and darkness. Prereq: Drow --- !! ``` ## Master Of Shadow *You gain extra uses of your drow powers of light and darkness.* **Prerequisite:** Drow **Benefit:** You gain one extra daily use of each of your drow spell-like abilities (_dancing lights_, _darkness_, and _faerie fire_). In addition, you gain a +2 bonus to your caster level with these spell-like abilities. ``` @@ --- Feat: Master Of Undeath Tags: Summ: You can control an undead that you create . . . for a time. Prereq: Knowledge (religion) 5 ranks --- !! ``` ## Master Of Undeath *You can control an undead that you create . . . for a time.* **Prerequisite:** Knowledge (religion) 5 ranks **Benefit:** When you create an undead creature, you can decide that it doesn't count against your normal limit of controlled undead creatures. In this case, you still control the creature, but only for a number of days equal to your caster level. When this duration ends, the undead immediately becomes hostile to you (though you can establish control over it by other means). You can have only one creature of this kind at a time. ``` @@ --- Feat: Master Spellthief Tags: Summ: Your arcane studies allow you to mingle arcane magic of different flavors for great effect. Prereq: Ability to cast 2nd-level arcane spells, steal spell --- !! ``` ## Master Spellthief Your arcane studies allow you to mingle arcane magic of different flavors for great effect. **Prerequisite:** Ability to cast 2nd-level arcane spells, steal spell **Benefit:** Your spellthief levels stack with levels of other arcane spellcaster classes (that is, levels of any class that grants arcane spellcasting other than the spellthief) for the purpose of determining what level of spell you can steal. For example, a 4th-level spellthief/4th-level wizard could steal spells of up to 4th level, as if he were an 8th-level spellthief. Your spellthief and arcane spellcaster levels also stack when determining your caster level for all arcane spells. The character described above would have a caster level of 8th for both his spellthief spells and his wizard spells. In addition, you do not incur a chance of arcane spell failure for arcane spells cast or stolen from other classes, but only if you are wearing light armor. You incur the normal arcane spell failure chance when wearing medium or heavy armor or when using a shield. **Normal**:: A spellthief does not incur a chance of arcane spell failure when casting spellthief spells in light armor. He incurs the normal arcane spell failure chance for other arcane spells he casts, including those stolen from arcane casters (_Complete Adventurer_ 15). ``` @@ --- Feat: Master's Will Tags: Vile Summ: The elder evil you serve is fickle in its rewards and punishments. Prereq: Chosen of Evil or undead type, Evil Brand --- !! ``` ## Master's Will (Vile) *The elder evil you serve is fickle in its rewards and punishments.* **Prerequisite:** Chosen of Evil or undead type, Evil Brand **Benefit:** As an immediate action, you can beseech the elder evil for assistance. Roll 1d20. If the result of the die roll is an odd number, you gain a +8 bonus on one attack roll, saving throw, ability check, or skill check for 1 round. If the result is even, you take 1 point of damage for each Hit Die or character level you possess. You must make the decision to use this ability before making an attack roll, save, or check. ``` @@ --- Feat: Maximize Mystery Tags: Metashadow Summ: You can cast mysteries to maximum effect. Prereq: Any two metashadow feats --- !! ``` ## Maximize Mystery (Metashadow) *You can cast mysteries to maximum effect.* **Prerequisite:** Any two metashadow feats **Benefit:** Once per day, all variable, numeric effects of a mystery modified by this feat are maximized. This functions in most respects as the Maximize Spell feat. Casting a maximized mystery is a full-round action. **Special:** You can take this feat up to four times. To take it a second time, you must have five metashadow feats. To take it a third time, you must have eight metashadow feats. To take it a fourth time, you must have eleven metashadow feats. ``` @@ --- Feat: Maximize Power Tags: Metapsionic Summ: You can manifest powers to maximum effect. Prereq: To use this feat, you must expend your psionic focus. --- !! ``` ## Maximize Power (Metapsionic) You can manifest powers to maximum effect. **Benefit:** To use this feat, you must expend your psionic focus. You can maximize a power. All variable, numeric effects of a power modified by this feat are maximized. A maximized power deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, and so on, as appropriate. Saving throws and opposed checks are not affected, nor are powers without random variables. Augmented powers can be maximized; a maximized augmented power deals the maximum damage (or cures the maximum hit points, and so on) of the augmented power. An empowered and maximized power gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result. Using this feat increases the power point cost of the power by 4. The power's total cost cannot exceed your manifester level. ``` @@ --- Feat: Maximize Spell-Like Ability Tags: Summ: You can use a spell-like ability at its maximum effect. Prereq: Spell-like ability at caster level 6th or higher --- !! ``` ## Maximize Spell-Like Ability You can use a spell-like ability at its maximum effect. **Prerequisite:** Spell-like ability at caster level 6th or higher **Benefit:** Choose one of your spell-like abilities (subject to the restrictions below) to use at maximum effectiveness up to three times per day (or the ability's normal use limit, whichever is less). All variable, numeric effects of the spelllike ability are maximized, dealing maximum damage, curing the maximum number of hit points, affecting the maximum number of targets, and so on. For example, a 10th-level warlock's maximized _eldritch blast_ deals 36 points of damage three times per day. Saving throws and opposed checks (such as the one you make when you cast _dispel magic_) are not affected, nor are spell-like abilities without random variables. An empowered maximized spell-like ability gains the benefit of each feat separately (getting the maximum result plus one-half the normally rolled result). For example, a fire mephit's empowered maximized _scorching ray_ would deal 24 points of damage plus one-half of 4d6 points of damage. The spell-like ability you wish to maximize can be chosen only from those abilities that duplicate a spell of a level less than or equal to 1/2 your caster level (round down), minus 2. For a summary, see the Caster Level to Empower column in the table on page 304 of the _Monster Manual_. **Special:** This feat can be taken multiple times. Each time, you apply it to a different one of your spell-like abilities. ``` @@ --- Feat: Melee Evasion Tags: Summ: Your speed, agility, and talent for intelligent fighting allow you to avoid your opponent's blows. You take careful stock of an opponent and slip away from his sword blow just as he commits to the attack. Prereq: Dex 13, Int 13, Combat Expertise, Dodge --- !! ``` ## Melee Evasion Your speed, agility, and talent for intelligent fighting allow you to avoid your opponent's blows. You take careful stock of an opponent and slip away from his sword blow just as he commits to the attack. **Prerequisite:** Dex 13, Int 13, Combat Expertise, Dodge **Benefit:** While fighting defensively, you can attempt to negate a single attack made by the target of your Dodge feat. If this opponent attacks you, use an immediate action to make a d20 roll modified by your highest base attack bonus. The result is used as your normal AC and touch AC against that single, specific attack from your opponent. You cannot use this feat if your Dexterity bonus to AC does not apply against your opponent's attack. **Special:** A fighter can select Melee Evasion as one of his fighter bonus feats. ``` @@ --- Feat: Melee Weapon Mastery Tags: Summ: You have mastered a wide range of weapons. Your training with one specific weapon now extends to other weapons of a similar sort. Prereq: Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, base attack bonus +8 --- !! ``` ## Melee Weapon Mastery You have mastered a wide range of weapons. Your training with one specific weapon now extends to other weapons of a similar sort. **Prerequisite:** Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, base attack bonus +8 **Benefit:** When you select this feat, choose bludgeoning, piercing, or slashing. You must have Weapon Focus and Weapon Specialization with a melee weapon that deals this type of damage. When using any melee weapon that has the damage type you selected, you gain a +2 bonus on attack rolls and a +2 bonus on damage rolls. **Special:** You can select this feat more than once. Each time, you can select a new damage type. A fighter can choose Melee Weapon Mastery as one of his fighter bonus feats. ``` @@ --- Feat: Melodic Casting Tags: Summ: You can weave your music and magic together into a single perfect voice. Prereq: Perform 4 ranks, Spellcraft 4 ranks, Bardic performance class feature --- !! ``` ## Melodic Casting You can weave your music and magic together into a single perfect voice. **Prerequisite:** Perform 4 ranks, Spellcraft 4 ranks, Bardic performance class feature **Benefit:** Whenever a Concentration check would be required to cast a spell or use a spell-like ability (such as when you cast defensively or are distracted or injured while casting), you can make a Perform check instead. In addition, you can cast spells and activate magic items by command word or spell completion while using a Bardic performance ability. Bardic performance abilities that require concentration still take a standard action to perform. **Normal**:: A bard can't cast spells or activate magic items by command word or spell completion while using bardic music. ``` @@ --- Feat: Menacing Demeanor Tags: Racial Summ: You can tap into your savage heritage to improve your intimidation techniques. Prereq: Orc subtype --- !! ``` ## Menacing Demeanor (Racial) You can tap into your savage heritage to improve your intimidation techniques. **Prerequisite:** Orc subtype **Benefit:** You gain a +4 bonus on Intimidate checks. ``` @@ --- Feat: Mental Juggernaut Tags: Psionic Summ: You are adroit at avoiding the mind blasting effects of certain psionic abilities and powers. Prereq: Ability to gain psionic focus --- !! ``` ## Mental Juggernaut (Psionic) *You are adroit at avoiding the mind blasting effects of certain psionic abilities and powers.* **Prerequisite:** Ability to gain psionic focus **Benefit:** As an immediate action, you can expend your psionic focus to ignore the consequences of a failed save against any power, psi-like ability, or other psionic or magical effect that would otherwise daze or stun you. You can decide to use this feat after you have rolled and determined the potential outcome of your roll. **Special:** If you choose not to expend your psionic focus, you gain a +2 bonus on your saving throw against any power, psi-like ability, or other psionic or magical effect that would daze or stun you. When you are not psionically focused, you still gain a +1 bonus on saves against effects that would otherwise daze or stun you. ``` @@ --- Feat: Mental Leap Tags: Psionic Summ: You can make amazing jumps. Prereq: Str 13, Jump 5 ranks --- !! ``` ## Mental Leap (Psionic) *You can make amazing jumps.* **Prerequisite:** Str 13, Jump 5 ranks **Benefit:** To use this feat, you must expend your psionic focus. You gain a +10 bonus on a Jump check. ``` @@ --- Feat: Mental Resistance Tags: Summ: Your mind is armored against mental intrusion. Prereq: Base Will save bonus +2. --- !! ``` ## Mental Resistance *Your mind is armored against mental intrusion.* **Prerequisite:** Base Will save bonus +2. **Benefit:** Against psionic attacks that do not employ an energy type to deal damage you gain damage reduction 3/–. In addition, when you are hit with ability damage (but not ability drain or ability burn damage) from a psionic attack, you take 3 points less than you would normally take. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics–magic transparency rule. **Special:** You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities). ``` @@ --- Feat: Mercantile Background (Fr) Tags: Regional Summ: 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. Prereq: --- !! ``` ## Mercantile Background (Fr) (Regional) *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.* **Prerequisite:** **Benefit:** When you sell weapons, magic items, or other adventuring goods, you get 60% of the list price instead of 50%. Once per month, you can buy any single available item of 1000 gp per character level at 75% of the offered price. You also receive an extra 300 gp to spend as you see fit during character creation. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ``` @@ --- Feat: Merciful Strike Tags: Ambush Summ: You can strike a creature's vital areas without killing it. Prereq: Sneak attack +2d6. --- !! ``` ## Merciful Strike (Ambush) *You can strike a creature's vital areas without killing it.* **Prerequisite:** Sneak attack +2d6. **Benefit:** Your successful sneak attack deals nonlethal damage. When using this feat, you can ignore the usual –4 penalty on attack rolls for attempting to deal nonlethal damage with a lethal weapon. Using this feat reduces your sneak attack damage by 1d6. ``` @@ --- Feat: Metallurgy Tags: Summ: You are skilled in the art of metallurgy, creating metal alloys both for their appearance and their properties. Prereq: Gold dwarf. --- !! ``` ## Metallurgy You are skilled in the art of metallurgy, creating metal alloys both for their appearance and their properties. **Region**:: Gold dwarf. **Benefit:** You receive a +3 bonus on all Craft (armorsmithing, blacksmithing, or weaponsmithing) checks. ``` @@ --- Feat: Metamagic School Focus Tags: Summ: You are unusually skilled at modifying the effects of a particular school of magic. Prereq: Spell Focus (chosen school) or specialist wizard in chosen school --- !! ``` ## Metamagic School Focus You are unusually skilled at modifying the effects of a particular school of magic. **Prerequisite:** Spell Focus (chosen school) or specialist wizard in chosen school **Benefit:** Choose a school of magic for which you have the Spell Focus feat, or the school in which you have specialized. Three times per day, you can reduce by one level the cost of a metamagic feat applied to a spell of the chosen school. If you prepare spells, you can have only up to three such reduced cost spells prepared at any time. **Special:** A wizard can select this feat as a wizard bonus feat. This feat can be taken more than once. Each time you take it, it applies to a different school of magic. ``` @@ --- Feat: Metamagic Song Tags: Bardic Music Summ: 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. Prereq: Any two metamagic feats, Bardic performance --- !! ``` ## Metamagic Song (Bardic Music) 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. **Prerequisite:** Any two metamagic feats, Bardic performance **Benefit:** When you spontaneously cast an arcane spell that is enhanced by a metamagic feat, you can spend a number of uses of your Bardic performance ability equal to the number of extra levels that the metamagic feat imposes on the spell rather than raising the spell's effective level. Applying metamagic spontaneously using this method increases the casting time of the spell normally. You cannot use the Metamagic Song feat to add metamagic feats that would make the spell's effective level higher than the highest level of spell that you can cast normally. **Special:** When applying a metamagic feat to a spell, you must either use Metamagic Song to completely offset the increase in the spell's effective level or apply the metamagic feat normally and cast the spell at its higher level. You cannot partially increase the level of the spell (or “split” the cost) to reduce the number of uses of Bardic performance spent when using the Metamagic Song feat. Only one method can be used to pay for metamagic feats that affect a single spell. You cannot use the Metamagic Song feat to improve a spell with the Silent Spell metamagic feat. ``` @@ --- Feat: Metamagic Spell Trigger Tags: Summ: You can apply metamagic feats you know to spell effects from magic items you activate with a spell trigger. Prereq: Any metamagic feat, Use Magic Device 15 ranks or Spellcraft 15 ranks --- !! ``` ## Metamagic Spell Trigger *You can apply metamagic feats you know to spell effects from magic items you activate with a spell trigger.* **Prerequisite:** Any metamagic feat, Use Magic Device 15 ranks or Spellcraft 15 ranks **Benefit:** You can apply any one metamagic feat you know to a spell generated by a spell trigger item (such as a wand or staff) that you activate. You expend one extra charge, plus one charge for each change in spell level a metamagic feat normally requires. You cannot use this feat to raise the effective level of the spell to one higher than you are able to cast. ``` @@ --- Feat: Metamagic Vigor Tags: Tactical Summ: The energy you pour into increasing the power of your spells feeds back upon itself in an ever-increasing cycle. Prereq: Two or more metamagic feats --- !! ``` ## Metamagic Vigor (Tactical) *The energy you pour into increasing the power of your spells feeds back upon itself in an ever-increasing cycle.* **Prerequisite:** Two or more metamagic feats **Benefit:** The Metamagic Vigor feat allows the use of two tactical maneuvers. _Metamagic Intensity:_ If you cast spells affected by the same metamagic feat in 2 consecutive rounds, you gain a +1 bonus to the second spell's caster level. _Metamagic Versatility:_ If you cast spells affected by two different metamagic feats in 2 consecutive rounds, you gain a +1 bonus to the second spell's save DC. **Special:** You can't benefit from both of these maneuvers (or either maneuver more than once) in a single round; if you are eligible to use both, choose the one you want. Only actual metamagic feats allow this feat to function. A metamagic spell effect produced by a _metamagic rod_ or other magic item or external device does not qualify you to use this feat. ``` @@ --- Feat: Metamorphic Transfer Tags: Psionic Summ: You can gain a supernatural ability of a metamorphed form. Prereq: Wis 13, manifester level 5th --- !! ``` ## Metamorphic Transfer (Psionic) *You can gain a supernatural ability of a metamorphed form.* **Prerequisite:** Wis 13, manifester level 5th **Benefit:** Each time you change your form, such as through the _metamorphosis_ power, you gain one of the new form's supernatural abilities, if it has any. You gain only three uses of the metamorphic ability per day, even if the creature into which you metamorph has a higher limit on uses (You are still subject to other restrictions on the use of the ability.) The save DC to resist a supernatural ability gained through Metamorphic Transfer (if it is an attack) is 10 + your Cha modifier + 1/2 your Hit Dice. **Normal**:: You cannot use the supernatural abilities of creatures whose form you assume. **Special:** You can gain this feat multiple times. Each time, you can gain one additional supernatural ability. ``` @@ --- Feat: Metanode Spell Tags: Metamagic Summ: You cast metamagic spells to greater effect in nodes to which you are attuned than elsewhere. Prereq: Node Spellcasting, caster level 1st. --- !! ``` ## Metanode Spell (Metamagic) *You cast metamagic spells to greater effect in nodes to which you are attuned than elsewhere.* **Prerequisite:** Node Spellcasting, caster level 1st. **Benefit:** When casting a spell improved by a metamagic feat, you can deduct the class of the node layer in which you currently stand from the increased spell level. The class of the layer does not equal the class of the node unless you are standing in the innermost portion of it. For example, if you use Maximize Spell to augment the 5th-level spell _flame strike_ in the innermost (+1) layer of a Class 1 node, you cast the spell as if it were only two levels higher than normal, not three, because the node pays one spell level's worth of the metamagic cost. This feat is most useful to casters who do not prepare spells (such as bards and sorcerers) and to wizards who rarely leave their nodes and can therefore prepare and cast their spells at the adjusted level. If you use this feat to reduce the cost of preparing a metamagic spell and then leave the node, the spell you prepared is unavailable until you return to a node layer of at least the same class as the one in which the spell was prepared. ``` @@ --- Feat: Metapower Tags: Metapsionic Summ: You can permanently modify a psionic power you know with a metapsionic feat. Prereq: Ability to manifest psionic powers, any other metapsionic feat --- !! ``` ## Metapower (Metapsionic) *You can permanently modify a psionic power you know with a metapsionic feat.* **Prerequisite:** Ability to manifest psionic powers, any other metapsionic feat **Benefit:** You choose one power known to you to become permanently modified by one metapsionic feat you know. The cost of modifying your chosen power with metapsionic feats is reduced by 2 power points (to a minimum extra cost of 0 power points). When you manifest the modified power with that metapsionic feat, you must still obey any restrictions of that feat (for example, expending your psionic focus). Once a metapower is created by taking this feat, it cannot be changed. The metapower can be used normally with other metapsionic feats you know. **Special:** You can gain this feat multiple times. Each time you do, you choose a power—either one you have already modified or another power you know—and reduce the metapsionic feat cost of that power by 2 power points for a different specific metapsionic feat. ``` @@ --- Feat: Midnight Augmentation Tags: Incarnum, Psionic Summ: You can augment a psionic power with your personal soul energy rather than mental energy. When you manifest the augmented power, a circle of blue-black energy momentarily coruscates around your brow. Prereq: Con 13, ability to manifest 2nd-level psionic powers --- !! ``` ## Midnight Augmentation (Incarnum, Psionic) You can augment a psionic power with your personal soul energy rather than mental energy. When you manifest the augmented power, a circle of blue-black energy momentarily coruscates around your brow. **Prerequisite:** Con 13, ability to manifest 2nd-level psionic powers **Benefit:** Once per day, you can invest essence into this feat and choose a particular psionic power that you know. If you expend your psionic focus when manifesting that power, the power point cost to augment that power is reduced by a value equal to the invested essence. This can’t reduce the augmentation cost to less than 1. You can’t invest more essence in this feat than the chosen power's level, even if the maximum essence capacity of this feat would normally be higher than that value. Once the amount of essence invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essence. ``` @@ --- Feat: Midnight Dodge Tags: Incarnum Summ: You can channel incarnum to enhance your ability to avoid attacks against you. As long as you have at least 1 point of essentia invested in this feat, your legs and feet turn blueblack in color. Prereq: Con 13, Dex 13 --- !! ``` ## Midnight Dodge (Incarnum) You can channel incarnum to enhance your ability to avoid attacks against you. As long as you have at least 1 point of essentia invested in this feat, your legs and feet turn blueblack in color. **Prerequisite:** Con 13, Dex 13 **Benefit:** Once per day, you can invest essence in this feat. You gain a +1 dodge bonus to AC for each point of essence invested in this feat. Against attacks of opportunity, you gain a dodge bonus to AC equal to 3 +1 for each point of essence invested in this feat. You gain 1 point of essence. **Special:** Midnight Dodge can be used in place of the Dodge feat to qualify for a feat, prestige class, or other special ability. ``` @@ --- Feat: Midnight Metamagic Tags: Incarnum Summ: You can channel incarnum to alter your prepared spells. When you cast such a spell, your hands gleam with a dark blue radiance. Prereq: Con 13, ability to cast 1st-level spells, any metamagic feat --- !! ``` ## Midnight Metamagic (Incarnum) You can channel incarnum to alter your prepared spells. When you cast such a spell, your hands gleam with a dark blue radiance. **Prerequisite:** Con 13, ability to cast 1st-level spells, any metamagic feat **Benefit:** Once per day, you can invest essence into this feat and choose one or more spells that you know (and have prepared, if you prepare spells) to apply the effect of a metamagic feat that you know. Each spell to be affected requires the investment of a number of essential equal to the normal spell level adjustment required by the metamagic feat (minimum 1 point of essentia). The next time you cast that spell, the spell gains the effect of that metamagic feat without any change to its level (or casting time, if you cast spells spontaneously). You can apply the effect of this feat to as many spells as you can afford to invest with essence. You can apply the effect of different metamagic feats to different spells, as long as you know all metamagic feats applied and you have sufficient essence capacity to do so. For example, you could invest 1 point of essence to enlarge a spell (as Enlarge Spell) and 2 points of essence to empower a spell (as Empower Spell), as long as you had at least 3 points of essence to invest, had an essentia capacity (see Table 2–1: essence Capacity) of 3 or greater, and knew both the Empower Spell and Enlarge Spell feats. Once essence is invested in a spell, it remains invested until the spell is cast, at which point the essential returns to your essence pool. You gain 1 point of essence. ``` @@ --- Feat: Might Makes Right Tags: Summ: Your great strength draws more followers. Prereq: Str 13, Leadership --- !! ``` ## Might Makes Right *Your great strength draws more followers.* **Prerequisite:** Str 13, Leadership **Benefit:** Add your Strength bonus to your leadership score for the purposes of determining how many followers you may have with the Leadership feat. ``` @@ --- Feat: Mighty Leaping Tags: Summ: You have developed your leg muscles and trained yourself to make mighty leaps. Prereq: Str 21, Dodge, Mobility, Jump 9 ranks or a racial bonus on Acrobatics checks --- !! ``` ## Mighty Leaping *You have developed your leg muscles and trained yourself to make mighty leaps.* **Prerequisite:** Str 21, Dodge, Mobility, Jump 9 ranks or a racial bonus on Acrobatics checks **Benefit:** You gain a +10 competence bonus on Acrobatics checks. If you intentionally jump down from a height, a successful Jump check (DC 15) lets you take damage as if you had fallen 20 feet less than you actually did. **Normal**:: Without this feat, a successful Jump check lets you take damage as if you had fallen 10 feet less than you actually did. **Special:** A creature with this feat is not limited by its height when jumping. ``` @@ --- Feat: Mighty Roar Tags: Monstrous Summ: You unsettle opponents with a dreadful roar as you attack. Prereq: Animal or magical beast; Large size. --- !! ``` ## Mighty Roar (Monstrous) *You unsettle opponents with a dreadful roar as you attack.* **Prerequisite:** Animal or magical beast; Large size. **Benefit:** Once per day, you can use this feat as a standard action. Your mighty roar affects every opponent within 30 feet of you that can hear your roar and has a character level lower than yours. An affected opponent must make a successful Will save (DC 10 + 1/2 your Hit Dice + your Cha modifier) to negate the effect. Failure means that opponent becomes shaken for 1d6 rounds. A shaken creature takes a –2 morale penalty on attack rolls, checks, and saving throws. ``` @@ --- Feat: Militia Tags: Regional Summ: Your people rely on a well-trained and well-armed militia to defend their land. You're no stranger to the use of weapons. Prereq: --- !! ``` ## Militia (Regional) *Your people rely on a well-trained and well-armed militia to defend their land. You're no stranger to the use of weapons.* **Prerequisite:** **Benefit:** You gain proficiency with all martial weapons. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ``` @@ --- Feat: Mind Cleave Tags: Psionic Summ: When you lay low a foe, you drain off a portion of its excess mental energy into the conduit of your mind blade. Prereq: Mind blade class feature, psychic strike class feature. --- !! ``` ## Mind Cleave (Psionic) *When you lay low a foe, you drain off a portion of its excess mental energy into the conduit of your mind blade.* **Prerequisite:** Mind blade class feature, psychic strike class feature. **Benefit:** If you deal a creature enough damage to make it fall (typically by dropping it to below 0 hit points or killing it) with your mind blade, you drain off a portion of the creature's liberated energy of consciousness. The liberated energy automatically charges the blade used to fell the foe as if you had imbued it with your psychic strike class feature. ``` @@ --- Feat: Mind Drain Tags: Ambush Summ: Your attack can weaken your opponent's mental powers. Prereq: Power point reserve, sneak attack +2d6. --- !! ``` ## Mind Drain (Ambush) *Your attack can weaken your opponent's mental powers.* **Prerequisite:** Power point reserve, sneak attack +2d6. **Benefit:** Your successful sneak attack drains power points from your target equal to its manifester level (minimum 1). If this attack reduces your target to 0 power points, the opponent also loses any psionic focus. A target that has no power points when you make the sneak attack is not affected by this feat. You can’t use this feat on the same target more than once per round. Using this feat reduces your sneak attack damage by 1d6. ``` @@ --- Feat: Mind Empowerment Tags: Psionic Summ: When you lay low a foe, you drain off a portion of its excess mental energy into the conduit of your mind blade. Prereq: Mind blade class feature, psychic strike class feature, Mind Cleave*. --- !! ``` ## Mind Empowerment (Psionic) *When you lay low a foe, you drain off a portion of its excess mental energy into the conduit of your mind blade.* **Prerequisite:** Mind blade class feature, psychic strike class feature, Mind Cleave*. **Benefit:** If you deal a creature enough damage to make it fall (typically by dropping it to below 0 hit points or killing it) with your mind blade, you capture a greater portion of the creature's liberated energy of consciousness (more than you already drain with your Mind Cleave feat). The additional liberated energy resides in your blade for 3 rounds or until you make your next successful psychic strike (whichever occurs first), whereupon you deal an additional 1d8 points of damage. ``` @@ --- Feat: Mind Over Body Tags: Summ: Your ability damage heals more rapidly. Prereq: Con 13 --- !! ``` ## Mind Over Body *Your ability damage heals more rapidly.* **Prerequisite:** Con 13 **Benefit:** You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus. **Normal**:: You heal ability damage and ability burn damage at a rate of 1 point per day. ``` @@ --- Feat: Mind Over Body (Fr) Tags: Regional Summ: The aesthetics and mystics of your homeland have learned to overcome the frailties of the body with the unyielding power of the mind. Prereq: --- !! ``` ## Mind Over Body (Fr) (Regional) *The aesthetics and mystics of your homeland have learned to overcome the frailties of the body with the unyielding power of the mind.* **Prerequisite:** **Benefit:** At 1st level, you may use your Intelligence or Charisma modifier (your choice) to determine your bonus hit points. For all subsequent levels, you use your Constitution modifier, as normal. In addition, you gain +1 hit point every time you learn a metamagic feat. Furthermore, if you can cast arcane spells, you get a +1 insight bonus to Armor Class. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ``` @@ --- Feat: Mind Strike, Focused Tags: Psionic Summ: When you use your psychic strike ability, you deal more damage. Prereq: Ability to generate a mind blade, psychic strike +1d8. --- !! ``` ## Mind Strike, Focused (Psionic) *When you use your psychic strike ability, you deal more damage.* **Prerequisite:** Ability to generate a mind blade, psychic strike +1d8. **Benefit:** If you expend your psionic focus when you imbue your mind blade with a psychic strike, the destructive energy instilled in your blade deals one more die of damage. For example, when a 7th-level soulknife charges his blade with a psychic strike in conjunction with expending his psionic focus, the damage potential of the blade is +3d8 points (instead of +2d8 points). If a soulknife chooses to shape his mind blade by splitting it into two blades, each separate blade is able to hold a psychic strike as long as the soulknife spends a separate move action to empower each blade with psychic strike. ``` @@ --- Feat: Mind Strike, Swift Tags: Psionic Summ: You possess a deadly speed when charging your mind blade with psychic energy. Prereq: Ability to generate a mind blade, psychic strike +2d8. --- !! ``` ## Mind Strike, Swift (Psionic) *You possess a deadly speed when charging your mind blade with psychic energy.* **Prerequisite:** Ability to generate a mind blade, psychic strike +2d8. **Benefit:** Once per day, you can charge your mind blade with a psychic strike as a swift action. **Normal**:: A soulknife imbues his blade with a psychic strike as a move action. ``` @@ --- Feat: Minor Shapeshift Tags: Reserve Summ: Your mastery of shapeshifting magic allows you to reshape your flesh in small but significant ways. Prereq: Ability to cast 4th-level spells --- !! ``` ## Minor Shapeshift (Reserve) *Your mastery of shapeshifting magic allows you to reshape your flesh in small but significant ways.* **Prerequisite:** Ability to cast 4th-level spells **Benefit:** As long as you have a polymorph spell of 4th level or higher available to cast, you can spend a swift action to grant yourself one of the following benefits: - _Might_: +2 bonus on melee damage rolls. - _Mobility: +2_ competence bonus on Balance, Climb, Jump, and Swim checks. - _Savagery:_ Primary claw attack dealing 1d6 points of damage (assuming Medium size). - _Speed:_ +5-foot enhancement bonus to any one movement mode you already possess. - _Vigor:_ Temporary hit points equal to your HD. The chosen benefit lasts for a number of rounds equal to the level of the highest-level polymorph spell you have available to cast. If you activate this feat a second time while a previous benefit is still in effect, the first benefit ends immediately. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting polymorph spells. ``` @@ --- Feat: Minor Utterance Of The Evolving Mind Tags: Summ: Your mastery of Truespeech has led you to the understanding necessary to perform a simple utterance from the Lexicon of the Evolving Mind. Prereq: Truespeak 6 ranks --- !! ``` ## Minor Utterance Of The Evolving Mind *Your mastery of Truespeech has led you to the understanding necessary to perform a simple utterance from the Lexicon of the Evolving Mind.* **Prerequisite:** Truespeak 6 ranks **Benefit:** You learn one 1st-level utterance from the Lexicon of the Evolving Mind. **Special:** You can take this feat more than once. ``` @@ --- Feat: Miser's Fortune Tags: Luck Summ: Items belonging to you and your allies are abnormally resistant to damage. Prereq: Whenever an opponent makes a sunder attack or Strength check to damage an object within 30 feet of you, you can expend one luck reroll as an immediate action to force that opponent to reroll. --- !! ``` ## Miser's Fortune (Luck) *Items belonging to you and your allies are abnormally resistant to damage.* **Benefit:** Whenever an opponent makes a sunder attack or Strength check to damage an object within 30 feet of you, you can expend one luck reroll as an immediate action to force that opponent to reroll. In addition, as long as you still have one luck reroll remaining for the day, items in your possession receive a +5 luck bonus on saving throws. You gain one luck reroll per day. ``` @@ --- Feat: Misleading Song Tags: Bardic Music Summ: You can channel the power of your Bardic performance to temporarily increase the power of your illusion spells. Prereq: Perform (any one) 5 ranks, Spell Focus (illusion), Bardic performance --- !! ``` ## Misleading Song (Bardic Music) *You can channel the power of your Bardic performance to temporarily increase the power of your illusion spells.* **Prerequisite:** Perform (any one) 5 ranks, Spell Focus (illusion), Bardic performance **Benefit:** As you cast an illusion spell, you can spend one daily use of your Bardic performance ability to increase the caster level and the saving throw DC of that spell by 1. These bonuses stack with those provided by other feats, such as Spell Focus. ``` @@ --- Feat: Mobile Spellcasting Tags: Summ: Your focused concentration allows you to move while casting a spell. Prereq: Concentration 8 ranks --- !! ``` ## Mobile Spellcasting *Your focused concentration allows you to move while casting a spell.* **Prerequisite:** Concentration 8 ranks **Benefit:** You can make a special Concentration check (DC 20 + spell level) when casting a spell. If the check succeeds, you can cast the spell and move up to your speed as a single standard action. (You can’t use this ability to cast a spell that takes longer than 1 standard action to cast.) If the check fails, you lose the spell and fail to cast it, just as if you had failed a Concentration check to cast the spell defensively. You still provoke attacks of opportunity for casting spells from any creatures who threaten you at any point of your movement. You can cast defensively while using this feat, but doing so increases the Concentration DC to 25 + spell level. ``` @@ --- Feat: Monk Of The Triad Tags: Divine Summ: You have been initiated into the greatest secrets of the Triad, the godly triumvirate of Tyr, Torm, and Ilmater. Prereq: Initiate of Ilmater, Initiate of Torm, or Initiate of Tyr --- !! ``` ## Monk Of The Triad (Divine) *You have been initiated into the greatest secrets of the Triad, the godly triumvirate of Tyr, Torm, and Ilmater.* **Prerequisite:** Initiate of Ilmater, Initiate of Torm, or Initiate of Tyr **Benefit:** You can spend a channel energyattempt as a swift action and imbue a greatsword, longsword, or unarmed strike with either the axiomatic or holy special ability. The effect lasts until the start of your next turn. ``` @@ --- Feat: Monkey Grip Tags: Summ: You are able to use a larger weapon than other people your size. Prereq: Base attack bonus +1, Power Attack --- !! ``` ## Monkey Grip *You are able to use a larger weapon than other people your size.* **Prerequisite:** Base attack bonus +1, Power Attack **Benefit:** You are considered one size category larger for determining appropriately sized weapons. Thus a medium sized creature can wield a greatsword sized for a large creature without penalty, and greatsword sized for a huge creature at a -2 penalty. Furthermore, you can wield an appropriately sized weapon with less effort, treating a two-handed weapon as one-handed, and a one-handed weapon as light. You take a –2 penalty to attack rolls when doing so. **Normal**:: You can use inappropriately sized weapons with a cumulative –2 penalty on attack rolls per size category difference, and the amount of effort it takes to use the weapon changes with each size category. ``` @@ --- Feat: Moradin's Smile Tags: Racial Summ: Through the favor of Moradin, you are skilled at interacting with others. Prereq: Dwarf --- !! ``` ## Moradin's Smile (Racial) *Through the favor of Moradin, you are skilled at interacting with others.* **Prerequisite:** Dwarf **Benefit:** You gain a +2 bonus on all Charisma-based skill checks. ``` @@ --- Feat: Mortalbane Tags: Summ: The creature can make a spell-like ability particularly deadly to mortals. Prereq: A spell-like ability that deals hit point damage --- !! ``` ## Mortalbane *The creature can make a spell-like ability particularly deadly to mortals.* **Prerequisite:** A spell-like ability that deals hit point damage **Benefit:** When using a spell-like ability, a creature can make that spell-like ability mortalbane. A mortalbane spell-like ability deals 2d6 points of additional damage when used against living creatures (except outsiders), but only half damage against outsiders, undead, and constructs. This ability can be used five times per day, and can be applied to any spell-like ability that the creature possesses, but it has no effect on spell-like abilities that do not deal hit point damage. **Special:** This feat can be taken multiple times. Each time it is taken, it can be used 5 additional times per day. ``` @@ --- Feat: Mortifying Attack Tags: Summ: Those who witness your brutal death attack are unnerved and jarred by the experience. Prereq: Death attack class feature. --- !! ``` ## Mortifying Attack *Those who witness your brutal death attack are unnerved and jarred by the experience.* **Prerequisite:** Death attack class feature. **Benefit:** All creatures within 30 feet that witness you make a successful death attack must succeed on a Will save (DC equal to death attack damage dealt) or be shaken for 2d4 rounds. Any creature you consider your ally is unaffected. In addition, creatures that fail the save are so horrified by the attack that they lose their Dexterity bonus to Armor Class for 1 round. The target of the death attack must also make the saving throw if it survives. This extraordinary ability is a fear effect. ``` @@ --- Feat: Mother Cyst Tags: Summ: You gain the ability to cast necrotic cyst spells by growing a cyst of your own. Prereq: Caster level 1st, Knowledge (religion) 2 ranks --- !! ``` ## Mother Cyst *You gain the ability to cast necrotic cyst spells by growing a cyst of your own.* **Prerequisite:** Caster level 1st, Knowledge (religion) 2 ranks **Benefit:** You grow an internal cyst of undead flesh called a mother cyst. The cyst may be noticeable as a discolored swelling on your skin, if desired. The mother cyst is slightly painful, but otherwise isn’t harmful. The mother cyst grants you access to a selection of cyst-related spells listed below (and described in Chapter 4 of this book). You cast these spells like any other spell you can cast, once you host a mother cyst (if you are a caster who prepares spells, you can prepare all necrotic cyst spells without referring to a spellbook, as if you had the Spell Mastery feat for each such spell). _Necrotic Cyst Spells:_ 1st—_necrotic awareness;_ 2nd—_necrotic cyst, necrotic scrying;_ 3rd—_necrotic bloat;_ 4th—_necrotic domination;_ 5th—_necrotic burst;_ 6th—_necrotic eruption;_ 7th—_necrotic tumor;_ 8th—_necrotic empowerment;_ 9th—_necrotic termination._ **Normal**:: A creature without this feat cannot cast necrotic cyst spells. ``` @@ --- Feat: Mountain Warrior Tags: Summ: You are adept at fighting on the uneven ground of mountainous terrain. Prereq: Survival 5 ranks, base attack bonus +3 --- !! ``` ## Mountain Warrior *You are adept at fighting on the uneven ground of mountainous terrain.* **Prerequisite:** Survival 5 ranks, base attack bonus +3 **Benefit:** When you make a melee attack from high ground, you gain a +1 bonus on your damage roll. When you make a ranged attack from higher ground than your target, you gain a +1 bonus on your attack roll. When an opponent attacks you in melee from higher ground, the opponent does not gain a +1 bonus on its attack roll. You gain a +2 bonus on all arcobatics checks made when moving on steep slopes. **Special:** A fighter may select Mountain Warrior as one of his fighter bonus feats ``` @@ --- Feat: Mountaineer Tags: Summ: You are a particularly gifted explorer and mountain climber. Prereq: You get a +2 bonus on all Climb and Survival checks. --- !! ``` ## Mountaineer *You are a particularly gifted explorer and mountain climber.* **Benefit:** You get a +2 bonus on all Climb and Survival checks. ``` @@ --- Feat: Mounted Casting Tags: Summ: You are skilled at casting spells while riding a mount. Prereq: Ride 1 rank, Mounted Combat --- !! ``` ## Mounted Casting *You are skilled at casting spells while riding a mount.* **Prerequisite:** Ride 1 rank, Mounted Combat **Benefit:** You gain a +10 bonus on Concentration checks to cast spells while mounted. ``` @@ --- Feat: Mounted Mobility Tags: Summ: You are skilled at dodging past opponents while mounted. Prereq: Mounted Combat, Ride 4 ranks --- !! ``` ## Mounted Mobility *You are skilled at dodging past opponents while mounted.* **Prerequisite:** Mounted Combat, Ride 4 ranks **Benefit:** If you are mounted, you and your mount get a +4 dodge bonus to AC against attacks of opportunity provoked when your mount moves out of a threatened square. **Special:** A fighter can select Mounted Mobility as one of his fighter bonus feats ``` @@ --- Feat: Mror Stalwart Tags: Racial Summ: You have been trained to make devastating strikes with the weapons of the dwarves of the Mror Holds. Prereq: Dwarf subtype, proficiency with battleaxe, warhammer, dwarven waraxe, or dwarven urgrosh, region of origin Mror Holds (Ironroot Mountains) --- !! ``` ## Mror Stalwart (Racial) *You have been trained to make devastating strikes with the weapons of the dwarves of the Mror Holds.* **Prerequisite:** Dwarf subtype, proficiency with battleaxe, warhammer, dwarven waraxe, or dwarven urgrosh, region of origin Mror Holds (Ironroot Mountains) **Benefit:** You gain a +1 bonus on damage rolls when making an attack with a battleaxe, warhammer, dwarven waraxe, or dwarven urgrosh as long as you do not move during the round in which you make the attack. If you have any of the following feats for the battleaxe, warhammer, dwarven waraxe, or dwarven urgrosh, you can apply the feats’ effects to all four weapons: Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, or Greater Weapon Specialization. Additionally, when you spend an action point to influence an attack roll made with either a battleaxe, warhammer, dwarven waraxe, or dwarven urgrosh, you also add the result of the action point roll to your damage for that attack. ``` @@ --- Feat: Multigrab Tags: Monstrous Summ: You can grapple enemies more firmly than normal with your natural attacks. Prereq: Str 17, improved grab. --- !! ``` ## Multigrab (Monstrous) *You can grapple enemies more firmly than normal with your natural attacks.* **Prerequisite:** Str 17, improved grab. **Benefit:** When grappling an opponent with the part of your body that made the attack, you take only a -10 penalty on grapple checks to maintain the hold. **Normal**:: Without this feat, you take a -20 penalty on grapple checks to maintain a hold with the part of your body used to make the attack. ``` @@ --- Feat: Multilingual Tags: Ancient Summ: You have an uncanny knack for languages. Prereq: Int 15 --- !! ``` ## Multilingual (Ancient) *You have an uncanny knack for languages.* **Prerequisite:** Int 15 **Benefit:** You know three more languages than you normally would. Your choices for these extra tongues are not restricted to your racial or regional list of bonus languages, though you still can't select secret languages such as Druidic unless you belong to the race or class in question. Furthermore, Speak Language is always a class skill for you, and you receive a +2 bonus on all Decipher Script checks. **Special:** You can take this feat only as a 1st level character. ``` @@ --- Feat: Multivoice Tags: Monstrous Summ: If you have two or more heads, you can cast more spells than usual in a round. Prereq: Dex 15, Int 15, two or more heads, Improved Two-Weapon Fighting, Multiattack, Quicken Spell, Two-Weapon Fighting --- !! ``` ## Multivoice (Monstrous) *If you have two or more heads, you can cast more spells than usual in a round.* **Prerequisite:** Dex 15, Int 15, two or more heads, Improved Two-Weapon Fighting, Multiattack, Quicken Spell, Two-Weapon Fighting **Benefit:** As a full-round action, you can cast one additional spell (or use a spell-like ability in combination with a spell or another spell-like ability) each round. Each spell used in this way must have a casting time of 1 action; a spell-like ability must also take no more than a standard action to use. Using this feat provokes an attack of opportunity. If your concentration is interrupted during this simultaneous casting or spell-like ability use, whether by taking damage or by some other means, a Concentration check is required for each spell or spell-like ability. Failing either Concentration check negates both spells or spell-like abilities. You can also use one head to cast a spell or use a spell-like ability while another head activates a head-based special attack, such as a breath weapon or an eye ray. **Normal**:: Without this feat, you can cast only one spell per round and cannot combine spellcasting with other actions. **Special:** You still cannot exceed the limit of one quickened spell per round (assuming you also have the Quicken Spell feat) when using this feat. ``` @@ --- Feat: Murderous Intent Tags: Vile Summ: Your favored enemies fear your savagery and inhumanity. Prereq: Base attack bonus +9, favored enemy (any one). --- !! ``` ## Murderous Intent (Vile) *Your favored enemies fear your savagery and inhumanity.* **Prerequisite:** Base attack bonus +9, favored enemy (any one). **Benefit:** Choose one creature of a type or subtype you have selected as a favored enemy. As a full-round action, you can make a single melee attack against the chosen creature. If you deal at least 1 point of damage, that creature must make a Will save (DC 10 + 1/2 your character level + your Cha modifier) or be overcome with dread and staggered on its next turn. This is a fear effect. Against a favored enemy, you gain a +4 bonus to confirm critical hits. If you roll a natural 20 to threaten a critical hit against a favored enemy, it confirms automatically. ``` @@ --- Feat: Music Of Growth Tags: Summ: Your music can enhance the power of animals and plant creatures. Prereq: Bardic performance class feature, Perform 12 ranks --- !! ``` ## Music Of Growth *Your music can enhance the power of animals and plant creatures.* **Prerequisite:** Bardic performance class feature, Perform 12 ranks **Benefit:** By singing or playing music, you grant a +4 enhancement bonus to the Strength and Constitution scores of every creature of the animal or plant type within 30 feet of you. This bonus lasts only as long as you continue performing. **Special:** Using this ability counts as one of your daily uses of Bardic performance. ``` @@ --- Feat: Music Of Making Tags: Summ: Echoing the music of creation, your own performance enhances any process of creation. Prereq: Bardic performance class feature, Perform 9 ranks --- !! ``` ## Music Of Making *Echoing the music of creation, your own performance enhances any process of creation.* **Prerequisite:** Bardic performance class feature, Perform 9 ranks **Benefit:** If you sing or otherwise perform as part of the casting of a conjuration (creation) spell, the duration of the spell is doubled (as if the Extend Spell feat had been applied to it, but without increasing the spell's effective level). Spells with an instantaneous duration are not affected. If you perform while using any Craft skill, you gain a +4 sacred bonus on your Craft check. **Special:** Using this ability counts as one of your daily uses of Bardic performance. ``` @@ --- Feat: Music Of The Outer Spheres Tags: Bardic Performance Summ: 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. Prereq: Perform (any) 11 ranks, bard level 9th --- !! ``` ## Music Of The Outer Spheres (Bardic Performance) *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.* **Prerequisite:** Perform (any) 11 ranks, bard level 9th **Benefit:** You can now use the following additional Bardic performance abilities. _Lull Aberration (Sp)_: You must target a single aberration within 30 feet with this ability. You can target an additional aberration for every three bard levels above 9th that you possess. A targeted aberration must make a Will save (DC 10 + 1/2 bard's level + bard's Cha modifier) or become lethargic and partially hypnotized by the discordant sounds of your performance. Affected aberrations are _slowed_, as per the spell. _Sicken Aberration (Sp)_: Any aberration within a 30-foot spread centered on you must make a Fortitude saving throw (DC 10 + 1/2 your bard level +your Charisma modifier) or become sickened for as long as you continue to use this ability. If an aberration makes this saving throw, it does not have to make another saving throw to avoid becoming sickened unless you activate this ability again. _Vitalize Aberration (Sp)_: All aberrations within a 30-foot spread centered on you gain a +2 morale bonus to all special attack and spell-like ability save DCs and a +1 dodge bonus to Armor Class. ``` @@ --- Feat: Mutable Body Tags: Summ: Your enhanced control over your shapechanging ability grants you extra power from transmutation spells. Prereq: Shapechanger subtype --- !! ``` ## Mutable Body *Your enhanced control over your shapechanging ability grants you extra power from transmutation spells.* **Prerequisite:** Shapechanger subtype **Benefit:** At your option, transmutation spells cast on you are at +1 caster level. You must decide at the time the spell is cast if you wish to apply the effect of this feat. **Special:** By spending 2 action points, you can have any transmutation spell cast on you effectively empowered or extended (as if under the effect of Empower Spell or Extend Spell, respectively), but without any adjustment to the spell's effective level or casting time. ``` @@ --- Feat: Mutilator Tags: Summ: After striking down your enemy in battle, you can skillfully mutilate the corpse to prevent others from raising it from the dead. Prereq: Base attack bonus +4, any evil alignment. --- !! ``` ## Mutilator *After striking down your enemy in battle, you can skillfully mutilate the corpse to prevent others from raising it from the dead.* **Prerequisite:** Base attack bonus +4, any evil alignment. **Benefit:** After delivering the killing blow to a creature (that is, reducing it to -10 hit points) with a melee weapon, you can decapitate or otherwise hack apart the corpse as a free action. Doing so does not provoke attacks of opportunity and ensures that the creature cannot be revived using a _raise dead_ spell. You can mutilate only one enemy per round in this fashion. ``` @@ --- Feat: Mystic Backlash Tags: Reserve Summ: With a touch, your magic corrupts the spells of your enemy. Prereq: Ability to cast 5th-level spells --- !! ``` ## Mystic Backlash (Reserve) *With a touch, your magic corrupts the spells of your enemy.* **Prerequisite:** Ability to cast 5th-level spells **Benefit:** As long as you have an abjuration spell of 5th level or higher available to cast, you can make another creature's spellcasting harmful to itself. Use of this feat requires a melee touch attack that does not provoke attacks of opportunity. As a standard action, with a successful touch you can infuse another creature with baneful magic for a number of rounds equal to the level of the highest-level abjuration spell you have available. A successful Will save reduces this duration to 1 round. For the duration of the effect, each time the target completes the casting of a spell, it takes damage equal to the level of the abjuration spell that determined the effect's duration. Since the spell's casting has already been completed, this doesn't count as damage dealt during casting. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells. ``` @@ --- Feat: Narrowed Gaze Tags: Monstrous Summ: Your gaze attack has a limited field of effect. Prereq: Int 13, gaze attack. --- !! ``` ## Narrowed Gaze (Monstrous) *Your gaze attack has a limited field of effect.* **Prerequisite:** Int 13, gaze attack. **Benefit:** You may choose to limit your gaze attack to an active gaze. Doing so prevents you from accidentally affecting allies with your gaze. **Normal**:: A gaze attack functions constantly on all those within range, and it can also be used actively as an attack action. ``` @@ --- Feat: Narrow Mind Tags: Psionic Summ: Your ability to concentrate is as keen as an arrowhead, allowing you to gain your psionic focus even in the most turbulent situations. Prereq: Wis 13 --- !! ``` ## Narrow Mind (Psionic) *Your ability to concentrate is as keen as an arrowhead, allowing you to gain your psionic focus even in the most turbulent situations.* **Prerequisite:** Wis 13 **Benefit:** You gain a +4 bonus on Concentration checks you make to become psionically focused. ``` @@ --- Feat: Natural Bond Tags: Summ: Your bond with your animal companion is exceptionally strong. Prereq: Animal companion --- !! ``` ## Natural Bond *Your bond with your animal companion is exceptionally strong.* **Prerequisite:** Animal companion **Benefit:** Add three to your effective druid level for the purpose of determining the bonus Hit Dice, extra tricks, special abilities, and other bonuses that your animal companion receives (see page 36 of the _Player's Handbook_). This bonus can never make your effective druid level exceed your character level. ``` @@ --- Feat: Natural Bully Tags: Summ: You easily terrify weaker adversaries. Prereq: Intimidate 6 ranks. --- !! ``` ## Natural Bully *You easily terrify weaker adversaries.* **Prerequisite:** Intimidate 6 ranks. **Benefit:** All enemies within 30 feet of you that have one-half your Hit Dice or less are bullied; they take a -2 morale penalty on attack rolls made against you. A bullied enemy that succeeds in hitting and damaging you is no longer subject to the penalty and cannot be bullied by you for 24 hours. Creatures immune to fear effects cannot be bullied and do not take the penalty on attacks rolls to hit you. ``` @@ --- Feat: Natural Heavyweight Tags: Heritage Summ: You are descended from creatures native to a plane of heavy gravity. On planes with normal gravity, you feel light and buoyant. Prereq: Your carrying capacity is doubled. --- !! ``` ## Natural Heavyweight (Heritage) *You are descended from creatures native to a plane of heavy gravity. On planes with normal gravity, you feel light and buoyant.* **Benefit:** Your carrying capacity is doubled. You gain a +2 circumstance bonus on Climb checks, but you also take a –2 penalty on Acrobatics, Ride, and Swim checks. ``` @@ --- Feat: Natural Leader Tags: Summ: You have a natural commanding presence. Prereq: Cha 13 --- !! ``` ## Natural Leader *You have a natural commanding presence.* **Prerequisite:** Cha 13 **Benefit:** You gain a +4 bonus on rally checks. ``` @@ --- Feat: Natural Scavenger Tags: Summ: You are particularly adept at finding food while on the move. Prereq: Survival 5 ranks. --- !! ``` ## Natural Scavenger *You are particularly adept at finding food while on the move.* **Prerequisite:** Survival 5 ranks. **Benefit:** You can move at your normal overland speed while using Survival to hunt or forage for food. You gain a +4 competence bonus on Survival checks made for that purpose. **Normal**:: A character without this feat can move at only half speed while foraging for food with a Survival check. ``` @@ --- Feat: Natural Trickster Tags: Racial Summ: You have greater natural access to your race's powers of illusion. Prereq: Koth subtype, Cha 13 --- !! ``` ## Natural Trickster (Racial) *You have greater natural access to your race's powers of illusion.* **Prerequisite:** Koth subtype, Cha 13 **Benefit:** You gain the ability to use one of the following spells once per day as a spell-like ability: _disguise self_, _silent image_, or _ventriloquism_. Caster level 1st; save DC 10 + your Cha modifier + spell level. **Special:** This feat can be taken as many as three times. Each time, you select a different spell and gain one daily use of that spell. ``` @@ --- Feat: Necrocarnum Acolyte Tags: Summ: 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. Prereq: Ability to shape soulmelds, non-good alignment --- !! ``` ## Necrocarnum Acolyte *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.* **Prerequisite:** Ability to shape soulmelds, non-good alignment **Benefits**:: You can shape soulmelds with the necrocarnum descriptor regardless of your alignment. You gain a +1 profane bonus on the save DCs of your necrocarnum soulmelds. **Normal**:: Nonevil incarnates and nonevil soulborns can’t shape necrocarnum soul melds, since those soulmelds have the evil descriptor. ``` @@ --- Feat: Necromantic Might Tags: Summ: Undead you control gain benefits when they are near you. Prereq: Necromantic Presence --- !! ``` ## Necromantic Might *Undead you control gain benefits when they are near you.* **Prerequisite:** Necromantic Presence **Benefit:** Whenever undead you control are within 60 feet of you, they are physically inspired by your necromantic aura, and gain a +2 enhancement bonus on their attack rolls and saving throws. ``` @@ --- Feat: Necromantic Presence Tags: Summ: Undead you control resist channeled energy when they are near you. Prereq: Whenever undead you control are within 60 feet of you, they gain a channel resistance 4. If they already have channel resistance, they gain +4 bonus to their channel resistance --- !! ``` ## Necromantic Presence *Undead you control resist channeled energy when they are near you.* **Benefit:** Whenever undead you control are within 60 feet of you, they gain a channel resistance 4. If they already have channel resistance, they gain +4 bonus to their channel resistance ``` @@ --- Feat: Necropolis Born Tags: Summ: You possess a magical understanding of the essence of mortal dread. Prereq: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—_cause fear,_, _ghost sound, touch of fatigue_. Save DC 10 + spell level + your Cha modifier. --- !! ``` ## Necropolis Born *You possess a magical understanding of the essence of mortal dread.* **Benefit:** An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—_cause fear,_, _ghost sound, touch of fatigue_. Save DC 10 + spell level + your Cha modifier. ``` @@ --- Feat: Necropotent Tags: Comabat Summ: Your special melee or ranged attack with one type of weapon is especially effective against undead. Prereq: Weapon Focus, Weapon Specialization --- !! ``` ## Necropotent (Comabat) *Your special melee or ranged attack with one type of weapon is especially effective against undead.* **Prerequisite:** Weapon Focus, Weapon Specialization **Benefit:** You gain a +4 bonus on all damage rolls against undead, when using a weapon with which you have weapon focus and weapon specialization. **Special:** A fighter may select Necropotent as one of his fighter bonus feats. ``` @@ --- Feat: Necrotic Reserve Tags: Monstrous Summ: You tenaciously cling to unlife. Prereq: Cha 13, undead type, supernatural ability to drain or damage an ability score or drain energy --- !! ``` ## Necrotic Reserve (Monstrous) *You tenaciously cling to unlife.* **Prerequisite:** Cha 13, undead type, supernatural ability to drain or damage an ability score or drain energy **Benefits**:: You remain aware and active at 0 or fewer hit points. While at 0 or fewer hit points, you are staggered, but do not lose hit points for taking strenuous action. If you are reduced to -10 hit points, you are immediately destroyed. **Normal**:: Undead reduced to 0 hit points or lower are immediately destroyed. **Alternate Rulings:** Using alternate death and dying models, this feat has different effects: - Using the "death saves" system, undead must make a DC 10 Charisma check in order to stave off destruction. If they fail three such checks, they are immediately destroyed. Taking hit point damage results in an automatic failed check. - Using the "alternate death threshold" system, an undead is destroyed if it reached hit points equal to 0 - (hit die + charisma score)×2. ``` @@ --- Feat: Nemesis Tags: Exalted Summ: You are the holy bane of creatures of a particular type. Prereq: Favored enemy class ability --- !! ``` ## Nemesis (Exalted) *You are the holy bane of creatures of a particular type.* **Prerequisite:** Favored enemy class ability **Benefit:** Choose one of your favored enemies. You can sense the presence of these creatures within 60 feet, as well as pinpoint their exact location (distance and direction) relative to you. Normal barriers and obstructions do not block this supernatural ability, allowing you to sense the presence and location of creatures behind doors or walls, for example. This feat does not allow you to see an invisible or hidden creature (although you can still discern its location). In addition to sensing the presence of the chosen favored enemy, you gain +1d6 on weapon damage rolls made against such creatures with an evil alignment. **Special:** You can choose this feat multiple times. Its effects do not stack. Each time you select this feat, it applies to a different favored enemy. ``` @@ --- Feat: Neraph Charge Tags: Summ: You master the Limbo-native neraph martial art of motion camouflage when you charge a foe. Prereq: Wis 15, Knowledge (Planes) 5 ranks --- !! ``` ## Neraph Charge *You master the Limbo-native neraph martial art of motion camouflage when you charge a foe.* **Prerequisite:** Wis 15, Knowledge (Planes) 5 ranks **Benefit:** You can charge in such a way as to fool your foe into believing that you are not moving closer, or moving closer too slowly to attack effectively. A victim of your Neraph Charge attack may not apply its Dexterity bonus to its Armor Class. All conditions that pertain when a foe cannot apply his Dexterity bonus to Armor Class also pertain to the Neraph Charge attack, if any (for instance, a sneak attack also could be made with this attack if you can make such an attack). Once you have used a Neraph Charge attack against an enemy (regardless of the attack's success), any later attempts to use Neraph Charge against that enemy in the same encounter automatically fail. Once a foe sees the attack in action against himsElf subtype, the foe can discern it for what it is for the duration of that combat. **Special:** Neraph Charge has no effect against foes who can’t see you. ``` @@ --- Feat: Neraph Throw Tags: Summ: You master the Limbo-native neraph martial art of motion camouflage for your thrown weapons. Prereq: Dex 15, Knowledge (Planes) 5 ranks --- !! ``` ## Neraph Throw *You master the Limbo-native neraph martial art of motion camouflage for your thrown weapons.* **Prerequisite:** Dex 15, Knowledge (Planes) 5 ranks **Benefit:** You can throw a weapon in such a way as to fool your foe into believing that the thrown weapon is not moving loser, or moving closer too slowly to be an effective attack. A victim of your Neraph Throw attack may not apply its Dexterity bonus to its Armor Class. All conditions that pertain when a foe cannot apply his Dexterity bonus to Armor Class also pertain to the Neraph Throw attack, if any (for instance, a sneak attack also could be made with this attack if you can make such an attack). Once you have used a Neraph Throw attack against an enemy (regardless of the attack's success), any later attempts to use Neraph Throw against that enemy in the same encounter automatically fail. Once a foe sees the attack in action against himsElf subtype, the foe can discern it for what it is for the duration of that combat. **Special:** Neraph Throw has no effect against foes who can’t see you. ``` @@ --- Feat: Net And Trident Tags: Style Summ: 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. Prereq: Dex 15, Exotic Weapon Proficiency (net), Two-Weapon Fighting, Weapon Focus (trident) --- !! ``` ## Net And Trident (Style) *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.* **Prerequisite:** Dex 15, Exotic Weapon Proficiency (net), Two-Weapon Fighting, Weapon Focus (trident) **Benefit:** As a full-round action, you can make a combined attack with your net and trident. First, you throw your net; if you hit and successfully control your foe by winning the opposed Strength check, you may immediately take a 5-foot step toward your opponent and make a full attack with your trident. ``` @@ --- Feat: Netherese Battle Curse Tags: Ancient Summ: You can channel your own arcane energy into a powerful curse upon those who dare to face you in battle. Prereq: Knowledge (history) 4 ranks, Power Attack, arcane caster level 1st. --- !! ``` ## Netherese Battle Curse (Ancient) *You can channel your own arcane energy into a powerful curse upon those who dare to face you in battle.* **Prerequisite:** Knowledge (history) 4 ranks, Power Attack, arcane caster level 1st. **Benefit:** By giving up an arcane spell slot or prepared spell before making an attack roll, you can perform a battle curse as a melee attack. You gain a bonus on the attack roll equal to the level of- the spell or spell slot so sacrificed. If your attack hits, the target must succeed on a Will save (DC 10 + level of spell or slot expended + your Cha modifier) or take a -2 penalty on attack rolls, saying throws, ability checks, skill checks, and weapon damage rolls for 1 minute. The effects of multiple battle curses don't stack, and any foe that successfully resists your battle curse cannot be affected by it again for 24 hours. Any effect that dispels or removes a curse eliminates the battle curse. Your caster level equals your character level for this purpose. ``` @@ --- Feat: Night Haunt Tags: Summ: You possess a magical understanding of the workings of the unseen. Prereq: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—_dancing lights, prestidigitation, unseen servant_. Save DC 10 + spell level + your Cha modifier. --- !! ``` ## Night Haunt *You possess a magical understanding of the workings of the unseen.* **Benefit:** An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—_dancing lights, prestidigitation, unseen servant_. Save DC 10 + spell level + your Cha modifier. ``` @@ --- Feat: Nimble Bones Tags: Summ: Undead you raise or create are faster and more nimble than normal. Prereq: Corpsecrafter --- !! ``` ## Nimble Bones *Undead you raise or create are faster and more nimble than normal.* **Prerequisite:** Corpsecrafter **Benefit:** Each undead you raise or create with any necromancy spell gains a +4 bonus on initiative checks and a 10-foot increase to its base land speed. ``` @@ --- Feat: Nimbus Of Light Tags: Exalted Summ: You are cloaked in a radiant light that marks you as a servant of the purest ideals. All who look upon you know without a doubt that you are a champion of good and are favored by the powers of the Upper Planes. The nimbus may take the form of  cloud surrounding your entire body, or it may appear as beams of light around your head. Prereq: Good creatures automatically recognize the radiance surrounding you as a sign of your purity and devotion to the powers of good. You gain a +2 circumstance bonus on all Diplomacy and Sense Motive checks made when interacting with good creatures. Your radiance sheds light as a common lamp: bright light to a radius of 5 feet and shadowy illumination to 10 feet. You can extinguish this radiance at will and reactivate it again as a free action. --- !! ``` ## Nimbus Of Light (Exalted) *You are cloaked in a radiant light that marks you as a servant of the purest ideals. All who look upon you know without a doubt that you are a champion of good and are favored by the powers of the Upper Planes. The nimbus may take the form of  cloud surrounding your entire body, or it may appear as beams of light around your head.* **Benefit:** Good creatures automatically recognize the radiance surrounding you as a sign of your purity and devotion to the powers of good. You gain a +2 circumstance bonus on all Diplomacy and Sense Motive checks made when interacting with good creatures. Your radiance sheds light as a common lamp: bright light to a radius of 5 feet and shadowy illumination to 10 feet. You can extinguish this radiance at will and reactivate it again as a free action. ``` @@ --- Feat: Nobody's Fool Tags: Summ: You have an uncommon streak of skepticism and common sense, and have a knack for discerning falsehood from truth. Prereq: Wis 13 --- !! ``` ## Nobody's Fool *You have an uncommon streak of skepticism and common sense, and have a knack for discerning falsehood from truth.* **Prerequisite:** Wis 13 **Benefit:** You gain a +2 bonus on all Sense Motive checks and Diplomacy checks. ``` @@ --- Feat: Nocturnal Caster Tags: Summ: You are empowered by darkness, making your abilities stronger at night. Prereq: Ability to cast mysteries or a spell with the darkness descriptor --- !! ``` ## Nocturnal Caster *You are empowered by darkness, making your abilities stronger at night.* **Prerequisite:** Ability to cast mysteries or a spell with the darkness descriptor **Benefit:** Choose one path of mysteries or school of magic to which you have access. At night, the save DC of all associated mysteries or spells increases by +1. This bonus stacks with similar bonuses, such those from the Path Focus or Spell Focus feats. The ambient light is irrelevant, nor does it matter if you can see the sky. Only the actual time of day matters. **Special:** You can gain this feat multiple times, but its effects do not stack. Each time you take the feat, it applies to a new school or path. ``` @@ --- Feat: Node Defense Tags: Summ: You can use the magical power of a node to defend yourself from harm. Prereq: Node Spellcasting, caster level 1st. --- !! ``` ## Node Defense *You can use the magical power of a node to defend yourself from harm.* **Prerequisite:** Node Spellcasting, caster level 1st. **Benefit:** You receive an insight bonus to your Armor Class and on saving throws equal to the class of any node that you currently occupy and to which you are attuned, up to a maximum of +4. For example, if you are inside the middle (+2) layer of a Class 3 node, you gain a +2 bonus. ``` @@ --- Feat: Node Sensitive Tags: Summ: You can perceive a node just by passing near it. Prereq: You automatically note the presence of any node to which you are attuned within 30 feet. --- !! ``` ## Node Sensitive *You can perceive a node just by passing near it.* **Benefit:** You automatically note the presence of any node to which you are attuned within 30 feet. **Normal**:: A creature without this feat that comes within 30 feet of the outermost layer of a node can make a DC 20 Intelligence check to note the presence of the node. A creature with the appropriate Node Spellcasting feat can attempt either an Intelligence check or a Spellcraft check at the same DC to notice the node. ``` @@ --- Feat: Node Spellcasting Tags: Summ: You have discovered the secret of the magic of a particular type of node. Prereq: Caster level 1st. --- !! ``` ## Node Spellcasting *You have discovered the secret of the magic of a particular type of node.* **Prerequisite:** Caster level 1st. **Benefit:** You are attuned to one type of node and the magical power it provides. When you choose this feat, choose a type of node (earth, evil, or Shadow Weave). This feat grants you access to the various node magic feats and node powers, and allows you to make a Spellcraft check instead of an Intelligence check to notice nearby nodes of the type to which you are attuned. **Special:** You can gain this feat multiple times. Each time you take the feat, it attunes you to a different node type. **Normal**:: A creature without this feat cannot take other node-related feats, cannot access a node's full potential, and must make an Intelligence check to notice nearby nodes or to manipulate node powers. ``` @@ --- Feat: Node Store Tags: Summ: You can store a prepared spell in a node to which you are attuned. Prereq: Node Spellcasting, caster level 1st. --- !! ``` ## Node Store *You can store a prepared spell in a node to which you are attuned.* **Prerequisite:** Node Spellcasting, caster level 1st. **Benefit:** Each time you take this feat, choose two spells of any level that you know and can cast. If you are a spellcaster who prepares spells, you can now prepare those two spells in addition to your normal spell complement as long as you are in a node to which you are attuned, just as if you had two extra spell slots per day. These extra prepared spells are stored in the node instead of in your mind. You can cast them normally while you are within that node, even if you have left the node and returned since storing them there. If you are a spellcaster who does not prepare spells, choose two spells that you know. You can now cast those two spells while in a node to which you are attuned as if you had two extra spell slots per day available. Each such slot can be used only to cast its designated spell; it cannot be used for any other spell (including the other spell designated with this feat). If you leave the node, these extra spell slots become unavailable to you, but you can use them again if you return, provided that you haven't already used them since the last time you rested. You do not need to designate a specific node in which to store your spells when you choose this feat, but you can have spells stored in only one node at a time. You can change the node in which your spells are stored by meditating for 1 hour inside the new node you have selected. **Special:** You can gain this feat multiple times. Each time you take the feat, it applies to two new spells. ## Nomadic Trekker (Regional) *You are particularly efficient at overland movement across the great grasslands.* **Region**:: **Benefit:** You can move overland across trackless plains at normal speed. You gain a +4 bonus on Constitution checks required for forced marches across plains. Up to one ally per character level can also gain these benefits while traveling with you. **Normal**:: Overland movement across trackless plains is at 3/4 normal speed. ``` @@ --- Feat: Nonlethal Substitution Tags: Metamagic Summ: You can modify an energy spell to deal nonlethal damage. Prereq: Knowledge (arcana) 5 ranks, any metamagic feat --- !! ``` ## Nonlethal Substitution (Metamagic) *You can modify an energy spell to deal nonlethal damage.* **Prerequisite:** Knowledge (arcana) 5 ranks, any metamagic feat **Benefit:** Choose one type of energy (acid, cold, electricity, or fire). You can then modify any spell with the chosen descriptor to deal nonlethal damage instead of normal energy damage. The nonlethal spell works normally in all respects except the type of damage dealt—for example, a nonlethal _fireball_ has the same range and area, but since it deals nonlethal damage instead of energy damage, it will not damage objects or set fire to combustibles in the area. A nonlethal spell uses a spell slot one level higher than the spell's normal level. ``` @@ --- Feat: Nonverbal Spell Tags: Summ: You can cast spells that have verbal components without actually verbalizing the words. Prereq: You can cast spells with verbal components without needing to utter the actual verbal components. You still make noise when casting such a spell (which may be anything from recognizable speech to elaborate song to simple growls), but the noise is unrecognizable as a verbal spell component. (A _silence_ spell still would prevent you from completing the spell, for example.) Spells without verbal components are not affected. --- !! ``` ## Nonverbal Spell *You can cast spells that have verbal components without actually verbalizing the words.* **Benefit:** You can cast spells with verbal components without needing to utter the actual verbal components. You still make noise when casting such a spell (which may be anything from recognizable speech to elaborate song to simple growls), but the noise is unrecognizable as a verbal spell component. (A _silence_ spell still would prevent you from completing the spell, for example.) Spells without verbal components are not affected. This feat is most beneficial to races incapable of speech in the traditional sense, but still capable of communication. However, it also can prove helpful to characters wishing to disguise the verbal components of their spells. ``` @@ --- Feat: Nymph's Kiss Tags: Exalted Summ: By maintaining an intimate relationship with a good-aligned fey (such as a nymph or dryad), you gain some of the characteristics of fey. Prereq: 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. --- !! ``` ## Nymph's Kiss (Exalted) *By maintaining an intimate relationship with a good-aligned fey (such as a nymph or dryad), you gain some of the characteristics of fey.* **Benefit:** 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. ``` @@ --- Feat: Oaken Resilience Tags: Wild Summ: You can take on the sturdiness of the mighty oak. Prereq: Ability to wild shape into a plant --- !! ``` ## Oaken Resilience (Wild) *You can take on the sturdiness of the mighty oak.* **Prerequisite:** Ability to wild shape into a plant **Benefit:** You can spend a wild shape to gain immunity to critical hits, poison, sleep, paralysis, polymorph, and stunning. You also gain great stability, which gives you a +8 bonus on checks to avoid being bull rushed or tripped. The effect remains for 10 minutes. ``` @@ --- Feat: Obscure Lore Tags: Summ: You are a treasure trove of little-known information. Prereq: Bardic knowledge or lore class feature --- !! ``` ## Obscure Lore *You are a treasure trove of little-known information.* **Prerequisite:** Bardic knowledge or lore class feature **Benefit:** You gain a +4 insight bonus on checks using your bardic knowledge or lore class feature. ``` @@ --- Feat: Obscure Personal Truename Tags: Summ: Truenames are notoriously difficult to pronounce, but yours is harder than most. Prereq: The DC to speak your personal truename --- !! ``` ## Obscure Personal Truename *Truenames are notoriously difficult to pronounce, but yours is harder than most.* **Benefit:** The DC to speak your personal truename increases by 4 (this stacks with the +2 bonus that normally applies to a DC to speak a personal truename). Your normal truename—the one a truenamer would use if he didn’t know your personal truename—is unaffected by this feat. In addition, those attempting to research your personal truename find doing so much more difficult. The DC of any check made to research your personal truename increases by 4. **Normal**:: The Truespeak DC to say a personal truename is 15 + (2 ×Cr) + 2. ``` @@ --- Feat: Obtain Familiar Tags: Summ: You gain a familiar. Prereq: Knowledge (arcana) 4 ranks, arcane caster level 3rd --- !! ``` ## Obtain Familiar *You gain a familiar.* **Prerequisite:** Knowledge (arcana) 4 ranks, arcane caster level 3rd **Benefit:** You can obtain a familiar in the same manner as a sorcerer or wizard. As with a sorcerer or wizard, obtaining a familiar takes 24 hours and uses up magic materials worth 100 gp. ``` @@ --- Feat: Ocular Spell Tags: Metamagic Summ: Your study of the terrible powers of the beholder has given you insight into new ways to prepare and cast spells. Prereq: Knowledge (dungeoneering) 4 ranks, two or more eyes --- !! ``` ## Ocular Spell (Metamagic) *Your study of the terrible powers of the beholder has given you insight into new ways to prepare and cast spells.* **Prerequisite:** Knowledge (dungeoneering) 4 ranks, two or more eyes **Benefit:** You can cast a spell with a casting time of 1 full round or less as an ocular spell. An ocular spell does not take effect immediately, but is instead held in one of your eyes for up to 8 hours. You can store only two ocular spells in this fashion, even if you have more than two eyes. Only ray spells and spells with a target other than personal can be cast as ocular spells. When you choose, you can then cast both of the ocular spells as a full-round action; the spells become brilliant blasts that shoot out from your eyes. You can choose different targets for the two ocular spells. When you release an ocular spell, its effect changes to a ray with a range of up to 60 feet. If the spell previously would have affected multiple creatures, it now affects only the creature struck by the ray. You must succeed on a ranged touch attack to strike your target with an ocular spell, and the target is still permitted any saving throw allowed by the spell. _Example:_ Ferno, an 11th-level wizard with the Ocular Spell feat, could prepare two _scorching ray_ spells as ocular spells, casting them at the beginning of the day. In combat, he can take a full-round action to fire off both _scorching ray_ spells. He can fire each spell at a different target, and he gets all three rays from each spell. An ocular spell uses up a spell slot two levels higher than the spell's actual level. ``` @@ --- Feat: Oneiromancy Tags: Summ: You gain a number of abilities and advantages related to dreams and magic. Prereq: Dreamtelling, caster level 1st --- !! ``` ## Oneiromancy *You gain a number of abilities and advantages related to dreams and magic.* **Prerequisite:** Dreamtelling, caster level 1st **Benefit:** Oneiromancy grants you a number of interrelated bonuses. First, when casting spells in a nightmare realm, your spells always work as normal; you do not risk the same mishaps that other casters experience. Second, while in the dreamscape, you are considered to have Spell Focus (enchantment) and Spell Focus (illusion), due to your ability to manipulate the thoughts of dreamers and the stuff of dreams. If you already have Spell Focus in one or both of these schools, the DC bonus to saves stacks so long as you remain within the dreamscape. Third, you can target your offensive spells at a target's dream self, rather than his physical form. Because this deals mental damage only, it transforms all damage dealt by that spell into nonlethal damage. This effect functions only on creatures that both sleep and dream: Constructs, plants, undead, and elves are immune to this effect. Only spells that target a single creature or specific number of creatures benefit from this effect; you cannot apply it to spells that target an area. **Special:** Because you are more tightly connected to the world of dreams, you are more susceptible to certain types of mental manipulation. You take a –1 penalty on saves against enchantment and illusion spells and effects when in the physical realm. If you are slain while mentally traveling the dreamscape, your physical body dies, whether or not this is the case for most travelers. **Normal**:: Casters in nightmare realms have a chance of mishap when casting spells. In some instances, those who die in the dreamscape experience effects other than death in the real world. **See Adventuring in Nightmare Realms in Chapter 3.** ``` @@ --- Feat: Open Greater Chakra Tags: Summ: You open up one of your body's centers of power, allowing you to bind a soulmeld or a magic item to that chakra. Prereq: Con 17, character level 18th --- !! ``` ## Open Greater Chakra *You open up one of your body's centers of power, allowing you to bind a soulmeld or a magic item to that chakra.* **Prerequisite:** Con 17, character level 18th **Benefit:** When this feat is selected, choose one of the following chakras: throat or waist. You can now bind a soulmeld or a magic item to that chakra. In addition, you gain a minor benefit from this newfound chakra, depending on the chakra chosen: _Throat:_ +1 insight bonus on Bluff and Diplomacy checks. _Waist:_ +1 insight bonus on Fortitude saves. **Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new greater chakra. ``` @@ --- Feat: Open Least Chakra Tags: Summ: You open up one of your body's centers of power, allowing you to bind a soulmeld or a magic item to that chakra. Prereq: Con 13, character level 6th --- !! ``` ## Open Least Chakra *You open up one of your body's centers of power, allowing you to bind a soulmeld or a magic item to that chakra.* **Prerequisite:** Con 13, character level 6th **Benefit:** When this feat is selected, choose one of the following chakras: crown, feet, or hands. You can now bind a soulmeld or a magic item to that chakra. In addition, you gain a minor benefit from this newfound chakra, depending on the chakra chosen: _Crown:_ +1 insight bonus on Will saves. _Feet:_ +1 insight bonus on Balance and Stealth checks. _Hands:_ +1 insight bonus on Climb and Swim checks. **Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new least chakra. ``` @@ --- Feat: Open Lesser Chakra Tags: Summ: You open up one of your body's centers of power, allowing you to bind a soulmeld or a magic item to that chakra. Prereq: Con 15, character level 12th. --- !! ``` ## Open Lesser Chakra *You open up one of your body's centers of power, allowing you to bind a soulmeld or a magic item to that chakra.* **Prerequisite:** Con 15, character level 12th. **Benefit:** When this feat is selected, choose one of the following chakras: arms, brow, or shoulders. You can now bind a soulmeld or a magic item to that chakra. In addition, you gain a minor benefit from this newfound chakra, depending on the chakra chosen: _Arms:_ +2 insight bonus on grapple checks. _Brow:_ +1 insight bonus on Search and Perception checks. _Shoulders:_ +1 insight bonus on Reflex saves. **Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new lesser chakra. ``` @@ --- Feat: Open Minded Tags: Summ: You are naturally able to reroute your memory, mind, and skill expertise. Prereq: You immediately gain an extra 5 skill points. --- !! ``` ## Open Minded *You are naturally able to reroute your memory, mind, and skill expertise.* **Benefit:** You immediately gain an extra 5 skill points. **Special:** You can gain this feat multiple times. Each time, you immediately gain another 5 skill points. ``` @@ --- Feat: Opportunity Power Tags: Metapsionic Summ: You can make power-enhanced attacks of opportunity. Prereq: To use this feat, you must expend your psionic focus. When you make an attack of opportunity, you can use any power you know with a range of touch, if you have at least one hand free. --- !! ``` ## Opportunity Power (Metapsionic) *You can make power-enhanced attacks of opportunity.* **Benefit:** To use this feat, you must expend your psionic focus. When you make an attack of opportunity, you can use any power you know with a range of touch, if you have at least one hand free. Manifesting this power is an immediate action. You cannot use this feat with a touch power whose manifesting time is longer than 1 full-round action. Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level. **Normal**:: Attacks of opportunity can be made only with melee weapons. ``` @@ --- Feat: Oral History Tags: Summ: You are well versed in the art of storytelling and the oral history of your culture. Prereq: The Moonshaes, The North, arctic Dwarf subtype, gold Dwarf subtype, shield dwarf. --- !! ``` ## Oral History *You are well versed in the art of storytelling and the oral history of your culture.* **Region**:: The Moonshaes, The North, arctic Dwarf subtype, gold Dwarf subtype, shield dwarf. **Benefit:** You get a +2 bonus on all Knowledge (history) and Perform checks ``` @@ --- Feat: Orc Double Axe Mind Blade Tags: Psionic Summ: When you reshape your mind blade, you can change it into an exotic weapon: an orc double axe. Prereq: Ability to generate a mind blade, shape mind blade class feature --- !! ``` ## Orc Double Axe Mind Blade (Psionic) *When you reshape your mind blade, you can change it into an exotic weapon: an orc double axe.* **Prerequisite:** Ability to generate a mind blade, shape mind blade class feature **Benefit:** Any time you wish to reshape your mind blade using your shape mind blade class feature, you can add the orc double axe to your shape repertoire. You are proficient with your orc double axe mind blade—you are treated as if you possess the Exotic Weapon Proficiency (orc double axe mind blade). The weapon is sized appropriately for you and deals damage as an orc double axe. ``` @@ --- Feat: Ordered Chaos Tags: Abyssal Heritor Summ: You are an unusually lawful Abyssal heritor. Prereq: Nonchaotic alignment, base Will save +4. --- !! ``` ## Ordered Chaos (Abyssal Heritor) *You are an unusually lawful Abyssal heritor.* **Prerequisite:** Nonchaotic alignment, base Will save +4. **Benefit:** Your alignment is not affected by the Abyssal heritor feats you possess. Spells and effects that are keyed to alignment affect you as if you were chaotic, as well as your actual alignment. For example, you become immune to spells such as _chaos hammer_ and _word of chaos,_ you could wield an anarchic weapon without fear of gaining a negative level, and you could take the Primordial Scion feat despite its chaotic alignment prerequisite. ``` @@ --- Feat: Otherworldly Tags: Regional Summ: 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. Prereq: Spiritfolk, Virneblin, Ela'drin? --- !! ``` ## Otherworldly (Regional) *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.* **Prerequisite:** Spiritfolk, Virneblin, Ela'drin? **Benefit:** You are a native outsider, not a humanoid. You have darkvision out to 60 feet. Furthermore, you gain a +2 bonus on all Diplomacy checks. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ``` @@ --- Feat: Otherworldly Countenance Tags: Abyssal Heritor Summ: You are either stunningly beautiful or wretchedly hideous. Either way, your appearance can be terribly unsettling to others upon whom you focus your attentions. Prereq: Cha 15 --- !! ``` ## Otherworldly Countenance (Abyssal Heritor) *You are either stunningly beautiful or wretchedly hideous. Either way, your appearance can be terribly unsettling to others upon whom you focus your attentions.* **Prerequisite:** Cha 15 **Benefit:** When you take this feat, you must decide whether you are unusually beautiful or unusually hideous. Once you make this choice, you cannot change it. You gain a bonus on Perform checks (if you chose beauty) or Intimidate checks (if you chose ugliness) equal to the number of Abyssal heritor feats you possess. As a full-round action, you can attempt to distract a target within 30 feet by focusing your attention upon it. The target must be able to see you and can resist your distracting appearance by making a Will save (DC 10 + 1/2 your character level + your Cha modifier). Failure indicates that the target is fascinated (if you are beautiful) or sickened (if you are ugly) for as long as you remain in its line of sight. You can affect a specific creature in this manner only once per day. This ability is usable a number of times per day equal to the number of Abyssal heritor feats you possess. **Special:** Your appearance is so striking that it's difficult to hide. You take a –2 penalty on Disguise checks. ``` @@ --- Feat: Outsider Wings Tags: Summ: You have sprouted wings appropriate to your heritage, revealing the power of your supernatural bloodline. Prereq: Aasimar or tiefling, Character level 6th, Celestial Bloodline or Fiendish Bloodline --- !! ``` ## Outsider Wings *You have sprouted wings appropriate to your heritage, revealing the power of your supernatural bloodline.* **Prerequisite:** Aasimar or tiefling, Character level 6th, Celestial Bloodline or Fiendish Bloodline **Benefit:** You gain wings (feathered if an aasimar, batlike if a tiefling), allowing you to fly at your land speed (average maneuverability). A medium or heavy load that would reduce your land speed reduces your fly speed a proportionate amount. ``` @@ --- Feat: Overchannel Tags: Psionic Summ: You burn your life force to strengthen your powers. Prereq: While manifesting a power, you can increase your effective manifester level by one, but in so doing you take 1d8 points of damage. At 8th level, you can choose to increase your effective manifester level by two, but you take 3d8 points of damage. At 15th level, you can increase your effective manifester level by three, but you take 5d8 points of damage. --- !! ``` ## Overchannel (Psionic) You burn your life force to strengthen your powers. **Benefit:** While manifesting a power, you can increase your effective manifester level by one, but in so doing you take 1d8 points of damage. At 8th level, you can choose to increase your effective manifester level by two, but you take 3d8 points of damage. At 15th level, you can increase your effective manifester level by three, but you take 5d8 points of damage. The effective increase in manifester level increases the number of power points you can expend on a single power manifestation, as well as increasing all manifester level-dependent effects, such as range, duration, and overcoming power resistance. **Normal**:: Your manifester level is equal to your total levels in classes that manifest powers. ``` @@ --- Feat: Overcome Shadow Weave Tags: Summ: You understand the strengths and weaknesses of the Shadow Weave and are more resistant to its tricks. Prereq: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks, spellcaster who uses the Weave. --- !! ``` ## Overcome Shadow Weave *You understand the strengths and weaknesses of the Shadow Weave and are more resistant to its tricks.* **Prerequisite:** Knowledge (arcana) 5 ranks, Spellcraft 5 ranks, spellcaster who uses the Weave. **Benefit:** You get a +5 bonus on caster level checks to detect, counterspell, and dispel Shadow Weave effects. You get a +1 bonus on Will saving throws against Shadow Weave effects. ``` @@ --- Feat: Overhead Thrust Tags: Summ: You can deal a nasty attack to anything that tries to crush or run over you. Prereq: Close-Quarters Fighting, Power Attack, base attack bonus +6 --- !! ``` ## Overhead Thrust *You can deal a nasty attack to anything that tries to crush or run over you.* **Prerequisite:** Close-Quarters Fighting, Power Attack, base attack bonus +6 **Benefit:** You can use a slashing or piercing weapon to make an attack of opportunity against a foe using an attack designed to batter you from above, such as an overrun, trample, power dive, or dragon crush attack. You gain a special attack modifier based on your opponent's size, as shown below. If your attack hits, you deal triple damage. |Opponent|Size Bonus| |---|---| |Colossal|+4| |Gargantuan|+3| |Huge|+2| |Large|+1| |Medium or smaller|+0| ``` @@ --- Feat: Overpower Tags: Metapsionic Summ: You can manifst a power at twice its normal effect. Prereq: Fortify Power --- !! ``` ## Overpower (Metapsionic) *You can manifst a power at twice its normal effect.* **Prerequisites**:: Fortify Power **Benefit:** All variable, numeric effects of an overpowered power are doubled. An overpowered power costs a number of power points equal to its standard cost +6. ``` @@ --- Feat: Oversized Two-Weapon Fighting Tags: Summ: You are adept at wielding larger than normal weapons in your off hand. Prereq: Str 13, Two-Weapon Fighting --- !! ``` ## Oversized Two-Weapon Fighting *You are adept at wielding larger than normal weapons in your off hand.* **Prerequisite:** Str 13, Two-Weapon Fighting **Benefit:** When wielding a one-handed weapon in your off hand, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off hand. **Special:** A fighter may select Oversized Two-Weapon Fighting as one of his fighter bonus feats. ``` @@ --- Feat: Overwhelming Assault Tags: Summ: If you attack a foe who does nothing to turn aside your attack, you press forward with an indomitable strike. Only a fool ignores the deadly threat you present. Prereq: Base attack bonus +15 --- !! ``` ## Overwhelming Assault *If you attack a foe who does nothing to turn aside your attack, you press forward with an indomitable strike. Only a fool ignores the deadly threat you present.* **Prerequisite:** Base attack bonus +15 **Benefit:** As a free action, designate one specific foe as the target of this feat. If this foe begins his turn adjacent to you, ends his turn still adjacent to you, and does not attack you, target you with a spell, or use a special ability against you, you gain a +4 bonus on melee attack rolls against him on your next turn. ``` @@ --- Feat: Owlbear Berserker Tags: Summ: Your fighting style emulates the owlbear, the totem beast your berserker lodge. Prereq: Strength 13, ability to rage --- !! ``` ## Owlbear Berserker *Your fighting style emulates the owlbear, the totem beast your berserker lodge.* **Prerequisite:** Strength 13, ability to rage **Region**:: Rashemen. **Benefit:** When grappling, you can make an unarmed attack to deal 1d6 points of normal damage with a successful grapple check. You do not suffer the usual -4 penalty for dealing normal damage. **Special:** Characters with this feat may choose the Improved Grapple feat even if they don't meet the other prerequisites for Improved Grapple. **Normal**:: Characters who do not have this feat can deal 1d3 points of nonlethal damage, or normal damage at a -4 penalty on the grapple check. ``` @@ --- Feat: Pacifist Tags: Host Summ: You host a psionic entity that dislikes combat and provides you psi-like abilities to help you avoid a fight. Prereq: A psionic entity takes up residence within your flesh. The entity grants you the following psi-like ability: _Psi-like Ability:_ 1/day—_deaden blow_ or _entangling ectoplasm._ Manifester level 1/2 your HD; save DC 11 + your manifesting modifier. --- !! ``` ## Pacifist (Host) *You host a psionic entity that dislikes combat and provides you psi-like abilities to help you avoid a fight.* **Benefit:** A psionic entity takes up residence within your flesh. The entity grants you the following psi-like ability: _Psi-like Ability:_ 1/day—_deaden blow_ or _entangling ectoplasm._ Manifester level 1/2 your HD; save DC 11 + your manifesting modifier. **Special:** You can use one or the other of your entity-granted psi-like abilities once per day—you can’t use both. Once you use one, you can't use the other for the rest of the day. ``` @@ --- Feat: Pain Mastery Tags: Summ: Injuries send you into a fury, increasing your physical power. Prereq: Con 20, Toughness --- !! ``` ## Pain Mastery *Injuries send you into a fury, increasing your physical power.* **Prerequisite:** Con 20, Toughness **Benefit:** You take damage normally, but every 50 points of damage you take (if you survive the attack) automatically increases your Strength by +2. This bonus lasts until the end of the encounter, after which you are exhausted. See the Condition Summary in Chapter 3 of the _Dungeon_ _Master's Guide_ for the effects of being exhausted. ``` @@ --- Feat: Pain Touch Tags: Summ: You cause intense pain in an opponent with a successful stunning attack. Prereq: Wis 15, Stunning Fist, base attack bonus +2 --- !! ``` ## Pain Touch *You cause intense pain in an opponent with a successful stunning attack.* **Prerequisite:** Wis 15, Stunning Fist, base attack bonus +2 **Benefit:** Victims of a successful stunning attack are subject to such debilitating pain that they are nauseated for 1 round following the round they are stunned. Creatures that are immune to stunning attacks are also immune to the effect of this feat, as are any creatures that are more than one size category larger than the feat user. ``` @@ --- Feat: Paladin Of The Noble Heart Tags: Exalted Summ: You are tasked by Ilmater to eliminate cruelty from the world, particularly that of Loviatar. Prereq: Knowledge (religion) 4 ranks, member of the Companions of the Noble Heart --- !! ``` ## Paladin Of The Noble Heart (Exalted) *You are tasked by Ilmater to eliminate cruelty from the world, particularly that of Loviatar.* **Prerequisite:** Knowledge (religion) 4 ranks, member of the Companions of the Noble Heart **Benefit:** You get an additional usage of your smite evil ability, which can only be used on evil creatures who cast divine spells or who gain class abilities from divine sources. You get a +1 sacred bonus on saves against spells and effects from evil divine casters. ``` @@ --- Feat: Paraelemental Power Tags: Metapsionic Summ: 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. Prereq: Privileged Energy*. --- !! ``` ## Paraelemental Power (Metapsionic) *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.* **Prerequisite:** Privileged Energy*. **Benefit:** When you take this feat, you must choose the energy type you selected with your Privileged Energy feat. To use this feat, you must expend your psionic focus. Upon manifesting a damaging energy power that matches your choice of energy, you can access paraelemental energy to further enhance your energy power with ice (cold), magma (fire), ooze (electricity), or smoke (sonic). The paraelemental power still possesses its underlying energy descriptor. Targets damaged by paraelemental powers might be affected by the additional effects noted below. In the case of an energy power that requires a saving throw, targets are only subject to these additional effects on a failed save. A successful save against the energy power negates the paraelemental effect. In the case of an energy power that normally does not allow a saving throw (such as _energy ray_), a target of a paraelemental power can attempt a Fortitude save at the powers DC to negate only the extra effect. _Ice:_ As cold energy, but also limits affected foes to a single move action or standard action (not both) for 1 round as they attempt to free themselves from ice. The power is considered to be in effect during this time and can be dispelled normally. _Magma:_ As fire energy, but also deals an additional 2d6 points of fire damage on the round following the attack from lingering magma. The power is considered to be in effect during this time and can be dispelled normally. _Ooze:_ As electricity energy, but the target is also covered in goo and becomes entangled for 1 round, after which the goo evaporates. The power is considered to be in effect during this time and can be dispelled normally. _Smoke:_ As sonic, but targets that breathe spend the following round coughing, and so are limited to a single move action or standard action (not both) for 1 round. The power is considered to be in effect during this time and can be dispelled normally. Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level. **Special:** You can gain this feat multiple times. Each time you take this feat, choose another energy type (cold, electricity, fire, or sonic) that you have also selected with the Privileged Energy feat. You can now manifest that power with the matching paraelemental effect described above. ``` @@ --- Feat: Paralyzing Fists Tags: Summ: You can make multiple unarmed attacks to paralyze an opponent in a single round. Prereq: Wis 15, Improved Unarmed Strike, Stunning Fist --- !! ``` ## Paralyzing Fists *You can make multiple unarmed attacks to paralyze an opponent in a single round.* **Prerequisite:** Wis 15, Improved Unarmed Strike, Stunning Fist **Benefit:** When two or more of your Stunning Fist attacks succeed in stunning a single foe in the same round, that creature must make another Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier +1 for each successful Stunning Fist attack). On a failure, that creature is paralyzed for 1d2 rounds instead of being stunned for 1 round. Creatures that are not subject to extra damage from critical hits and creatures that are immune to stunning cannot be paralyzed in this manner. **Special:** A fighter can select Paralyzing Fists as a fighter bonus feat. ``` @@ --- Feat: Parrying Shield... or Deflecting Shield? Tags: Summ: 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. Prereq: Shield proficiency --- !! ``` ## Parrying Shield... or Deflecting Shield? 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. **Prerequisite:** Shield proficiency **Benefit:** You gain your shield bonus (and the shield's enhancement bonus, if any) as an addition to your touch AC. **Special:** A fighter can select Parrying Shield as one of his fighter bonus feats (see _Player's Handbook_ page 38). ``` @@ --- Feat: Path Focus Tags: Summ: Choose a path of shadow magic, such as Touch of Twilight. Your mysteries of that path are more potent than normal. Prereq: You function at +1 caster level when casting mysteries of this path. Additionally, add +1 to the DC of all saving throws against mysteries from this path. --- !! ``` ## Path Focus Choose a path of shadow magic, such as Touch of Twilight. Your mysteries of that path are more potent than normal. **Benefit:** You function at +1 caster level when casting mysteries of this path. Additionally, add +1 to the DC of all saving throws against mysteries from this path. **Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new path. ``` @@ --- Feat: Path Of Shadows Tags: Racial Summ: You can use dancelike maneuvers to aid your defense. Prereq: Kala'saam, Perform (dance) 5 ranks --- !! ``` ## Path Of Shadows (Racial) *You can use dancelike maneuvers to aid your defense.* **Prerequisite:** Kala'saam, Perform (dance) 5 ranks **Benefit:** You gain a +2 bonus on Acrobatics checks, and you can make a Perform (dance) check in place of a Concentration check to cast a spell or manifest a psionic power defensively. ``` @@ --- Feat: Peak Hopper Tags: Summ: You are adapted to a hilly or mountainous environment. Prereq: Hill or mountain terrain type --- !! ``` ## Peak Hopper *You are adapted to a hilly or mountainous environment.* **Prerequisite:** Hill or mountain terrain type **Benefit:** Your alpine environment has made you more surefooted. You gain a +2 competence bonus on Balance and Climb checks. ``` @@ --- Feat: Penetrating Shot Tags: Summ: You send a powerful shot cleaving through your enemies. Prereq: Str 15, Point Blank Shot, base attack bonus +10 --- !! ``` ## Penetrating Shot You send a powerful shot cleaving through your enemies. **Prerequisite:** Str 15, Point Blank Shot, base attack bonus +10 **Benefit:** When you make a ranged attack with a projectile weapon (such as a bow, crossbow, or sling), you can instead choose to unleash a single, mighty attack that blasts through multiple opponents. This attack requires a standard action, and your shot takes the form of a 60-foot line. Make a separate attack roll against each creature in the line. If struck, creatures along this line take damage from your shot, though any extra damage (such as from a sneak attack or a flaming weapon) is applied only against the first creature struck. **Special:** A fighter can select Penetrating Shot as one of his fighter bonus feats. ``` @@ --- Feat: Steady Aim Tags: New Summ: By taking careful aim, you can hit even the hardest target Prereq: Weapon Focus, base attack bonus +6 --- !! ``` ## Steady Aim (New) By taking careful aim, you can hit even the hardest target **Prerequisites**:: Weapon Focus, base attack bonus +6 **Benefit:** When using a ranged weapon with which you have weapon focus, you can aim as a move action. Your attack ignore the first range increment penalty, and you gain a +2 bonus to attack and damage rolls . The bonus to attack and damage rolls increases to +4 for when your base attack bonus reaches +11, and +6 when your base attack bonus reaches +16. ``` @@ --- Feat: Perfect Clarity Of Mind And Body Tags: Summ: 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. Prereq: Unnerving Calm, base attack bonus +6, two Diamond Mind maneuvers. --- !! ``` ## Perfect Clarity Of Mind And Body *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.* **Prerequisite:** Unnerving Calm, base attack bonus +6, two Diamond Mind maneuvers. **Benefit:** The Perfect Clarity of Mind and Body feat enables the use of three tactical options. _Coiled Spring:_ To use this option, you must use the total defense action and move no more than 5 feet on your turn. On your next turn, you gain a +30-foot bonus to your land speed and a +2 bonus to AC as you burst across the battlefield. You can make a single attack after moving in this round, if you don’t move more than double your modified speed. _Expert Mind:_ To use this option, you must first defeat an enemy in a duel of wills (see page 27). On your next turn, you gain a +4 morale bonus on any roll you make to disarm, feint, or trip that enemy. _Press the Advantage:_ To use this option, you must damage, disarm, or trip an opponent. On your next turn, you can make a DC 20 Intimidate check against your opponent as a free action. If this check succeeds, your foe takes a –2 penalty on attack rolls for 1 round. Pernicious Magic (Metamagic) You can use the Shadow Weave to make your spells harder for Weave users to resist. **Prerequisite:** Shadow Weave Magic. **Benefit:** You gain a +4 bonus on caster level checks made to defeat a Weave user's spell resistance. All creatures employing spells or spell-like abilities are considered Weave users unless they possess the Shadow Weave Magic feat. This benefit stacks with those from the Spell Penetration and Greater Spell Penetration feats, but it does not extend to spells you cast from the schools of evocation or transmutation. ``` @@ --- Feat: Persistent Refusal Tags: Divine Summ: You can channel divine energy to make a second save against an effect that specifically targets you. Prereq: Channel energy class feature --- !! ``` ## Persistent Refusal (Divine) *You can channel divine energy to make a second save against an effect that specifically targets you.* **Prerequisite:** Channel energy class feature **Benefit:** As a swift action, spend one of your turn or rebuke undead attempts to make another save against any effect that targets you and has a continuing duration. For example, on his turn, a cleric with this feat who fails a saving throw to resist the effect of a _hold monster_ spell can spend a channel energyattempt as a swift action to attempt another save. ``` @@ --- Feat: Persistent Spell Tags: Metamagic Summ: You can make a spell last all day. Prereq: Extend Spell --- !! ``` ## Persistent Spell (Metamagic) *You can make a spell last all day.* **Prerequisite:** Extend Spell **Benefit:** Spells with a fixed or personal range can have their duration increased to 24 hours. Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You don’t need to maintain concentration on persistent _detect_ spells (such as _detect magic_ or _detect thoughts_) for you to be aware of the mere presence or absence of the subject detected, but gaining additional information requires concentration as normal. A persistent spell uses up a spell slot six levels higher than the spell's actual level. ``` @@ --- Feat: Persona Immersion Tags: Racial Summ: Your assumption of another's physical identity grants you defenses against mental intrusion. Prereq: Feymor --- !! ``` ## Persona Immersion (Racial) *Your assumption of another's physical identity grants you defenses against mental intrusion.* **Prerequisite:** Feymor **Benefit:** While under the effect of your minor change shape ability, if you make a successful save against a divination spell or telepathic psionic power of 3rd level or lower, you can generate a misleading result. Though you don’t learn the precise spell or power being used against you, you know what type of information is sought and can respond accordingly. For example, a character with this feat who successfully saves against _detect thoughts_ knows that his surface thoughts are being probed, and can thus supply any specific thoughts that he wishes to be detected by the caster. ``` @@ --- Feat: Personal Truename Backlash Tags: Summ: Your personal truename is so charged with magic power that those who fail to speak it properly are warped by reality run amok. Prereq: Obscure Personal Truename, 15 Hit Dice --- !! ``` ## Personal Truename Backlash *Your personal truename is so charged with magic power that those who fail to speak it properly are warped by reality run amok.* **Prerequisite:** Obscure Personal Truename, 15 Hit Dice **Benefit:** Whenever a creature fails by 5 points or more in an attempt to speak your personal truename, it immediately takes 1d6 points of damage for every Hit Die you have. **Normal**:: The consequence for failing a Truespeak check to say someone's personal truename is that the utterance, truename spell, or other ability fails as well. ``` @@ --- Feat: Persistent Attacker Tags: Ambush Summ: Once you find a target's weak point, you can easily strike it again. Prereq: Sneak attack +5d6. --- !! ``` ## Persistent Attacker (Ambush) *Once you find a target's weak point, you can easily strike it again.* **Prerequisite:** Sneak attack +5d6. **Benefit:** If your sneak attack hits, your first attack against that creature on your next turn is also considered a sneak attack even if it wouldn’t normally qualify. Using this feat reduces your first sneak attack's damage by 4d6. The resulting second sneak attack deals its full extra damage. ``` @@ --- Feat: Personal Touchstone Tags: Summ: You draw more power from one of the planar touchstone locations to which you have forged a link. Prereq: Planar Touchstone, a portable object of at least 250 gp value native to a chosen planar touchstone plane, Knowledge (Planes) 8 ranks --- !! ``` ## Personal Touchstone *You draw more power from one of the planar touchstone locations to which you have forged a link.* **Prerequisite:** Planar Touchstone, a portable object of at least 250 gp value native to a chosen planar touchstone plane, Knowledge (Planes) 8 ranks **Benefit:** Choose any planar touchstone for which you have previously fulfilled the higher-order recharge condition (see page 154); this is now your personal touch stone. Each time you visit your touchstone from now on, you gain double the number of uses of the higher-order ability when you fulfill the recharge condition. You may continue to visit other touchstone sites and gain the standard number of higher-order uses with each visit to those sites (and you lose the higher-order uses left unused at your personal site, unless you have taken Planar Touchstone enough times to allow you to keep the higher-order uses of more than one planar touch stone simultaneously). **Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new planar touchstone. ``` @@ --- Feat: Pervasive Gaze Tags: Monstrous Summ: Your gaze attack is more effective than normal. Prereq: Int 13, gaze special attack. --- !! ``` ## Pervasive Gaze (Monstrous) *Your gaze attack is more effective than normal.* **Prerequisite:** Int 13, gaze special attack. **Benefit:** A creature that averts its eyes has only a 20% chance to avoid your gaze attack. **Normal**:: A creature that averts its eyes normally has a 50% chance to avoid the passive use of a gaze attack. ``` @@ --- Feat: Petrification Immunity Tags: Summ: You are immune to petrification effects. Prereq: Racial bonus on saving throws against petrification effects, Petrification Resistance. --- !! ``` ## Petrification Immunity *You are immune to petrification effects.* **Prerequisite:** Racial bonus on saving throws against petrification effects, Petrification Resistance. **Benefit:** You are immune to all petrification effects. ``` @@ --- Feat: Petrification Resistance Tags: Summ: You can resist petrification effects better than you otherwise could. Prereq: Racial bonus on saving throws against petrification effects. --- !! ``` ## Petrification Resistance *You can resist petrification effects better than you otherwise could.* **Prerequisite:** Racial bonus on saving throws against petrification effects. **Benefit:** You gain a +3 bonus on saving throws against petrification effects. ``` @@ --- Feat: Phalanx Fighting Tags: Summ: You are trained in fighting in close formation with your allies. Prereq: Proficiency with a heavy shield, base attack bonus +1 --- !! ``` ## Phalanx Fighting *You are trained in fighting in close formation with your allies.* **Prerequisite:** Proficiency with a heavy shield, base attack bonus +1 **Benefit:** If you are using a heavy shield and a light weapon, you gain a +1 bonus to your Armor Class. In addition, if you are within 5 feet of an ally who is also using a heavy shield and light weapon and who also has this feat, you may form a shield wall. A shield wall provides an extra +2 bonus to AC and a +1 bonus on Reflex saves to all eligible characters participating in the shield wall. For example, a single character with this feat gains a +1 bonus to his AC. If two or more characters who all know this feat are adjacent, they each gain an extra +2 bonus to AC (for a total of +3) and a +1 bonus on Reflex saves. **Special:** A fighter may select Phalanx Fighting as one of his fighter bonus feats. ``` @@ --- Feat: Pharaoh's Fist Tags: Summ: Your unarmed strikes echo with thunder, stunning your foe and those nearby. Prereq: Str 15, Improved Unarmed Strike, Stunning Fist --- !! ``` ## Pharaoh's Fist *Your unarmed strikes echo with thunder, stunning your foe and those nearby.* **Prerequisite:** Str 15, Improved Unarmed Strike, Stunning Fist **Benefit:** You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). By expending one Stunning Fist use for the day, you force an opponent successfully struck by your unarmed attack, and all creatures adjacent to that opponent, to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier) or be stunned for 1 round. The opponent struck by the unarmed attack is dealt damage normally. This feat can be used only once per round. **Special:** A fighter may select Pharaoh's Fist as one of his fighter bonus feats. ``` @@ --- Feat: Phrenic Leech Tags: Metapsionic Summ: Psionic foes damaged by your power are also mentally drained. Prereq: 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. --- !! ``` ## Phrenic Leech (Metapsionic) *Psionic foes damaged by your power are also mentally drained.* **Benefit:** 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. Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level. ``` @@ --- Feat: Pierce Magical Concealment Tags: Summ: You ignore the miss chance provided by certain magical effects. Prereq: Con 13, Blind-Fight, Mage Slayer --- !! ``` ## Pierce Magical Concealment *You ignore the miss chance provided by certain magical effects.* **Prerequisite:** Con 13, Blind-Fight, Mage Slayer **Benefit:** Your fierce contempt for magic allows you to disregard the miss chance granted by spells or spell-like abilities. In addition, when facing a creature protected by _mirror image_, you can immediately pick out the real creature from its figments. **Special:** Taking this feat reduces your caster level for all your spells and spell-like abilities by 4. ``` @@ --- Feat: Pierce Magical Protection Tags: Summ: You can overcome the magical protections of your enemies. Prereq: Con 13, Mage Slayer --- !! ``` ## Pierce Magical Protection *You can overcome the magical protections of your enemies.* **Prerequisite:** Con 13, Mage Slayer **Benefit:** Your contempt for magic is so fierce that as a standard action you can make a melee attack that ignores any bonuses to AC granted by spells. If you deal damage to your opponent, you also instantly and automatically dispel all that opponent's spells and spell effects that grant a bonus to AC. **Special:** Taking this feat reduces your caster level for all your spells and spell-like abilities by 4. ``` @@ --- Feat: Pierce The Darkness Tags: Divine Summ: You can channel positive energy to temporarily increase the range of your darkvision. Prereq: channel energy class feature, darkvision --- !! ``` ## Pierce The Darkness (Divine) *You can channel positive energy to temporarily increase the range of your darkvision.* **Prerequisite:** channel energy class feature, darkvision **Benefit:** As a standard action, spend one of your channel energy attempts to double the range of your darkvision. This increase lasts for a one minute 1d6 of your channel ability. ``` @@ --- Feat: Piercing Cold Tags: Metamagic Summ: Your cold spells tap into primal cold energy, and can damage creatures normally resistant or immune to cold. Prereq: You can only apply this metamagic feat to spells that deal cold damage. Piercing cold spells are so horribly cold that they are capable of damaging creatures normally unharmed by or resistant to cold. Piercing cold spells completely ignore any resistance to cold a creature possesses, bypassing this resistance and dealing damage to the target as if it did not possess any resistance to cold at all. They are still entitled to whatever other defenses the attack allows (such as saving throws and spell resistance). --- !! ``` ## Piercing Cold (Metamagic) *Your cold spells tap into primal cold energy, and can damage creatures normally resistant or immune to cold.* **Benefit:** You can only apply this metamagic feat to spells that deal cold damage. Piercing cold spells are so horribly cold that they are capable of damaging creatures normally unharmed by or resistant to cold. Piercing cold spells completely ignore any resistance to cold a creature possesses, bypassing this resistance and dealing damage to the target as if it did not possess any resistance to cold at all. They are still entitled to whatever other defenses the attack allows (such as saving throws and spell resistance). Creatures normally immune to cold can be damaged by piercing cold spells as well. Piercing cold spells deal half damage to these creatures. Creatures immune to cold by way of a _protection from energy_ spell take half damage, but their protection is reduced by 150% of the damage dealt. Thus a piercing cold spell that deals 20 points of cold damage would deal 10 points of damage to the affected creature, and remove 30 from their _protection from energy_ spell. Creatures with the fire subtype who are damaged by a piercing cold spell take double normal damage instead of the usual +50%. A piercing cold spell uses up a spell slot one level higher than the spell's actual level. ``` @@ --- Feat: Piercing Evocation Tags: Summ: Your evocation spells ignore an amount of energy resistance. Prereq: Spell Focus (evocation) or evoker level 1st --- !! ``` ## Piercing Evocation *Your evocation spells ignore an amount of energy resistance.* **Prerequisite:** Spell Focus (evocation) or evoker level 1st **Benefit:** When you cast an evocation spell that deals energy damage (acid, cold, fire, electricity, or sonic), you can choose for 10 points of energy damage dealt by the spell to become untyped damage to which energy resistance and immunity do not apply. If the spell deals multiple types of energy damage, you choose how much of each type is converted by this feat after rolling damage. **Special:** An evoker can select this feat as a wizard bonus feat. ``` @@ --- Feat: Piercing Gaze Tags: Monstrous Summ: Your gaze attack has a greater range than normal. Prereq: Cha 15, Int 13, gaze special attack, Irresistible Gaze. --- !! ``` ## Piercing Gaze (Monstrous) *Your gaze attack has a greater range than normal.* **Prerequisite:** Cha 15, Int 13, gaze special attack, Irresistible Gaze. **Benefit:** Because of the sheer force of your presence, you add 30 feet to the range of your gaze attack. ``` @@ --- Feat: Piercing Sight Tags: Summ: Your fundamental familiarity with illusions allows you to better recognize them. Prereq: Alertness or Skill Focus (Perception), Spellcraft 1 rank. --- !! ``` ## Piercing Sight *Your fundamental familiarity with illusions allows you to better recognize them.* **Prerequisite:** Alertness or Skill Focus (Perception), Spellcraft 1 rank. **Benefit:** You gain a +4 bonus on saving throws made to disbelieve illusions (any illusion spell or effect with “disbelief” in the saving throw entry). ``` @@ --- Feat: Pious Defiance Tags: Divine Summ: You can channel positive or negative energy to firm your resolve. Prereq: Channel energy class feature --- !! ``` ## Pious Defiance (Divine) *You can channel positive or negative energy to firm your resolve.* **Prerequisite:** Channel energy class feature **Benefit:** You can spend a turn or rebuke attempt as an immediate action to gain a bonus on Will saves equal to 1/2 your character level for 1 round. ``` @@ --- Feat: Pin Shield Tags: Summ: You know how to get inside your opponent's guard by pinning his shield out of the way. Prereq: Two-Weapon Fighting, base attack bonus +4 --- !! ``` ## Pin Shield *You know how to get inside your opponent's guard by pinning his shield out of the way.* **Prerequisite:** Two-Weapon Fighting, base attack bonus +4 **Benefit:** This feat can be used only against an opponent who is using a shield and who is no more than one size category larger than you. When making a full attack with two weapons, you may forgo your off-hand attacks to pin your opponents shield, allowing you to ignore their shield bonus to AC for all your remaining attacks. ``` @@ --- Feat: Planar Touchstone Tags: Summ: Forge a link between you and power-rich planar locations, referred to as planar touchstones. Prereq: Portable object of at least 250 gp value native to any designated planar touchstone site, Knowledge (Planes) 8 ranks --- !! ``` ## Planar Touchstone *Forge a link between you and power-rich planar locations, referred to as planar touchstones.* **Prerequisite:** Portable object of at least 250 gp value native to any designated planar touchstone site, Knowledge (Planes) 8 ranks **Benefit:** Choose any site designated as a planar touchstone for which you also possess an object native to that location, as noted in this feat's prerequisite. When this feat is first taken, forging a link between yourself and a chosen planar touchstone takes 24 hours of uninterrupted concentration. To forge a link, you must spend 10 experience points and expend the object described in this feat's prerequisite. Once the link is forged, you gain the base ability described for that touchstone. If you physically visit the planar location once you’ve forged a link, you also gain a higher order ability with a limited number of uses, as described for that planar touchstone. You may repeatedly visit the planar touchstone, each time recharging your usages of the higher-order ability. sages of a higher-order ability do not stack, so visiting your planar touchstone prior to using up any of your higher-order usages confers no additional benefit. Once you’ve established a link with one planar touchstone site by taking this feat, you may also freely visit other planar touchstones. When you do so and fulfill the higher order ability's recharge condition for the alternate site, you immediately gain the base ability of the new planar touchstone site and lose the base ability of the previous site. You also lose any remaining uses of the higher-order ability of your previously selected site (if any), and instead gain the specified number of higher-order ability uses appropriate to the new site. In this way, you can “unplug” from one site and “plug in” to a new planar touchstone site as often as you desire. Thus, after expending the raw materials and experience points for making your first connection, making subsequent connections with different sites is as easy as fulfilling the higher order recharge condition. **Special:** You can take this feat more than once. Each time, you gain the base ability to retain one more planar touchstone location in addition to your previous ability. You also gain the capacity to retain uses of one more planar touchstone's higher-order ability. Thus, you could retain the base abilities for both the Breaching Obelisk and Echolost (planar touchstone locations described in Chapter 7), as well as both sites’ higher-order uses, simultaneously. If you then visit a third planar touchstone and fulfill its recharge condition, unless you have taken this feat three times, you must choose which of your two previous touchstone site abilities to lose when you gain the abilities of the third touchstone site. ``` @@ --- Feat: Planetouched Animal Affinity Tags: Summ: You have a special affinity for a kind of animal associated with your deity ancestor. Prereq: Aasimar, tiefling, earth genasi --- !! ``` ## Planetouched Animal Affinity *You have a special affinity for a kind of animal associated with your deity ancestor.* **Prerequisite:** Aasimar, tiefling, earth genasi **Benefit:** Choose a divine ancestor from the list below. You gain a +4 bonus on Animal Empathy and Handle Animal checks when dealing with animals associated with your divine ancestor. You may make untrained Animal Empathy checks to affect such animals, as well as celestial (if you are an aasimar) or fiendish (if you are a tiefling) animals as if they were animals. See the table for a summary of Mulhorandi deities and their favored animals. |**Deity**|**Animal**| |---|---| |**Anhur**|Lions, horses| |**Bast (Sharess)**|Cats, leopards, lions| |**Geb**|Bears| |**Hathor**|Cows, bison| |**Horus-Re**|Hawks, lions| |**Isis**|Hawks, donkeys| |**Nephthys**|Crocodiles, hawks; poisonous snakes (primarily cobras)| |**Osiris**|Bears, hawks| |**Sebek**|Crocodiles| |**Set**|Poisonous snakes| ``` @@ --- Feat: Plague Resistant Tags: Summ: 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. Prereq: Chondathan human --- !! ``` ## 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.* **Prerequisite:** Chondathan human **Region**:: The Vilhon Reach. **Benefit:** You get a +4 resistance bonus on saving throws against disease and spells or effects that produce disease. This bonus applies on saving throws to fight off ability damage from disease, as well as saving throws against the initial exposure to the disease. ``` @@ --- Feat: Plunging Shot Tags: Summ: You can use the force of gravity to make your ranged attacks deal extra damage if your target is below you. Prereq: Dex 13, Point Blank Shot --- !! ``` ## Plunging Shot *You can use the force of gravity to make your ranged attacks deal extra damage if your target is below you.* **Prerequisite:** Dex 13, Point Blank Shot **Benefit:** If your target is at least 30 feet lower than you, you deal an extra 1d6 points of damage with a ranged attack. ``` @@ --- Feat: Poison Expert Tags: Summ: Your skill at crafting and delivering toxins has made you a more deadly poisoner. Prereq: Craft (poisonmaking) 4 ranks, poison use --- !! ``` ## Poison Expert *Your skill at crafting and delivering toxins has made you a more deadly poisoner.* **Prerequisite:** Craft (poisonmaking) 4 ranks, poison use **Benefit:** Choose a type of poison (contact, ingested, inhaled, or injury). The DC to resist that type of poison that you create and use increases by 1. **Special:** You can gain this feat multiple times. Its effect does not stack. Each time you take the feat, it applies to a new type of poison. ``` @@ --- Feat: Poison Healer Tags: Summ: Poison isn’t always bad for you. Prereq: Great Fortitude, Con 13 --- !! ``` ## Poison Healer *Poison isn’t always bad for you.* **Prerequisite:** Great Fortitude, Con 13 **Benefit:** Any time you succeed on a Fortitude save against a poison, you heal a number of hit points of damage equal to your Constitution bonus. ``` @@ --- Feat: Poison Immunity Tags: Summ: After prolonged exposure to a poison or toxin, the character has rendered himself immune to it. Prereq: The character is immune to one specific poison (chosen by the DM or the character's player), whether available as a blade poison, the venom of a specific creature, or one other toxin. The character also gains a +1 circumstance bonus on saving throws against other poisons. --- !! ``` ## Poison Immunity *After prolonged exposure to a poison or toxin, the character has rendered himself immune to it.* **Benefit:** The character is immune to one specific poison (chosen by the DM or the character's player), whether available as a blade poison, the venom of a specific creature, or one other toxin. The character also gains a +1 circumstance bonus on saving throws against other poisons. **Special:** A character may take this feat multiple times, choosing a different poison each time. The +1 bonus against other poisons doesn’t stack with itsElf subtype, because the circumstances of each poison immunity are essentially the same. ``` @@ --- Feat: Poison Master Tags: Summ: The toxins you create and use are particularly virulent. Prereq: Poison Expert, Craft (poisonmaking) 8 ranks, poison use --- !! ``` ## Poison Master *The toxins you create and use are particularly virulent.* **Prerequisite:** Poison Expert, Craft (poisonmaking) 8 ranks, poison use **Benefit:** Choose a type of poison (contact, ingested, inhaled, or injury) for which you have selected the Poison Expert feat. The damage dealt by poisons of this type that you create and use increases by 1 point per die of damage (or by 1 point, if it deals a fixed amount of damage). This feat has no effect on poisons that do not deal damage. **Special:** You can gain this feat multiple times. Its effect does not stack. Each time you take the feat, it applies to a new type of poison for which you have selected Poison Expert. ``` @@ --- Feat: Poison Resistance Tags: Monstrous Summ: You can resist poison better than you otherwise could. Prereq: Poison special attack as an extraordinary ability. --- !! ``` ## Poison Resistance (Monstrous) *You can resist poison better than you otherwise could.* **Prerequisite:** Poison special attack as an extraordinary ability. **Benefit:** Your poisonous nature grants you a greater than normal ability to withstand poison attacks. You gain a +4 competence bonus on your Fortitude saves to resist the effects of poison. ``` @@ --- Feat: Poison Talons Tags: Abyssal Heritor Summ: Your claws drip with poison. Prereq: Claws of the Beast, any two other Abyssal heritor feats --- !! ``` ## Poison Talons (Abyssal Heritor) *Your claws drip with poison.* **Prerequisite:** Claws of the Beast, any two other Abyssal heritor feats **Benefit:** Once per hour, you can secrete poison onto your claws as a swift action. This poison remains in place until you damage a target with your claws. At that point, the creature struck must succeed on a Fortitude save (DC 10 + 1/2 your character level + your Con modifier) or take 1d4 points of Strength damage. One minute later, the victim must save again or take an additional 1d4 points of Strength damage. You are immune to your own poison. The poison you secrete from your talons cannot be collected or preserved. **Special:** Although you are immune to your own toxin, its presence tends to complicate the process of providing medical aid to others. Therefore, you take a –2 penalty on Heal checks. ``` @@ --- Feat: Poison Spell Tags: Summ: You can mystically transfer a poison to the target of your spells. Prereq: You can add a contact or injury poison as a material component to a melee touch or ranged touch spell you are casting. Doing this entails the same risk of poisoning yourself as applying poison to a weapon. --- !! ``` ## Poison Spell *You can mystically transfer a poison to the target of your spells.* **Benefit:** You can add a contact or injury poison as a material component to a melee touch or ranged touch spell you are casting. Doing this entails the same risk of poisoning yourself as applying poison to a weapon. The target of the spell, in addition to being subject to the normal effects of the spell, is also exposed to the poison. (A melee touch spell must deal damage to deliver the effect of an injury poison.) The dose of poison used as the component is expended when you cast the spell, whether or not the spell or poison successfully affects the target. ``` @@ --- Feat: Portal Master Tags: Item Creation Summ: You are especially proficient at creating portals - permanent magic devices that instantaneously transport those who know their secrets from one locale to another. Faerûn is riddled with portals. Prereq: Craft Wondrous Item. --- !! ``` ## Portal Master (Item Creation) *You are especially proficient at creating portals - permanent magic devices that instantaneously transport those who know their secrets from one locale to another. Faerûn is riddled with portals.* **Prerequisite:** Craft Wondrous Item. **Benefit:** When you build a portal, you pay only 50% of the normal cost to create the device. This benefit does not stack with that provided by the Magical Artisan feat. In addition, you know how to pass through dangerous portals safely. As a standard action, you can attempt to stabilize a malfunctioning portal temporarily. Make a Spellcraft check and add the check result to the d% roll for the effect of the malfunctioning portal (see Table 2-2 in Chapter 2 of the Forgotten Realms Campaign Setting). The portal remains stable for 1 minute, and you can retry the stabilization as often as you like. ## Portal Sensitive *You can perceive a portal just by passing near it.* **Prerequisite:** **Benefit:** You can detect an active or inactive portal as if it were a normal secret door (Search DC 20). If you merely pass within 5 feet of a _portal_, you are entitled to a Search check to notice it as if you were actively looking for it. You also gain a +2 bonus on your caster level check when trying to discern _portal_ properties with the _analyze portal_ spell. **Normal**:: _Portals_ can be found only by using _analyze portal_, _detect magic_, or the granted power from the Portal domain. ``` @@ --- Feat: Positive Energy Resistance Tags: Monstrous Summ: You are resistant to the damage dealt by positive energy effects. Prereq: Undead type --- !! ``` ## Positive Energy Resistance (Monstrous) You are resistant to the damage dealt by positive energy effects. **Prerequisite:** Undead type **Benefit:** You gain resistance 10 against positive energy effects, such as _cure_ spells. ``` @@ --- Feat: Postpone Enervation Tags: Psionic Summ: You can postpone the onset of your psychic enervation. Prereq: Psychic enervation class feature, wild surge +2. --- !! ``` ## Postpone Enervation (Psionic) *You can postpone the onset of your psychic enervation.* **Prerequisite:** Psychic enervation class feature, wild surge +2. **Benefit:** Whenever you are subject to psychic enervation through the failure of a wild surge, you can postpone the effects of the enervation by 3 rounds. You decide to use this feat after you roll to determine whether you are subject to psychic enervation. You can voluntarily subject yourself to the effects of the postponed psychic enervation before the 3 rounds have fully elapsed. Once you use this feat to postpone the effects, however, you cannot use the wild surge class feature until you endure the postponed psychic enervation. ``` @@ --- Feat: Power Dive Tags: Summ: You can fall upon an opponent from the sky. Prereq: Str 15, fly speed with average maneuverability --- !! ``` ## Power Dive *You can fall upon an opponent from the sky.* **Prerequisite:** Str 15, fly speed with average maneuverability **Benefit:** When flying, you can dive and land on an opponent to deal additional damage. This is resolved as an overrun attack, except that opponents cannot choose to avoid you. You automatically deal slam damage against any creatures knocked prone by this attack, + 1-1/2 times your strength modifier. |Size Category|Power Dive Base Damage| |---|---| |Fine|1d2| |Diminutive|1d3| |Tiny|1d4| |Medium|1d6| |Large|1d8| |Huge|2d6| |Gargantuan|2d8| |Colossal|4d6| ``` @@ --- Feat: Power Penetration Tags: Psionic Summ: Your powers are especially potent, breaking through power resistance more readily than normal. Prereq: To use this feat, you must expend your psionic focus. You get a +4 bonus on manifester level checks made to overcome a creature's power resistance. --- !! ``` ## Power Penetration (Psionic) *Your powers are especially potent, breaking through power resistance more readily than normal.* **Benefit:** To use this feat, you must expend your psionic focus. You get a +4 bonus on manifester level checks made to overcome a creature's power resistance. ``` @@ --- Feat: Power Specialization Tags: Psionic Summ: You deal more damage with your powers. Prereq: Weapon Focus (ray), manifester level 4th --- !! ``` ## Power Specialization (Psionic) *You deal more damage with your powers.* **Prerequisite:** Weapon Focus (ray), manifester level 4th **Benefit:** With rays and ranged touch attack powers that deal damage, you deal an extra 2 points of damage. If you expend your psionic focus when you manifest a ray or a ranged touch attack power that deals damage, you add your key ability bonus to the damage (instead of adding 2). ``` @@ --- Feat: Powerful Throw Tags: Combat Summ: You have learned how to hurl weapons to deadly effect. Prereq: Str 15, Power Attack --- !! ``` ## Powerful Throw (Combat) *You have learned how to hurl weapons to deadly effect.* **Prerequisite:** Str 15, Power Attack **Benefit:** You may use your Strength modifier in place of your Dexterity Modifier on attack rolls with thrown weapons. You may also use Power Attack with thrown weapons. ``` @@ --- Feat: Powerful Charge Tags: Summ: You can charge with extra force. Prereq: Medium or larger size, base attack bonus +1 --- !! ``` ## Powerful Charge *You can charge with extra force.* **Prerequisite:** Medium or larger size, base attack bonus +1 **Benefit:** When you charge, if your melee attack hits, you deal an extra 1d8 points of damage (if Medium size) or 1d6 damage (small size). This feat cannot be used when you are mounted. If you have the ability to make multiple attacks after a charge, you may only apply this extra damage to one of those attacks. **Special:** A fighter may select Powerful Charge as one of his fighter bonus feats. ``` @@ --- Feat: Powerful Wild Shape Tags: Wild Summ: You retain your powerful build while in wild shape form. Prereq: Wild shape, powerful build racial trait --- !! ``` ## Powerful Wild Shape (Wild) *You retain your powerful build while in wild shape form.* **Prerequisite:** Wild shape, powerful build racial trait **Benefit:** As a standard action, you can spend one of your uses of wild shape to retain your powerful build trait while in wild shape. ``` @@ --- Feat: Practical Metamagic Tags: Summ: You can apply a selected metamagic feat to your spells more easily. Prereq: Dragonblood subtype, Spellcraft 8 ranks, any metamagic feat, ability to spontaneously cast 3rd-level spells. --- !! ``` ## Practical Metamagic *You can apply a selected metamagic feat to your spells more easily.* **Prerequisite:** Dragonblood subtype, Spellcraft 8 ranks, any metamagic feat, ability to spontaneously cast 3rd-level spells. **Benefit:** Choose a metamagic feat you know. When applying the chosen metamagic feat to a spontaneously cast spell, the spell uses a spell slot one level lower than normal for the applied metamagic feat, to a minimum of one level higher than a spell's normal level. For example, if you select Practical Metamagic (Empower Spell), you can apply the Empower Spell feat to any spell by using a spell slot one level higher rather than two. **Special:** You can gain Practical Metamagic multiple times. Its effects do not stack. Each time you take the feat, it applies to a new metamagic feat. ``` @@ --- Feat: Practiced Binder Tags: Summ: When you bind a vestige, you gain an additional power associated with it. Prereq: Bind Vestige --- !! ``` ## Practiced Binder *When you bind a vestige, you gain an additional power associated with it.* **Prerequisite:** Bind Vestige **Benefit:** When you bind a vestige using the Bind Vestige feat, you gain a second power, according to Table 1–9: Bind Vestige Feat Abilities. |Bind Vestige Feat Abilities| | | |---|---|---| |Bind Vestige|Vestige Power|Practiced<br><br>Binder Power| |Amon|Darkvision|Ram attack| |Andromalius<sup>1</sup>|Sense trickery|See the unseen| |Aym|Ruinous attack|Resistance to fire| |Dahlver-Nar<sup>1</sup>|Mad soul|Natural armor| |Focalor<sup>1</sup>|Aura of sadness|Water breathing| |Haagenti<sup>1</sup>|Immunity to transformation|Weapon proficiency| |Karsus<sup>1</sup>|Karsus's senses|Heavy magic| |Leraje|Hide bonus|Weapon proficiency| |Malphas<sup>1</sup>|Poison use|Bird's eye viewing| |Naberius|Naberius's skills|Silver tongue| |Paimon<sup>1</sup>|Paimon's skills|Uncanny dodge| |Ronove|Feather fall|Sprint| |Savnok<sup>1</sup>|Call armor|Savnok's armor| <sup>1</sup>These vestiges are available only to nonbinders who have the Improved Bind Vestige feat. Practiced Cohort (Leader) *Your cohort works well as part of your team.* **Prerequisite:** Cha 15, Leadership **Benefit:** Your cohort gained from the Leadership feat gains any one teamwork feat you possess as a bonus feat, even if they don't normally qualify. ``` @@ --- Feat: Practiced Manifester Tags: Psionic Summ: Choose a manifesting class that you possess. The powers you manifest from that class are more powerful. Prereq: Spellcraft 1 rank, manifester level 1st. --- !! ``` ## Practiced Manifester (Psionic) *Choose a manifesting class that you possess. The powers you manifest from that class are more powerful.* **Prerequisite:** Spellcraft 1 rank, manifester level 1st. **Benefit:** Pick any one class for which you have a manifester level. Your manifester level for that class increases by 2. This benefit can't increase your manifester level higher than your character level. **Special:** You can select this feat multiple times. Each time you choose it, you must apply it to a different manifesting class. ``` @@ --- Feat: Practiced Spellcaster Tags: Summ: Choose a spellcasting class that you possess. Your spells cast from that class are more powerful. Prereq: Spellcraft 1 rank, caster level 1st. --- !! ``` ## Practiced Spellcaster Choose a spellcasting class that you possess. Your spells cast from that class are more powerful. **Prerequisite:** Spellcraft 1 rank, caster level 1st. **Benefit:** Pick any one class for which you have a caster level. Your caster level for that class increases by 2. This benefit can't increase your caster level higher than your character level. A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat's effect. **Special:** You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class. ``` @@ --- Feat: Precise Swing Tags: Summ: You can ignore most obstacles when making a melee attack against an opponent. Prereq: Base attack bonus +5 --- !! ``` ## Precise Swing You can ignore most obstacles when making a melee attack against an opponent. **Prerequisite:** Base attack bonus +5 **Benefit:** You ignore all effects of cover (but not total cover) when making a melee attack, including a melee attack with a reach weapon. ``` @@ --- Feat: Precognitive Visions Tags: Abyssal Heritor Summ: You periodically experience visions from the near future. Prereq: Wis 13, any one Abyssal heritor feat --- !! ``` ## Precognitive Visions (Abyssal Heritor) *You periodically experience visions from the near future.* **Prerequisite:** Wis 13, any one Abyssal heritor feat **Benefit:** Your visions reflect possible futures, and you can act to ensure or resist them. You gain a number of floating +1 insight bonuses equal to one-half the number of Abyssal heritor feats you possess (minimum 1). The bonuses last 24 hours, and you must reassign them at the start of each new day. You can assign each bonus to one of the following: - Your Armor Class - Your attack rolls - Your initiative checks - One of your saving throws (Fortitude, Reflex, or Will) - Checks made with one skill of your choice Since insight bonuses do not stack, it's best to assign each one to a different kind of roll or check. **Special:** Your visions tend to create unwelcome hallucinations. This effect imposes a –2 penalty on Perception checks. ``` @@ --- Feat: Prehensile Tail Tags: Monstrous Summ: You can use your tail to manipulate objects. Prereq: Str 13, tail attack, Two-Weapon Fighting --- !! ``` ## Prehensile Tail (Monstrous) *You can use your tail to manipulate objects.* **Prerequisite:** Str 13, tail attack, Two-Weapon Fighting **Benefit:** You can use your tail as an extra "hand." It can grasp melee weapons and use them in combat, although the normal penalties for using an off-hand weapon apply. If you have two hands, your tail counts as a third hand for the purpose of the Multiweapon Fighting feat and all feats that use Multiweapon Fighting as a prerequisite. You can also use your tail as a "hand" to assist in grapple checks and Climb checks. You gain a +2 competence bonus on all such checks. ``` @@ --- Feat: Priest Of The Waste Tags: Summ: You can swap out prepared spells for others that aid in exploring and surviving in wastelands. Prereq: Access to the Fire, Summer, Sun, Travel, or Water domain --- !! ``` ## Priest Of The Waste *You can swap out prepared spells for others that aid in exploring and surviving in wastelands.* **Prerequisite:** Access to the Fire, Summer, Sun, Travel, or Water domain **Benefit:** You can use a spell slot currently occupied by a prepared spell that is not a domain spell to cast a spell of equal or lower level that appears on the following list: _cloak of shade, control weather, create food and water, create water, endure elements, heroes’ feast, hydrate, protection from desiccation, protection from energy,_ and _resist energy._ ``` @@ --- Feat: Primary Contact Tags: Summ: Your rapport with one of your contacts is stronger than your relationship with the rest. Prereq: Favored --- !! ``` ## Primary Contact *Your rapport with one of your contacts is stronger than your relationship with the rest.* **Prerequisite:** Favored **Benefit:** When you gain this feat, select one of your existing contacts to be named your primary contact. Choose one skill associated with the organization to which your contact belongs. You gain 1 bonus rank in that skill (even if doing so would put you above your normal maximum ranks for that skill). In addition, you can double the frequency with which you can call upon your primary contact for no-charge favors. For example, if your primary contact normally provides its no-charge favor once per month, you can now call upon that favor twice per month. **Special:** This feat cannot be taken more than once. If the primary contact associated with this feat dies or is otherwise removed from the campaign, the DM can, at his discretion, either replace that contact with a new contact from the same organization or allow you to name one of your other contacts as your primary contact. In either event, you do not gain the bonus skill rank a second time, but neither do you lose it just because your contact has left the campaign. ``` @@ --- Feat: Staff and Circle Caster Tags: Summ: Though less efficient than normal spellcasting, your adherence to traditional spellcasting mores yields potent results. Prereq: Staff and Circle casting is a more archaic form of spellcasting, from the pre-Olidaran Atani tradition of thaumaturgy. It revolves around tracing arcane patterns inside a magic circle drawn on the ground or in the air, using a staff, rod or wand. --- !! ``` ## Staff and Circle Caster *Though less efficient than normal spellcasting, your adherence to traditional spellcasting mores yields potent results.* **Benefit:** Staff and Circle casting is a more archaic form of spellcasting, from the pre-Olidaran Atani tradition of thaumaturgy. It revolves around tracing arcane patterns inside a magic circle drawn on the ground or in the air, using a staff, rod or wand. Casting spells in this manner requires the following: - A mundane or magical staff, rod, or wand worth at least 10 gp per level of the spell being cast. - One free hand - Verbal and somatic components (even when the spell being cast does not normally require them). The Perception DC to notice a spell being cast in this manner is -5. - Material components costing 1 gp per spell level, unless the spell being cast already has a component or focus with a higher GP value. - A swift action, in addition to whatever casting time the spell already has. Spells that can be normally be cast as swift actions can be cast using Staff and Circle magic as a standard action. For each verbal, somatic and material component used (that is not already present in the spell's listing), the caster level of the spell is increased by +1. For example, _blur_ normally only requires a verbal component, but casting it with Staff and Circle magic increases the caster level by 2 (for the added somatic and material components). Spells cast in this manner cannot be cast defensively or while grappled, and concentration checks to cast in other adverse conditions take a -5 penalty. ``` @@ --- Feat: Primeval Wild Shape Tags: Summ: Your wild shape forms are stronger than normal. Prereq: Wild shape ability --- !! ``` ## Primeval Wild Shape *Your wild shape forms are stronger than normal.* **Prerequisite:** Wild shape ability **Benefit:** When you assume a wild shape form, you can opt to cause the shape assumed to be a primeval form of the creature that existed in the ancient past during a vast ice age. Doing so grants the new form a +2 racial bonus to Strength, a +2 bonus to its natural armor, and resistance to cold 10. A primeval wild shape has a much shorter duration than normal, since the enhanced qualities of the new shape drain your supernatural energies much more quickly. A primeval wild shape has a duration of 1 round per druid level (or per level of the class that granted you the wild shape ability) instead of the normal 1 hour per druid level. ``` @@ --- Feat: Primordial Scion Tags: Abyssal Heritor Summ: The Abyss beckons. . . . Prereq: Chaotic alignment, any one Abyssal heritor feat --- !! ``` ## Primordial Scion (Abyssal Heritor) *The Abyss beckons. . . .* **Prerequisite:** Chaotic alignment, any one Abyssal heritor feat **Benefit:** Your natural weapons, as well as any weapons you wield, are treated as chaotic-aligned for the purpose of overcoming damage reduction. In addition, attacks you make with such weapons deal an extra 1d6 points of damage to lawful creatures. This bonus increases by an additional 1d6 for every four Abyssal heritor feats you possess. **Special:** Because of the chaotic whispers in your head, you take a –2 penalty on Perception checks. ``` @@ --- Feat: Privileged Energy Tags: Psionic Summ: You favor one specific energy type over all others. Prereq: Ability to manifest the _energy missile_ power --- !! ``` ## Privileged Energy (Psionic) *You favor one specific energy type over all others.* **Prerequisite:** Ability to manifest the _energy missile_ power **Benefit:** Choose one type of energy to become your privileged energy: cold, electricity, fire, or sonic. Any time you manifest a power that deals damage of your chosen energy type, that power deals an extra 1 point of damage per die. ``` @@ --- Feat: Profane Aura Tags: Summ: You call upon the dark powers you worship to fill the area around you with a dreadful mist that obscures sight. Prereq: Divine caster level 9th, channel energy class feature. --- !! ``` ## Profane Aura *You call upon the dark powers you worship to fill the area around you with a dreadful mist that obscures sight.* **Prerequisite:** Divine caster level 9th, channel energy class feature. **Benefit:** As a standard action, you can expend one of your rebuke undead attempts to fill the area around you with a cold, clammy mist. The mist extends out in a 60-foot-radius emanation centered on you and flows through the air as you move, keeping you at the center of its area. The mist provides concealment to creatures within the cloud. While in the mist, creatures (including you) 5 feet away from each other have concealment, and creatures separated by more than 5 feet have total concealment from each other. In addition, mindless undead creatures within the cloud gain a +2 deflection bonus to AC. ``` @@ --- Feat: Profane Boost Tags: Divine Summ: You can channel negative energy to increase the power of inflict wounds spells cast near you. Prereq: channel energy class feature --- !! ``` ## Profane Boost (Divine) *You can channel negative energy to increase the power of inflict wounds spells cast near you.* **Prerequisite:** channel energy class feature **Benefit:** You can spend a use of channel energy as standard action to place an aura of negative energy upon each creature within a 60-ft. burst. Any _inflict_ spell cast on one of these creatures before the end of your next turn is automatically maximized, with no adjustment to the spell's level or casting time. ``` @@ --- Feat: Profane Lifeleech Tags: Divine Summ: You can channel negative energy to draw the life force from nearby living creatures. Prereq: Channel negative energy class feature --- !! ``` ## Profane Lifeleech (Divine) *You can channel negative energy to draw the life force from nearby living creatures.* **Prerequisite:** Channel negative energy class feature **Benefit:** As a standard action, you can spend two uses of channel energy to syphon the life essence of living creatures. Your channel energy does half its normal damage, but you are healed a number of hit points equal to the amount of damage taken by all affected creatures. ``` @@ --- Feat: Profane Outburst Tags: Divine Summ: With a horrendous release of divine energy, you steel your undead allies and minions against harm. Prereq: channel energy class feature, evil alignment. --- !! ``` ## Profane Outburst (Divine) *With a horrendous release of divine energy, you steel your undead allies and minions against harm.* **Prerequisite:** channel energy class feature, evil alignment. **Benefit:** As a standard action, you can spend one of your uses of channel energy to bathe all undead creatures within 60 feet in divine energy, granting them a +1 profane bonus to AC for every 2d6 of negative energy channel you can channel. This bonus lasts for for 1 minute. ``` @@ --- Feat: Profane Vigor Tags: Divine Summ: You can channel negative energy to heal nearby undead allies of physical damage. Prereq: Cha 11, channel negative energy class feature --- !! ``` ## Profane Vigor (Divine) You can channel negative energy to heal nearby undead allies of physical damage. **Prerequisite:** Cha 11, channel negative energy class feature **Benefit:** As a standard action, you can spend one of your channel energy uses grant undead temporary hit points. Affected undead gain 1 temporary hit point per 1d6 of channel energy you posses. These temporary hit points last 24 hours. ``` @@ --- Feat: Prone Attack Tags: Summ: You can attack from a prone position without penalty. Prereq: Dex 15, Lightning Reflexes, base attack bonus +2 --- !! ``` ## Prone Attack You can attack from a prone position without penalty. **Prerequisite:** Dex 15, Lightning Reflexes, base attack bonus +2 **Benefit:** You can make an attack with a light or one-handed weapon from the prone position and take no penalty on your attack roll. If your attack roll is successful, you may regain your feet immediately as a free action. Opponents gain no bonus on melee attacks against you while you are prone. **Special:** A fighter may select Prone Attack as one of his fighter bonus feats. ``` @@ --- Feat: Prophecy's Artifex Tags: Summ: Your perception of the draconic Prophecy gives you insights into that allow you to transcend the normal limits of magic item use. Prereq: Knowledge (arcana) 2 ranks, Speak Language (Draconic), Craft Wand or Craft Staff, Dragon Prophesier --- !! ``` ## Prophecy's Artifex *Your perception of the draconic Prophecy gives you insights into that allow you to transcend the normal limits of magic item use.* **Prerequisite:** Knowledge (arcana) 2 ranks, Speak Language (Draconic), Craft Wand or Craft Staff, Dragon Prophesier **Benefit:** While in prophetic favor (see Dragon Prophesier), you can activate a wand or staff that you created as a swift action (as long as the item's normal activation time is no greater than a standard action). ``` @@ --- Feat: Prophecy's Explorer Tags: Summ: Your perception of the draconic Prophecy imbues you with a preternatural sense of your surroundings, enabling you to move easily and quickly through dangerous areas. Prereq: Base attack bonus +2, Knowledge (arcana) 2 ranks, Speak Language (Draconic), Dragon Prophesier. --- !! ``` ## Prophecy's Explorer *Your perception of the draconic Prophecy imbues you with a preternatural sense of your surroundings, enabling you to move easily and quickly through dangerous areas.* **Prerequisite:** Base attack bonus +2, Knowledge (arcana) 2 ranks, Speak Language (Draconic), Dragon Prophesier. **Benefit:** While in prophetic favor (see Dragon Prophesier), your base land speed increases by 10 feet. In addition, if you end your turn at least 10 feet away from where you started your turn, you gain a +1 insight bonus to AC until the start of your next turn. While in prophetic favor, you also gain a +2 insight bonus on Balance, Climb, and Stealth checks. ``` @@ --- Feat: Prophecy's Hero Tags: Summ: 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. Prereq: Knowledge (arcana) 2 ranks, Speak Language (Draconic), Dragon Prophesier --- !! ``` ## Prophecy's Hero *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.* **Prerequisite:** Knowledge (arcana) 2 ranks, Speak Language (Draconic), Dragon Prophesier **Benefit:** When you enter prophetic favor (see Dragon Prophesier), you gain 1 temporary action point. When you use this action point, your prophetic favor ends even if its duration has not yet elapsed. If you don’t use this action point during your prophetic favor, it disappears when your prophetic favor ends. ``` @@ --- Feat: Prophecy's Mind Tags: Psionic Summ: You meld your perception of the draconic Prophecy with a mental focus that provides you with momentary warning when death is at hand. Prereq: Knowledge (arcana) 2 ranks, Speak Language (Draconic), Dragon Prophesier --- !! ``` ## Prophecy's Mind (Psionic) *You meld your perception of the draconic Prophecy with a mental focus that provides you with momentary warning when death is at hand.* **Prerequisite:** Knowledge (arcana) 2 ranks, Speak Language (Draconic), Dragon Prophesier **Benefit:** While psionically focused and in prophetic favor (see Dragon Prophesier), you can lessen the damage dealt by a potentially lethal attack. Any time an attack would reduce your hit points to –10 or fewer, you can expend your psionic focus to instead be reduced to 0 hp. Doing this also ends your prophetic favor. This feat cannot protect you from an effect that slays you without reducing your hit points to –10. ``` @@ --- Feat: Prophecy's Shaper Tags: Summ: Your perception of the draconic Prophecy is such that you can disrupt reality and make your spells more powerful than reality would normally allow. Prereq: Knowledge (arcana) 4 ranks, Speak Language (Draconic), Dragon Prophesier, ability to cast 2nd-level spells --- !! ``` ## Prophecy's Shaper *Your perception of the draconic Prophecy is such that you can disrupt reality and make your spells more powerful than reality would normally allow.* **Prerequisite:** Knowledge (arcana) 4 ranks, Speak Language (Draconic), Dragon Prophesier, ability to cast 2nd-level spells **Benefit:** While in prophetic favor (see Dragon Prophesier), you can empower one spell per round without any adjustment to the level or casting time of the spell. You can’t empower any spell of the highest spell level you can cast (for example, a 3rd-level wizard can’t empower 2nd-level spells). ``` @@ --- Feat: Prophecy's Shepherd Tags: Summ: Your perception of the draconic prophecy is such that you can alter the natural flow of the world by connecting your knowledge of life-force with the world around you. Prereq: Knowledge (arcana) 4 ranks, Speak Language (Draconic), Dragon Prophesier, ability to spontaneously cast cure wounds or inflict wounds spells --- !! ``` ## Prophecy's Shepherd Your perception of the draconic prophecy is such that you can alter the natural flow of the world by connecting your knowledge of life-force with the world around you. **Prerequisite:** Knowledge (arcana) 4 ranks, Speak Language (Draconic), Dragon Prophesier, ability to spontaneously cast cure wounds or inflict wounds spells **Benefit:** While in prophetic favor (see Dragon Prophesier), you can quicken one cure wounds or inflict wounds spell per round (see below) without any adjustment to the level of the spell. You can use this ability even on spontaneously cast spells. If you are capable of spontaneously casting cure wounds spells, you can use this feat to quicken any cure wounds spell. If you are capable of spontaneously casting inflict wounds spells, you can use this feat to quicken any inflict wounds spell. ``` @@ --- Feat: Prophecy's Slayer Tags: Summ: Your perception of the draconic Prophecy includes a keen appreciation of life. You recognize how fragile and tenuous life truly is when balanced against your lethal foreknowledge. Prereq: Base attack bonus +2, Knowledge (arcana) 2 ranks, Speak Language (Draconic), Dragon --- !! ``` ## Prophecy's Slayer *Your perception of the draconic Prophecy includes a keen appreciation of life. You recognize how fragile and tenuous life truly is when balanced against your lethal foreknowledge.* **Prerequisite:** Base attack bonus +2, Knowledge (arcana) 2 ranks, Speak Language (Draconic), Dragon ``` @@ --- Feat: Prophesier Tags: Summ: ....... Prereq: While in prophetic favor (see Dragon Prophesier), you gain a +1d6 insight bonus on melee damage rolls made against flat-footed living opponents, or living opponents you are flanking. Creatures with immunity to critical hits or sneak attacks have immunity to this extra damage. --- !! ``` ## Prophesier ....... **Benefit:** While in prophetic favor (see Dragon Prophesier), you gain a +1d6 insight bonus on melee damage rolls made against flat-footed living opponents, or living opponents you are flanking. Creatures with immunity to critical hits or sneak attacks have immunity to this extra damage. ``` @@ --- Feat: Protected Destiny Tags: Racial Summ: Your heroic destiny is guarded against the whims of misfortune. Prereq: Human subtype, Heroic Destiny, character level 3rd --- !! ``` ## Protected Destiny (Racial) Your heroic destiny is guarded against the whims of misfortune. **Prerequisite:** Human subtype, Heroic Destiny, character level 3rd **Benefit:** Once per day, if you roll a natural 1 on a saving throw, you may reroll the save. ``` @@ --- Feat: Proteus Tags: Summ: You are a master of masking your features behind a myriad of disguises. Prereq: Caster level 10th, Spell Focus (illusion) --- !! ``` ## Proteus *You are a master of masking your features behind a myriad of disguises.* **Prerequisite:** Caster level 10th, Spell Focus (illusion) **Benefit:** You can sacrifice a prepared spell to cast any lower-level illusion (glamer) spell. In addition, you can cast a prepared illusion (glamer) spell as an immediate action by sacrificing another spell of the same level. ``` @@ --- Feat: Psicrystal Affinity Tags: Psionic Summ: You have created a psicrystal. Prereq: Manifester level 1st --- !! ``` ## Psicrystal Affinity (Psionic) *You have created a psicrystal.* **Prerequisite:** Manifester level 1st **Benefit:** This feat allows you to gain a psicrystal. ``` @@ --- Feat: Psicrystal Containment Tags: Psionic Summ: Your psicrystal has advanced enough that it can hold a psionic focus that you store within it. Prereq: Psicrystal Affinity, manifester level 3rd --- !! ``` ## Psicrystal Containment (Psionic) *Your psicrystal has advanced enough that it can hold a psionic focus that you store within it.* **Prerequisite:** Psicrystal Affinity, manifester level 3rd **Benefit:** You can spend a full-round action attempting to psionically focus your psicrystal. At any time when you need to expend your psionic focus, you can expend your psicrystal's psionic focus instead, as long as the crystal is within 5 feet of you. Psionically focusing your psicrystal works just like focusing yourself. The psicrystal cannot focus itself—only the owner can spend the time to focus the crystal. ``` @@ --- Feat: Psionic Body Tags: Psionic Summ: Your mind reinforces your body. Prereq: When you take this feat, you gain 2 hit points for each psionic feat you have (including this one). Whenever you take a new psionic feat, you gain 2 more hit points. --- !! ``` ## Psionic Body (Psionic) *Your mind reinforces your body.* **Benefit:** When you take this feat, you gain 2 hit points for each psionic feat you have (including this one). Whenever you take a new psionic feat, you gain 2 more hit points. ``` @@ --- Feat: Psionic Charge Tags: Psionic Summ: You can charge in a crooked line. Prereq: Dex 13, Speed of Thought --- !! ``` ## Psionic Charge (Psionic) *You can charge in a crooked line.* **Prerequisite:** Dex 13, Speed of Thought **Benefit:** To use this feat, you must expend your psionic focus. When you charge, you can make one turn of up to 90 degrees during your movement. All other restrictions on charges still apply; for instance, you cannot pass through a square that blocks or slows movement, or that contains a creature. You must have line of sight to the opponent at the start of your turn. ``` @@ --- Feat: Psionic Dodge Tags: Psionic Summ: You are proficient at dodging blows. Prereq: Dex 13, Dodge --- !! ``` ## Psionic Dodge (Psionic) *You are proficient at dodging blows.* **Prerequisite:** Dex 13, Dodge **Benefit:** You must be psionically focused to use this feat. You receive a +1 dodge bonus to your Armor Class. This bonus stacks with the bonus from the Dodge feat (but only applies on attacks made by the opponent you have designated). ``` @@ --- Feat: Psionic Endowment Tags: Psionic Summ: You can endow your manifestations with more concentrated focus. Prereq: To use this feat, you must expend your psionic focus. You add 1 to the save DC of a power you manifest. --- !! ``` ## Psionic Endowment (Psionic) *You can endow your manifestations with more concentrated focus.* **Benefit:** To use this feat, you must expend your psionic focus. You add 1 to the save DC of a power you manifest. ``` @@ --- Feat: Psionic Fist Tags: Psionic Summ: You can charge your unarmed strike or natural weapon with additional damage potential. Prereq: Str 13 --- !! ``` ## Psionic Fist (Psionic) *You can charge your unarmed strike or natural weapon with additional damage potential.* **Prerequisite:** Str 13 **Benefit:** To use this feat, you must expend your psionic focus. Your unarmed strike or attack with a natural weapon deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. ``` @@ --- Feat: Psionic Hole Tags: Summ: You are anathema to psionic creatures and characters. Prereq: Con 15 --- !! ``` ## Psionic Hole *You are anathema to psionic creatures and characters.* **Prerequisite:** Con 15 **Benefit:** When a foe strikes you in melee combat, the foe immediately loses its psionic focus, if any. Also, if you are the target of a power, the manifester of the power must spend an additional number of power points equal to your Wisdom bonus, or the power fails (all the power points spent on the power are still lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power. **Special:** You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities). ``` @@ --- Feat: Psionic Luck Tags: Hero Point, Psionic Summ: Your psionic focus improves your luck. Prereq: When you expend your psionic focus as part of spending an hero point, you roll d10s instead of d6s and add the result to the d20 roll. --- !! ``` ## Psionic Luck (Hero Point, Psionic) *Your psionic focus improves your luck.* **Benefit:** When you expend your psionic focus as part of spending an hero point, you roll d10s instead of d6s and add the result to the d20 roll. If you have the Action Boost feat and the Psionic Luck feat, you roll d12s when you spend an action point and expend your psionic focus. ``` @@ --- Feat: Psionic Mastery Tags: Summ: You are quick and certain in your efforts to defeat the psionic defenses and powers of others. Prereq: Ability to manifest psionic powers or use psi-like abilities --- !! ``` ## Psionic Mastery *You are quick and certain in your efforts to defeat the psionic defenses and powers of others.* **Prerequisite:** Ability to manifest psionic powers or use psi-like abilities **Benefits**:: You can take 10 on manifester level checks (as if the manifester level check were a skill check). ``` @@ --- Feat: Psionic Meditation Tags: Psionic Summ: You can focus your mind faster than normal, even under duress. Prereq: Wis 13, Concentration 7 ranks --- !! ``` ## Psionic Meditation (Psionic) *You can focus your mind faster than normal, even under duress.* **Prerequisite:** Wis 13, Concentration 7 ranks **Benefit:** You can take a move action to become psionically focused. **Normal**:: A character without this feat must take a full-round action to become psionically focused. ``` @@ --- Feat: Psionic Shot Tags: Psionic Summ: You can charge your ranged attacks with additional damage potential. Prereq: Point Blank Shot --- !! ``` ## Psionic Shot (Psionic) *You can charge your ranged attacks with additional damage potential.* **Prerequisite:** Point Blank Shot **Benefit:** To use this feat, you must expend your psionic focus. Your ranged attack deals +2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. ``` @@ --- Feat: Psionic Talent Tags: Psionic Summ: You gain additional power points to supplement those you already had. Prereq: Having a power point reserve --- !! ``` ## Psionic Talent (Psionic) *You gain additional power points to supplement those you already had.* **Prerequisite:** Having a power point reserve **Benefit:** When you take this feat for the first time, you gain 2 power points. **Special:** You can take this feat multiple times. Each time you take the feat after the first time, the number of power points you gain increases by 1. ``` @@ --- Feat: Psionic Weapon Tags: Psionic Summ: You can charge your melee weapon with additional damage potential. Prereq: Str 13 --- !! ``` ## Psionic Weapon (Psionic) *You can charge your melee weapon with additional damage potential.* **Prerequisite:** Str 13 **Benefit:** To use this feat, you must expend your psionic focus. Your attack with a melee weapon deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. ``` @@ --- Feat: Psithief Tags: Summ: You can drain psychic energy and use it against others. Prereq: Manifester level 1st, steal spell --- !! ``` ## Psithief *You can drain psychic energy and use it against others.* **Prerequisite:** Manifester level 1st, steal spell **Benefit:** You can use your steal spell ability to siphon psionic energy instead of spell energy. Instead of stealing a spell, you can choose to steal a number of power points equal twice to the maximum level of spell you can steal minus 1 (up to a maximum value equal to the manifester level of the creature struck). For example, a 4th-level spellthief/1st-level psychic warrior could steal up to 3 power points; if he used this ability against a 2nd-level psion he could steal only 2 power points, since that is the target's manifester level. You can use the stolen power points only to manifest a psionic power you already know. You must use these power points within 1 hour of stealing them; otherwise, the extra psionic energy fades harmlessly away. This feat otherwise follows the rules for the steal spell class feature. In addition, Knowledge (psionics) and Psicraft are spellthief class skills for you. These skills appear on page 38 of _Expanded Psionics Handbook_. ``` @@ --- Feat: Psychic Luck Tags: Luck Summ: Some psions claim that luck doesn’t exist. You know better. Prereq: Manifester level 3rd, any luck feat --- !! ``` ## Psychic Luck (Luck) *Some psions claim that luck doesn’t exist. You know better.* **Prerequisite:** Manifester level 3rd, any luck feat **Benefit:** You can expend one luck reroll as a swift action to reroll the damage dealt by a psionic power you have just manifested. You can expend two luck rerolls as a swift action to reroll a manifester level check. You gain one luck reroll per day. ``` @@ --- Feat: Psymbiot Tags: Psionic Summ: You gain benefits when you are near other psionic characters or creatures. Prereq: Knowledge (psionics) 8 ranks, manifester level 3rd --- !! ``` ## Psymbiot (Psionic) *You gain benefits when you are near other psionic characters or creatures.* **Prerequisite:** Knowledge (psionics) 8 ranks, manifester level 3rd **Benefit:** When you are psionically focused and one or more psionic characters or creatures with a manifester level of 3rd or higher stands within 10 feet of you, you gain a +2 bonus on ability checks, skill checks, and saving throws. Psionic entities such as those described in any of the host feats in this book are not separate creatures for the purpose of gaining this feat's benefit, nor are astral constructs, or any psionic creatures crafted, projected, or summoned by you. ``` @@ --- Feat: Psycarnum Blade Tags: Incarnum, Psionic Summ: You can forge your mind blade from a mixture of mental and soul energy, enabling you to deal devastating strikes with the weapon. Prereq: Con 13, ability to form a mind blade --- !! ``` ## Psycarnum Blade (Incarnum, Psionic) *You can forge your mind blade from a mixture of mental and soul energy, enabling you to deal devastating strikes with the weapon.* **Prerequisite:** Con 13, ability to form a mind blade **Benefit:** Once per day, you can invest essence into this feat. You can expend your psionic focus when making an attack with your mind blade to gain an insight bonus on the damage roll equal to 1d6 per point of invested essence. You must decide whether or not to use this feat prior to making the attack roll. If your attack misses, you still expend your psionic focus. Once the amount of essence invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essence. ``` @@ --- Feat: Psycarnum Crystal Tags: Psionic Summ: Your psicrystal taps into the natural ebb and flow of incarnum, turning it into a small reservoir of soul energy. Prereq: Con 13, Psicrystal Affinity*, essence pool. --- !! ``` ## Psycarnum Crystal (Psionic) *Your psicrystal taps into the natural ebb and flow of incarnum, turning it into a small reservoir of soul energy.* **Prerequisite:** Con 13, Psicrystal Affinity*, essence pool. **Benefit:** As long as your psicrystal is within arm's reach, you gain 1 bonus point of essence. ``` @@ --- Feat: Psycarnum Infusion Tags: Psionic Summ: You transform your mental focus into a brief burst of soul energy. Prereq: Con 13, Concentration 4 ranks --- !! ``` ## Psycarnum Infusion (Psionic) *You transform your mental focus into a brief burst of soul energy.* **Prerequisite:** Con 13, Concentration 4 ranks **Benefit:** To use this feat, you must expend your psionic focus. Until the start of your next turn, one of your soulmelds, incarnum feats, class features, or other incarnum receptacles is treated as if it had essence invested in it equal to its maximum essence capacity. You don’t gain any bonus essence from this effect. ``` @@ --- Feat: Psychic Refusal Tags: Summ: Spells that target your mind have difficulty penetrating your defenses. Prereq: Spell resistance, Iron Will --- !! ``` ## Psychic Refusal *Spells that target your mind have difficulty penetrating your defenses.* **Prerequisite:** Spell resistance, Iron Will **Benefit:** You gain a +4 bonus to spell resistance against mind-affecting spells and abilities. ``` @@ --- Feat: Psychic Renewal Tags: Psionic Summ: Your mental strength and psionic abilities allow you to focus your mind on combat and use your most devastating maneuvers more frequently. Prereq: As a swift action, you can recover any expended maneuver by expending your psionic focus and spending power points equal to the maneuver's level. --- !! ``` ## Psychic Renewal (Psionic) *Your mental strength and psionic abilities allow you to focus your mind on combat and use your most devastating maneuvers more frequently.* **Benefit:** As a swift action, you can recover any expended maneuver by expending your psionic focus and spending power points equal to the maneuver's level. ``` @@ --- Feat: Psychic Rush Tags: Psionic Summ: You can occasionally manifest a psionic power with less effort. Prereq: When you manifest a power, you can spend an action point to reduce the power point cost of that power by 1d6 power points, to a minimum cost of 1 power point. --- !! ``` ## Psychic Rush (Psionic) *You can occasionally manifest a psionic power with less effort.* **Benefit:** When you manifest a power, you can spend an action point to reduce the power point cost of that power by 1d6 power points, to a minimum cost of 1 power point. The cost of the power before the reduction cannot exceed your manifester level. ``` @@ --- Feat: Puff Torso Tags: Monstrous Summ: You can puff out your skin to appear larger and more threatening. Prereq: Serpent or serpentfolk. --- !! ``` ## Puff Torso (Monstrous) *You can puff out your skin to appear larger and more threatening.* **Prerequisite:** Serpent or serpentfolk. **Benefit:** As a move action, you can dilate the skin along your torso in the manner of a puff adder. While your body is thus distended, you gain a +4 bonus on Intimidate checks. You can reduce your body back to its normal size as a free action. ``` @@ --- Feat: Pulverize Foe Tags: Combat Summ: You enjoy smashing your opponents into submission. Prereq: Str 15, base attack bonus +6, proficient with bludgeoning melee weapon. --- !! ``` ## Pulverize Foe (Combat) *You enjoy smashing your opponents into submission.* **Prerequisite:** Str 15, base attack bonus +6, proficient with bludgeoning melee weapon. **Benefit:** If you hit the same enemy more than once in a single round with a bludgeoning melee weapon, you deal an extra 1d6 points of bludgeoning damage with each hit after the first. **Special:** A fighter can select this feat as one of his fighter bonus feats. ``` @@ --- Feat: Pure Soul Tags: Summ: Your faith or purity of mind overrides the evils within you. You are immune to taint. Prereq: Any non-evil alignment, no taint --- !! ``` ## Pure Soul *Your faith or purity of mind overrides the evils within you. You are immune to taint.* **Prerequisite:** Any non-evil alignment, no taint **Benefit:** You do not gain taint. ``` @@ --- Feat: Purify Spell Tags: Metamagic Summ: You can charge your damaging spells with celestial energy that leaves good creatures unharmed. Prereq: Any good alignment --- !! ``` ## Purify Spell (Metamagic) *You can charge your damaging spells with celestial energy that leaves good creatures unharmed.* **Prerequisite:** Any good alignment **Benefit:** A spell you modify with this feat gains the good descriptor. Furthermore, if the spell deals damage, neutral creatures take half damage, while good creatures take no damage at all. Evil creatures damaged by the spell take normal damage, and evil outsiders take extra damage. The spells damage die is increased in size, as outlined in the table below: |Base damage die|Damage die vs. evil outsiders | |---|---| |1d2|1d3| |1d3|1d4| |1d4|1d6| |1d6|1d8| |1d8|2d6| |1d10|2d6| |1d12|3d6| Thus a purified _lightning bolt_ would deal 1d8 damage per caster level, while a purified _magic missile_ would deal 1d6+1 per missile. A purified spell uses up a spell slot one level higher than the spell's actual level. ``` @@ --- Feat: Purify Spell-Like Ability Tags: Summ: You can charge your damaging spell-like abilities with celestial energy that leaves good creatures unharmed. Prereq: Any good alignment, spell-like abilities --- !! ``` ## Purify Spell-Like Ability *You can charge your damaging spell-like abilities with celestial energy that leaves good creatures unharmed.* **Prerequisite:** Any good alignment, spell-like abilities **Benefit:** This feat adds the good descriptor to a spell-like ability. Furthermore, if the spell ability deals damage, neutral creatures take half damage, while good creatures take no damage at all. Evil creatures affected by the spell-like ability take normal damage, and evil outsiders take extra damage. The spells damage die is increased in size, as outlined in the table below: |Base damage die|Damage die vs. evil outsiders | |---|---| |1d2|1d3| |1d3|1d4| |1d4|1d6| |1d6|1d8| |1d8|2d6| |1d10|2d6| |1d12|3d6| Thus a purified _lightning bolt_ would deal 1d8 damage per caster level to an evil outsider, while a purified _magic missile_ would deal 1d6+1 per missile. Each of your spell-like abilities can be purified three times per day, though this feat does not allow you to exceed your normal usage limit for any ability. ``` @@ --- Feat: Purify Spell Trigger Tags: Exalted Summ: You can channel holy power through a spell trigger item, such as a wand or staff. Prereq: Craft Wand or Craft Staff, channel energy class feature --- !! ``` ## Purify Spell Trigger (Exalted) *You can channel holy power through a spell trigger item, such as a wand or staff.* **Prerequisite:** Craft Wand or Craft Staff, channel energy class feature **Benefit:** When you use a spell trigger item, such as a wand or staff, you can use one of channel energy to trigger the item. You still expend a charge from the wand or staff. The spell cast by the item is modified as though it had the Purify Spell feat applied to it. ``` @@ --- Feat: Pursue Tags: Summ: You have the ability to follow in an opponent's wake. Prereq: Combat Reflexes --- !! ``` ## Pursue *You have the ability to follow in an opponent's wake.* **Prerequisite:** Combat Reflexes **Benefit:** In combat, when an opponent in an adjacent square takes a single 5-foot step to a square that you do not threaten, you can spend 1 action point to move into the square the opponent just left. This movement occurs after the 5-foot step but before any other actions, and it does not provoke attacks of opportunity. ``` @@ --- Feat: Pushback Tags: Summ: You can knock opponents back when you hit them in melee. Prereq: Str 17, Improved Bull Rush, Power Attack --- !! ``` ## Pushback *You can knock opponents back when you hit them in melee.* **Prerequisite:** Str 17, Improved Bull Rush, Power Attack **Benefit:** When you are adjacent to an opponent of your size category or smaller and you hit that opponent with a melee attack, you may immediately make a special bull rush attempt against that opponent. If you succeed, you push the opponent back 5 feet (only) and move into the square (or one of the squares) previously occupied by that opponent. You choose whether the opponent moves one square straight back, one square diagonally back to the right, or one square diagonally back to the left. You can’t push an opponent back through (or into) solid obstacles or otherwise occupied squares. If, after making the bull rush attempt, you would not be able to move into a square previously occupied by the opponent, you can’t push that opponent back. This feat can be used once per round. The movement caused by the use of this feat does not provoke attacks of opportunity. **Special:** A fighter may select Pushback as one of his fighter bonus feats. ``` @@ --- Feat: Quell The Profane Tags: Exalted Summ: Your mightiest attacks weaken evil foes. Prereq: Str 13, Power Attack, Resounding Blow, base attack bonus +8 --- !! ``` ## Quell The Profane (Exalted) *Your mightiest attacks weaken evil foes.* **Prerequisite:** Str 13, Power Attack, Resounding Blow, base attack bonus +8 **Benefit:** Whenever you deal a critical hit to an evil creature using a melee weapon with which you are proficient, your opponent must succeed on a Fortitude save (DC 10 + 1/2 your character level + your Charisma modifier) or take 1d4+1 Strength damage. ``` @@ --- Feat: Quick Change Tags: Racial Summ: You can quickly alter your features and physiology. Prereq: Changeling --- !! ``` ## Quick Change (Racial) *You can quickly alter your features and physiology.* **Prerequisite:** Changeling **Benefit:** You can use your minor change shape ability as a move action. **Normal**:: Using the minor change shape ability is a fullround action. ``` @@ --- Feat: Quick Reconnoiter Tags: Summ: You can learn a lot of information from just a quick scan of an area or object. Prereq: Perception 5 ranks, Alertness --- !! ``` ## Quick Reconnoiter You can learn a lot of information from just a quick scan of an area or object. **Prerequisite:** Perception 5 ranks, Alertness **Benefit:** You can make an active perception check as a swift action. You also gain a +2 bonus on initiative checks. ``` @@ --- Feat: Quick Recovery Tags: Summ: It's hard to keep you down for long. You have a talent for shaking off effects that leave others unable to act. Prereq: Whenever you begin your turn stunned or dazed, you can make a new saving throw at the original DC of the effect that stunned or dazed you in an attempt to recover. You may make one such attempt per round at the end of your turn. --- !! ``` ## Quick Recovery *It's hard to keep you down for long. You have a talent for shaking off effects that leave others unable to act.* **Benefit:** Whenever you begin your turn stunned or dazed, you can make a new saving throw at the original DC of the effect that stunned or dazed you in an attempt to recover. You may make one such attempt per round at the end of your turn. If the effect that caused you to become stunned or dazed did not allow a saving throw, you can recover by succeeding on a Will save (DC 10 + 1/2 the creature's hit die + relevant ability modifier). If there is not an obvious ability linked to the effect, use Charisma. ``` @@ --- Feat: Quick Staff Tags: Style Summ: You have mastered the style of fighting with a quarterstaff, and have learned special maneuvers that complement this unique weapon. Prereq: Combat Expertise, Dodge, Two-Weapon Fighting, Weapon Focus (quarterstaff) --- !! ``` ## Quick Staff (Style) *You have mastered the style of fighting with a quarterstaff, and have learned special maneuvers that complement this unique weapon.* **Prerequisite:** Combat Expertise, Dodge, Two-Weapon Fighting, Weapon Focus (quarterstaff) **Benefit:** When you use Combat Expertise (or total defense) while wielding a quarterstaff, the dodge bonus you gain is 2 higher than normal. **Alternate Rulings:** If using the Elephant in the Room rules, this bonus applies to any usage of defensive stance. ``` @@ --- Feat: Quicken Dragonmark Tags: Summ: You can use your dragonmark abilities more quickly. Prereq: Least Dragonmark --- !! ``` ## Quicken Dragonmark *You can use your dragonmark abilities more quickly.* **Prerequisite:** Least Dragonmark **Benefit:** You can use your least dragonmark spell-like ability as a swift action, as if casting a quickened spell. All spell-like abilities of your least dragonmark are quickened, should you have more than one spell-like ability from your mark (for instance, if have two levels in the dragonmark heir prestige class). **Special:** You must carry a Siberys shard attuned to your dragonmark, and worth at least 50 gp, for this ability to function. You can select this feat multiple times. To take this feat a second time, you must have the Lesser Dragonmark feat, and to take it a third time, you must have the Greater Dragonmark feat. The second time you select it, you can quicken the spell-like abilities of your lesser dragonmark. The third time you select it, you can quicken the spell-like abilities of your greater dragonmark. Siberys marks and aberrant dragonmarks are unaffected by this feat. ``` @@ --- Feat: Quicken Legacy Tags: Legacy Summ: You can activate one of your item's legacy abilities with a moment's thought. Prereq: Least Legacy, spell-like or command-activated legacy ability. --- !! ``` ## Quicken Legacy (Legacy) *You can activate one of your item's legacy abilities with a moment's thought.* **Prerequisite:** Least Legacy, spell-like or command-activated legacy ability. **Benefit:** When you select this feat, choose one available spell-like legacy ability of a specific item, or one whose effect is triggered by a command word. Three times per day, you can trigger that power as a swift action, as the Quicken Spell feat. **Special:** You can gain Quicken Legacy multiple times. Its effects do not stack. Each time you take the feat, it applies to a new legacy ability. ``` @@ --- Feat: Quicken Mystery Tags: Metashadow Summ: You can cast a mystery with a moment's thought. Prereq: Any three metashadow feats --- !! ``` ## Quicken Mystery (Metashadow) *You can cast a mystery with a moment's thought.* **Prerequisite:** Any three metashadow feats **Benefit:** Once per day, you can cast a mystery as a swift action. This feat functions in most respects as the Quicken Spell feat. **Special:** You can take this feat up to three times. To take it a second time, you must have seven metashadow feats. To take it a third time, you must have eleven metashadow feats. ``` @@ --- Feat: Quicken Power Tags: Metapsionic Summ: You can manifest a power with a moment's thought. Prereq: To use this feat, you must expend your psionic focus. You can quicken a power. You can perform another action, even manifest another power, in the same round that you manifest a quickened power. You can manifest only one quickened power per round. A power whose manifesting time is longer than 1 round cannot be quickened. --- !! ``` ## Quicken Power (Metapsionic) *You can manifest a power with a moment's thought.* **Benefit:** To use this feat, you must expend your psionic focus. You can quicken a power. You can perform another action, even manifest another power, in the same round that you manifest a quickened power. You can manifest only one quickened power per round. A power whose manifesting time is longer than 1 round cannot be quickened. Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level. Manifesting a quickened power does not provoke attacks of opportunity. ``` @@ --- Feat: Quicken Channel Tags: Summ: You can channel energy with a moment's thought. Prereq: Channel energy class feature --- !! ``` ## Quicken Channel You can channel energy with a moment's thought. **Prerequisite:** Channel energy class feature **Benefit:** You can channel energy as a swift action. ``` @@ --- Feat: Quicken Utterance Tags: Summ: You can speak an utterance with just a moment's thought. Prereq: Truespeak 12 ranks, ability to speak utterances --- !! ``` ## Quicken Utterance *You can speak an utterance with just a moment's thought.* **Prerequisite:** Truespeak 12 ranks, ability to speak utterances **Benefit:** Speaking a quickened utterance is a swift action. You can perform another action, even speaking another utterance, in the same round as you speak a quickened utterance. A quickened utterance has a Truespeak DC 20 higher than normal. ``` @@ --- Feat: Racial Emulation Tags: Racial Summ: You can emulate a humanoid more closely with your minor change shape ability. Prereq: Feymor --- !! ``` ## Racial Emulation (Racial) *You can emulate a humanoid more closely with your minor change shape ability.* **Prerequisite:** Feymor **Benefit:** When you use your minor change shape ability to assume the form of a humanoid creature, you can also emulate any of that humanoid's subtypes. Though you do not gain any of the humanoid's traits, you are considered to be a member of that race for all other purposes (allowing you to use magic items or spells keyed to race, for example). You can also ignore the normal penalty on Disguise checks when disguising yourself as a different race (see the Disguise skill description, page 72 of the _Player's Handbook_). You can only emulate one race at a time, and you always retain the shapechanger subtype. ``` @@ --- Feat: Radiant Fire Tags: Initiate Summ: Pelor has ignited your faith and conviction, making you better able to fight the creatures of darkness. Prereq: Cleric level 3rd, deity Pelor --- !! ``` ## Radiant Fire (Initiate) *Pelor has ignited your faith and conviction, making you better able to fight the creatures of darkness.* **Prerequisite:** Cleric level 3rd, deity Pelor **Benefit:** You gain a +2 insight bonus on damage rolls against creatures with the evil subtype. In addition, you may add the following spells to your cleric spell list: 2nd _Scorching Ray_ 3rd _Summon Monster III_ (fire elementals only) 5th _Summon Monster V_ (fire elementals only) 6th _Summon Monster VI_ (fire elementals only) 8th _Summon Monster VIII_ (fire elementals only) ``` @@ --- Feat: Radiant Flicker Tags: Summ: You cloak yourself or another with a nimbus of flickering, bewildering light. Prereq: Dazzling Fire, _faerie fire_ as a spell-like ability --- !! ``` ## Radiant Flicker *You cloak yourself or another with a nimbus of flickering, bewildering light.* **Prerequisite:** Dazzling Fire, _faerie fire_ as a spell-like ability **Benefit:** You can spend a daily use of your _faerie fire_ spell-like ability as a standard action to grant the target concealment from all melee attacks instead. This effect lasts for 1 round per caster level. You also gain one extra daily use of your _faerie fire_ spell-like ability. ``` @@ --- Feat: Ragewild Fighting Tags: Racial, Tactical Summ: You have mastered a merciless form of combat that emphasizes using brute strength to shatter your foes. Prereq: Bash subtype, Power Attack, base attack bonus +6 --- !! ``` ## Ragewild Fighting (Racial, Tactical) *You have mastered a merciless form of combat that emphasizes using brute strength to shatter your foes.* **Prerequisite:** Bash subtype, Power Attack, base attack bonus +6 **Benefit:** Ragewild Fighting enables the use of three tactical maneuvers (whether you are shifting or not). _Instinctive Strike:_ Ragewild warriors know that the magic wielded by many of Eberron's powerful creatures can confuse the mind and cloud a warrior's judgment, and so they learn to react to magic forcefully. Whenever you fail a Will save against a spell (excluding spells with “harmless” in their saving throw entry), you can make a single melee attack as an immediate action before the spell takes effect. _Rattle the Weakling:_ To use this maneuver, you must hit the target creature with a melee attack in the first round, then make a melee attack using Power Attack (taking a penalty of at least –5 on your attack rolls) in the second round. Any creature of your size category or smaller hit by this attack must make a Fortitude save (DC 10 + 1/2 your character level + your Str modifier) or be dazed for 1 round. _Brutal Charge:_ To use this maneuver, you must charge a foe and successfully hit with a melee attack. If this charge attack hits, you can spend an action point to deal extra damage equal to your Strength bonus (1-1/2 times your Strength bonus if you use a two-handed weapon). **Special:** BattleBash subtype Training and Ragewild Fighting are inimical to each other, and no character can have both tactical feats. If a character chooses to take one of these feats while already having the other, he gains the benefits of the new feat but forever loses access to the first (and does not gain a new feat to replace it). ``` @@ --- Feat: Raging Hero Tags: Hero Point Summ: When raging, you have a greater ability to alter your luck than most others do. Prereq: Rage class feature --- !! ``` ## Raging Hero (Hero Point) *When raging, you have a greater ability to alter your luck than most others do.* **Prerequisite:** Rage class feature **Benefit:** You gain 1 temporary hero point while raging. If you don’t use this hero point during your rage, it disappears when your rage ends. ``` @@ --- Feat: Rampaging Bull Rush Tags: Summ: You can use brute force to slam into and knock down your enemies. Prereq: Improved Bull Rush, rage ability, size Large or larger --- !! ``` ## Rampaging Bull Rush *You can use brute force to slam into and knock down your enemies.* **Prerequisite:** Improved Bull Rush, rage ability, size Large or larger **Benefit:** While in a rage, you can attempt to knock down any creature that you successfully bull rush (that is, that you push back at least 5 feet with a bull rush attempt). You take a –4 penalty on your Strength check to bull rush the opponent, but if you win, the opponent is knocked prone at the end of the bull rush. Bull rush rules can be found on page 154 of the _Player's Handbook_. ``` @@ --- Feat: Ranged Disarm Tags: Summ: You can disarm a foe from a distance. Prereq: Dex 15, Point Blank Shot, Precise Shot, base attack bonus +5 --- !! ``` ## Ranged Disarm *You can disarm a foe from a distance.* **Prerequisite:** Dex 15, Point Blank Shot, Precise Shot, base attack bonus +5 **Benefit:** Choose one type of ranged weapon with which you are proficient. You can make a disarm attempt with this weapon as long as your target is within 30 feet. **Special:** A fighter may select Ranged Disarm as one of his fighter bonus feats. ``` @@ --- Feat: Ranged Pin Tags: Summ: You can perform a ranged grapple attempt against an opponent not adjacent to you. Prereq: Dex 15, Point Blank Shot, Precise Shot, base attack bonus +5 --- !! ``` ## Ranged Pin *You can perform a ranged grapple attempt against an opponent not adjacent to you.* **Prerequisite:** Dex 15, Point Blank Shot, Precise Shot, base attack bonus +5 **Benefit:** You can perform a ranged grapple attempt against an opponent by pinning a bit of its clothing to a nearby surface. The target must be within 5 feet of a wall, tree, or other surface in which a thrown weapon or projectile can be stuck and must be wearing some sort of clothing, armor, or other accoutrement. You must succeed on a ranged attack (not a ranged touch attack) and then win an opposed grapple check (your size modifier and the target's size modifiers still apply). To break free, the victim must make a DC 15 Strength check or a DC 15 Escape Artist check as a standard action. **Special:** A fighter may select Ranged Pin as one of his fighter bonus feats. When using this feat, a character gains no benefit from the Improved Grapple feat. ``` @@ --- Feat: Ranged Recall Tags: Summ: Your magical ranged attacks rarely miss. Prereq: Spellcraft 4 ranks, Point Blank Shot, Weapon Focus (ranged spell) --- !! ``` ## Ranged Recall *Your magical ranged attacks rarely miss.* **Prerequisite:** Spellcraft 4 ranks, Point Blank Shot, Weapon Focus (ranged spell) **Benefit:** When you miss with a spell or spell-like ability ranged attack against a target within 30 feet, you can spend a swift action to reroll the attack with a -5 penalty. You can use this ability three times per day. ``` @@ --- Feat: Ranged Spell Specialization Tags: Summ: You deal more damage with ranged touch attack spells. Prereq: Weapon Focus (ranged spell), caster level 4th --- !! ``` ## Ranged Spell Specialization You deal more damage with ranged touch attack spells. **Prerequisite:** Weapon Focus (ranged spell), caster level 4th **Benefit:** Damage-dealing spells that require a ranged touch attack roll gain a +2 bonus on the damage they deal. This extra damage applies only to the first successful attack of spells that create multiple rays or missiles, or to the first round of damage for spells that deal damage over multiple rounds on a single successful attack (such as _acid arrow_). Because you must be able to strike precisely, the extra damage applies only to targets within 30 feet. Only spells that deal hit point damage can be affected by this feat. ``` @@ --- Feat: Ranged Sunder Tags: Summ: You can attack an opponent's weapon from a distance. Prereq: Str 13, Point Blank Shot, Precise Shot, base attack bonus +5 --- !! ``` ## Ranged Sunder *You can attack an opponent's weapon from a distance.* **Prerequisite:** Str 13, Point Blank Shot, Precise Shot, base attack bonus +5 **Benefit:** When attacking objects, you deal full damage (instead of half damage) with slashing or bludgeoning ranged weapons. You can make ranged sunder attempts with piercing weapons, such as arrows, but you only deal half damage; divide the damage dealt by 2 before applying the object's hardness. (See the sunder special attack on page 158 of the _Player's Handbook,_ as well as page 166 for the hardness of common substances and items.) You must be within 30 feet of your opponent to make a ranged sunder attempt. **Normal**:: Objects take half damage from ranged weapons (other than siege engines and the like). You can only sunder with a melee attack using a slashing or bludgeoning weapon. **Special:** Fighter may select Ranged Sunder as one of his fighter bonus feats. When using this feat, a character gains no benefit from the Improved Sunder feat. ``` @@ --- Feat: Ranged Weapon Mastery Tags: Summ: You have mastered a wide range of weapons. Your training with one specific weapon now extends to other weapons of a similar sort. Prereq: Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, base attack bonus +8 --- !! ``` ## Ranged Weapon Mastery *You have mastered a wide range of weapons. Your training with one specific weapon now extends to other weapons of a similar sort.* **Prerequisite:** Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, base attack bonus +8 **Benefit:** When you select this feat, choose bludgeoning, piercing, or slashing. You must have Weapon Focus and Weapon Specialization with a ranged weapon that deals this type of damage. When using any ranged weapon that has the damage type you selected, you gain a +2 bonus on attacks and a +2 bonus on damage. In addition, you increase its range increment by 20 feet. **Special:** You can select this feat more than once. Each time, you can select a new damage type. A fighter can choose Ranged Weapon Mastery as one of his fighter bonus feats. ``` @@ --- Feat: Rapid Assault Tags: Summ: Your fighting style emphasizes taking foes down with quick, powerful blows. Prereq: Base attack bonus +1 --- !! ``` ## Rapid Assault *Your fighting style emphasizes taking foes down with quick, powerful blows.* **Prerequisite:** Base attack bonus +1 **Benefit:** In the first round of combat, your melee attacks deal an extra 1d6 points of damage. ``` @@ --- Feat: Rapid Blitz Tags: Summ: You charge across the battlefield, combining your speed and fighting ability to move and attack with unmatched skill. Prereq: Dex 13, Bounding Assault, Dodge, Mobility, Spring Attack, base attack bonus +18 --- !! ``` ## Rapid Blitz *You charge across the battlefield, combining your speed and fighting ability to move and attack with unmatched skill.* **Prerequisite:** Dex 13, Bounding Assault, Dodge, Mobility, Spring Attack, base attack bonus +18 **Benefit:** You can designate a third target for your Spring Attack feat. In addition to the second attack you gain from your Bounding Assault feat, you can make a third attack with a –10 penalty. ``` @@ --- Feat: Rapid Breath Tags: Monstrous Summ: You do not have to wait as long to reuse your breath weapon as you normally would. Prereq: Breath weapon, Quicken Spell or Quicken Spell-Like Ability --- !! ``` ## Rapid Breath (Monstrous) *You do not have to wait as long to reuse your breath weapon as you normally would.* **Prerequisite:** Breath weapon, Quicken Spell or Quicken Spell-Like Ability **Benefit:** The required interval between uses of your breath weapon is reduced by 1 round. For instance, a dragon with this feat can use its breath weapon once every 1d4–1 rounds instead of every 1d4 rounds. If the 1d4–1 result is 0, the dragon can breathe again in the following round (but not twice in the same round). If the interval is a fixed period of time, such as once per hour, the interval is halved. **Special:** If you have multiple heads with breath weapons, all your breath weapons use the new interval. ``` @@ --- Feat: Rapid Infusion Tags: Summ: You can imbue an item with an infusion more quickly than normal. Prereq: Artificer level 3rd --- !! ``` ## Rapid Infusion *You can imbue an item with an infusion more quickly than normal.* **Prerequisite:** Artificer level 3rd **Benefit:** Once per day, you can hasten one infusion, imbuing it in 1 round, without spending an action point to do so. **Normal**:: You can spend an action point to imbue an infusion in 1 round, even if the casting time is normally longer than 1 round. **Special:** You can choose this feat as an artificer bonus feat. ``` @@ --- Feat: Rapid Metabolism Tags: Summ: Your wounds heal rapidly. Prereq: Con 13 --- !! ``` ## Rapid Metabolism *Your wounds heal rapidly.* **Prerequisite:** Con 13 **Benefit:** You naturally heal at a rate faster than others. - With a full night's rest, you recover 1 hit point per character level plus your 1 hit point per Constriction modifier, and 2 points of ability damage. - If you undergo complete bed rest for an entire day and night, you recover 2 hit points per character level plus your 2 hit points per Constition modifier, and 4 points of ability damage. ``` @@ --- Feat: Rapid Metamagic Tags: Summ: You possess an uncanny mastery of your magic, enabling you to modify spells on the fly much faster than others can. Prereq: Spellcraft 12 ranks, ability to spontaneously cast spells --- !! ``` ## Rapid Metamagic *You possess an uncanny mastery of your magic, enabling you to modify spells on the fly much faster than others can.* **Prerequisite:** Spellcraft 12 ranks, ability to spontaneously cast spells **Benefit:** When you apply a metamagic feat to a spontaneously cast spell, the spell takes only its normal casting time. **Normal**:: Spontaneous casters applying metamagic must either take a full-round action (if the spell normally requires a standard action or less) or add a full-round action to the casting time (if the spell takes 1 full round or longer to cast). ``` @@ --- Feat: Rapid Pact Making Tags: Summ: Your skill with pact magic lets you bind a vestige extremely quickly, even in the heat of combat. Prereq: Soul binding, Intimidate 8 ranks, Expel Vestige --- !! ``` ## Rapid Pact Making *Your skill with pact magic lets you bind a vestige extremely quickly, even in the heat of combat.* **Prerequisite:** Soul binding, Intimidate 8 ranks, Expel Vestige **Benefit:** Once per day, you can bind a vestige as a full-round action. **Normal**:: Binding a vestige normally requires 1 minute. ``` @@ --- Feat: Rapid Recovery Tags: Summ: You can use the abilities of your favored vestige more frequently. Prereq: Favored Vestige --- !! ``` ## Rapid Recovery *You can use the abilities of your favored vestige more frequently.* **Prerequisite:** Favored Vestige **Benefit:** You can activate the abilities granted by your favored vestige once every 4 rounds rather than once every 5 rounds. You must be bound to the vestige to use its abilities with this feat. **Special:** You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new favored vestige (for which you must have a separate Favored Vestige feat). ``` @@ --- Feat: Rapid Regeneration Tags: Summ: You regenerate more rapidly. Prereq: Regeneration ability --- !! ``` ## Rapid Regeneration *You regenerate more rapidly.* **Prerequisite:** Regeneration ability **Benefit:** The amount of damage recovered by your regeneration ability increases by 1. **Special:** You can select this feat multiple times. Its effects stack. ``` @@ --- Feat: Rapid Spell Tags: Metamagic Summ: You can cast spells with long casting times more quickly. Prereq: Only spells with a casting time greater than 1 standard action can be made rapid. A rapid spell with a casting time of 1 full round can be cast as a standard action. A rapid spell with a casting time measured in rounds can be cast in 1 full round. Rapid spells with casting times measured in minutes can be cast in 1 minute, and rapid spells with casting times measured in hours can be cast in 1 hour. --- !! ``` ## Rapid Spell (Metamagic) *You can cast spells with long casting times more quickly.* **Benefit:** Only spells with a casting time greater than 1 standard action can be made rapid. A rapid spell with a casting time of 1 full round can be cast as a standard action. A rapid spell with a casting time measured in rounds can be cast in 1 full round. Rapid spells with casting times measured in minutes can be cast in 1 minute, and rapid spells with casting times measured in hours can be cast in 1 hour. A rapid spell uses up a spell slot one level higher than the spell's actual level. **Special:** A spell can be made rapid and quickened only if its original casting time was 1 full round. This feat can be applied to a spell cast spontaneously as long as its original casting time was longer than 1 full round. ``` @@ --- Feat: Rapid Stunning Tags: Summ: You can use your stunning attacks in rapid succession. Prereq: Combat Reflexes, Stunning Fist, base attack bonus +6 --- !! ``` ## Rapid Stunning *You can use your stunning attacks in rapid succession.* **Prerequisite:** Combat Reflexes, Stunning Fist, base attack bonus +6 **Benefit:** You may use one additional stunning attack (or other special attack that counts against your daily limit of stunning attacks) per round. **Normal**:: You may only attempt a stunning attack (or any other special attack that counts against your daily limit of stunning attacks) once per round. **Special:** A fighter may select Rapid Stunning as one of his fighter bonus feats. A character can take this feat multiple times. Its effects stack. ``` @@ --- Feat: Rapid Swimming Tags: Summ: You are one with the water. Prereq: Swim speed, base Fortitude save +2. --- !! ``` ## Rapid Swimming *You are one with the water.* **Prerequisite:** Swim speed, base Fortitude save +2. **Benefit:** Your swim speed increases by 20 feet. ``` @@ --- Feat: Raptor School Tags: Tactical Summ: You know martial arts techniques inspired by hunting birds. Prereq: Wis 13, Jump 5 ranks, base attack bonus +6 --- !! ``` ## Raptor School (Tactical) *You know martial arts techniques inspired by hunting birds.* **Prerequisite:** Wis 13, Jump 5 ranks, base attack bonus +6 **Benefit:** The Raptor School feat enables the use of three tactical maneuvers. _Eagle's Swoop:_ To use this maneuver, you must charge a foe or jump down on your enemy from at least 10 feet up (see page 77 of the _Player's Handbook_). Make a Jump check as a free action immediately before your next attack. Prior to making the roll, determine the DC of the check: either DC 15 for a chance to deal 2 extra points of damage or DC 25 for a chance to deal 4 extra points of damage. If you fail this Jump check, you miss your target, and if you fail this Jump check by 5 or more, you fall prone in an adjacent square. _Falcon's Feathers:_ To use this maneuver, you must be wearing a cloak. As a standard action, you can whip the cloak around you in a distracting fashion. Make an attempt to feint in combat, using your base attack bonus instead of your Bluff modifier. If you succeed, your target is treated as flat-footed for the next melee attack you make against it. _Hawk's Eye:_ To use this maneuver, you must spend at least 1 full round observing your foe. While doing so, you can take no other actions. The next melee attack you make against your foe gains a +2 bonus on the attack and damage rolls for every round you have just spent observing the foe, to a maximum bonus of +6 (for 3 consecutive full rounds of observation). If the target of your observation attacks you while you’re observing, or if you don’t make the melee attack within 3 rounds of the end of your observation, you don’t get the benefit of the feat. ``` @@ --- Feat: Rashemi Elemental Summoning Tags: Summ: You may summon Rashemen's native elementals in any situation where you could summon an air or earth elemental. Prereq: Spellcaster level 5th. --- !! ``` ## Rashemi Elemental Summoning *You may summon Rashemen's native elementals in any situation where you could summon an air or earth elemental.* **Prerequisite:** Spellcaster level 5th. **Region**:: Rashemen **Benefit:** When casting a spell that summons air or earth elementals, you may choose to summon an orglash or thomil instead. (See the Orglash and Thomil entries in Chapter 6: Monsters of the East, _Unapproachable East_.) For example, if you cast _summon monster V_, which can summon a medium elemental, you may summon an orglash or thomil using a medium elemental as the base creature. If you cast elemental swarm, you could opt to summon orglashes or thomils based on large, huge, and greater air or earth elementals. Altering the spell in this manner does not change any other aspects of the spell. You may use this ability outside of Rashemen. ``` @@ --- Feat: Rattlesnake Strike Tags: Summ: Having observed the ways of a desert viper, you have learned to use Ki in a fashion similar to poison. Prereq: Wis 15, Improved Initiative, Improved Unarmed Strike, Stunning Fist --- !! ``` ## Rattlesnake Strike *Having observed the ways of a desert viper, you have learned to use Ki in a fashion similar to poison.* **Prerequisite:** Wis 15, Improved Initiative, Improved Unarmed Strike, Stunning Fist **Benefit:** You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). By expending one of your Stunning Fist uses for the day, you imbue your next unarmed attack with disruptive Ki that mimics the effects of mild viper venom. If that attack hits, it deals normal damage and forces the target to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). A creature that fails the saving throw takes 1d3 points of Constitution damage and must make a similar saving throw 1 minute later or take another 1d3 points of Constitution damage. This feat can be used only once per round. **Special:** A fighter may select Rattlesnake Strike as one of his fighter bonus feats. ``` @@ --- Feat: Razing Strike Tags: Summ: You have mastered the art of delivering precise strikes against nonliving creatures while channeling spell energy through your melee attacks. Prereq: Sneak attack, caster level 5th --- !! ``` ## Razing Strike *You have mastered the art of delivering precise strikes against nonliving creatures while channeling spell energy through your melee attacks.* **Prerequisite:** Sneak attack, caster level 5th **Benefit:** To activate this feat, you must sacrifice one of your daily allotment of spells (minimum spell level 1st). Doing this is a swift action that doesn’t provoke attacks of opportunity. In exchange, you gain an insight bonus on your melee attack rolls and damage rolls for 1 round. The bonus on attack rolls equals the level of the spell sacrificed. The bonus on damage rolls is 1d6 points per level of the spell sacrificed, plus any extra damage based on your sneak attack ability. These bonuses apply against only one type of creature, depending on the type of spell sacrificed. If you sacrifice an arcane spell, they apply against constructs; if the sacrificed spell is divine, the bonuses apply against undead. _Example:_ A 5th-level wizard/1st-level rogue activates this feat, sacrificing a prepared _web_ spell. She gains a +2 insight bonus on her melee attack rolls against constructs for 1 round, and also adds 3d6 points of damage to successful attacks against constructs during that round (2d6 for the 2nd-level spell, plus 1d6 for her sneak attack damage). This feat does not allow you to deliver critical hits or sneak attacks against constructs or undead. ``` @@ --- Feat: Charging Bear Tags: Spirit Summ: *You have a stronger connection to your Basheire spirit, allowing you to ramapage with your claws. Prereq: Bash subtype, Standing Bear spirit --- !! ``` ## Charging Bear (Spirit) *You have a stronger connection to your Basheire spirit, allowing you to ramapage with your claws. **Prerequisite:** Bash subtype, Standing Bear spirit **Benefit:** When you make a charge attack, you can make two claw attacks at the end of the charge. **Normal**:: Without this feat, a character can only make a single attack as part of a charge. ``` @@ --- Feat: Reach Mystery Tags: Metashadow Summ: You can cast touch-range mysteries without touching the target. Prereq: Any metashadow feat --- !! ``` ## Reach Mystery (Metashadow) *You can cast touch-range mysteries without touching the target.* **Prerequisite:** Any metashadow feat **Benefit:** Once per day, you can cast a mystery that normally has a range of touch at any target within 30 feet. The mystery effectively becomes a ray, so you must succeed on a ranged touch attack to bestow the mystery upon the recipient. **Special:** You can take this feat multiple times. ``` @@ --- Feat: Reach Spell Tags: Metamagic Summ: You can cast touch spells without touching the spell recipient. Prereq: You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed on a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell's actual level. --- !! ``` ## Reach Spell (Metamagic) *You can cast touch spells without touching the spell recipient.* **Benefit:** You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed on a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell's actual level. ``` @@ --- Feat: Reactive Counterspell Tags: Summ: You can react quickly to counter spells cast by opponents. Prereq: Improved Counterspell, Improved Initiative. --- !! ``` ## Reactive Counterspell You can react quickly to counter spells cast by opponents. **Prerequisite:** Improved Counterspell, Improved Initiative. **Benefit:** Once per round, you can counterspell an opponent's spell even if you have not readied an action to do so. This counterspell action takes the place of your next turn. You can't use this feat when you are flat-footed. **Normal**:: Without this feat, you must ready an action each round that you wish to use a counterspell. ``` @@ --- Feat: Reactive Resistance Tags: Summ: Through extensive practice and meditation, you can lower your spell resistance quickly. Prereq: Spell resistance --- !! ``` ## Reactive Resistance *Through extensive practice and meditation, you can lower your spell resistance quickly.* **Prerequisite:** Spell resistance **Benefit:** You can lower your spell resistance as an immediate action. It returns to normal at the start of your next turn. **Normal**:: Lowering spell resistance for 1 round is a standard action. ``` @@ --- Feat: Reactive Shifting Tags: Spirit Summ: You can invoke your spirit at the speed of instinct. Prereq: Bash subtype, Improved Initiative --- !! ``` ## Reactive Shifting (Spirit) *You can invoke your spirit at the speed of instinct.* **Prerequisite:** Bash subtype, Improved Initiative **Benefit:** You invoke your Spirit of Basheire as an immediate action. Unlike most immediate actions, you can use this when flat-footed. ``` @@ --- Feat: Ready Shot Tags: Summ: You can make devastating attacks with ranged weapons against charging opponents. Prereq: Point Blank Shot --- !! ``` ## Ready Shot You can make devastating attacks with ranged weapons against charging opponents. **Prerequisite:** Point Blank Shot **Benefit:** You can ready an action to fire a ranged weapon at a foe who charges you. You must wait until the target is within 15 feet before you attack. If you score a hit with this readied attack, your attack deals an extra 3d6 points of damage. Creatures immune to extra damage from critical hits are immune to this effect. ``` @@ --- Feat: Reaping Spell Tags: Metamagic Summ: The dark energy of your spell devours the soul of any creature killed by it. Prereq: Any evil alignment. --- !! ``` ## Reaping Spell (Metamagic) *The dark energy of your spell devours the soul of any creature killed by it.* **Prerequisite:** Any evil alignment. **Benefit:** A raise dead, reincarnate, or resurrection spell cannot return to life a creature killed by a reaping spell, and a true resurrection spell has only a 50% chance of succeeding. A reaping spell that fails to kill the target has no additional effect. A reaping spell uses up a spell slot three levels higher than the spell's actual level. ``` @@ --- Feat: Reaping Talons Tags: Summ: 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. Prereq: Two-Weapon Fighting, base attack bonus +6, two Tiger Claw maneuvers. --- !! ``` ## Reaping Talons *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.* **Prerequisite:** Two-Weapon Fighting, base attack bonus +6, two Tiger Claw maneuvers. **Benefit:** The Reaping Talons feat enables the use of three tactical options. _Focused Assault:_ To use this option, you must fight defensively, use the total defense action, or use the Combat Expertise feat to gain a +3 bonus to AC in return for a –3 penalty on attack rolls. You must also wield any two preferred weapons of the Tiger Claw discipline and move no more than 5 feet. Keep track of each opponent that attacks you after you take that action. On your next turn, as a full-round action, you can make a single melee attack against each of the opponents that attacked you on the previous round at your highest attack bonus. You must still threaten the enemies you attack with this option. _Cornered Predator:_ To use this option, you must hit your foe with two attacks that each use one of the one-handed or light preferred weapons of the Tiger Claw discipline (kukri, kama, handaxe, unarmed strike, or claw). On your next turn, you gain a +2 bonus on attack rolls against this foe for each opponent that threatens you. _Talon Shield:_ To use this option, you must hit the your foe with two attacks that each use one of the preferred onehanded or light weapons of the Tiger Claw discipline (kukri, kama, handaxe, unarmed strike, or claw). On your next turn, if you fight defensively or use the total defense action, you gain a +2 shield bonus to AC against that foe (in addition to the normal AC bonus granted by that action). ``` @@ --- Feat: Reckless Charge Tags: Summ: You can charge with wild abandon. Prereq: Base attack bonus +1 --- !! ``` ## Reckless Charge *You can charge with wild abandon.* **Prerequisite:** Base attack bonus +1 **Benefit:** When you charge, before making your attack roll, you may choose to take a –4 penalty to Armor Class until the start of your next turn to gain a +4 bonus on your attack roll. **Normal**:: Without this feat, a charging character gains a +2 bonus on his attack roll and a –2 penalty to Armor Class until the start of his next turn. **Special:** A fighter may select Reckless Charge as one of his fighter bonus feats. ``` @@ --- Feat: Reckless Offensive Tags: Summ: You lower your guard in order to make a telling attack. Prereq: Base attack bonus +2, Power Attack --- !! ``` ## Reckless Offensive You lower your guard in order to make a telling attack. **Prerequisite:** Base attack bonus +2, Power Attack **Benefit:** On your action, before making attack rolls for a round, you may choose to take a -4 penalty to your AC during the round to gain a +2 competence bonus on all melee attacks in the same round. The penalty to AC and bonus on melee attacks apply until your next action. You cannot use Reckless Offensive with ranged attacks. ``` @@ --- Feat: Reckless Rage Tags: Summ: You are considered extreme even among other barbaric warriors, and you enter a deeper state of rage than others. Goliath barbarians favor this feat. Prereq: Con 13, rage ability --- !! ``` ## Reckless Rage *You are considered extreme even among other barbaric warriors, and you enter a deeper state of rage than others. Goliath barbarians favor this feat.* **Prerequisite:** Con 13, rage ability **Benefit:** Whenever you activate your rage ability, you take an additional –2 penalty to your Armor Class, but you gain an additional +2 bonus to Strength and Constitution. These bonuses and penalties stack with the effects of rage, greater rage, and mighty rage. ``` @@ --- Feat: Reckless Wand Wielder Tags: Summ: You can increase the effectiveness of spells cast from a wand. Prereq: Use Magic Device 1 rank, Craft Wand --- !! ``` ## Reckless Wand Wielder *You can increase the effectiveness of spells cast from a wand.* **Prerequisite:** Use Magic Device 1 rank, Craft Wand **Benefit:** By expending an additional charge, you can use a wand as if its caster level was 2 higher than its normal level, changing all the spell's level-dependent effects. For example, by expending 2 charges at once, a _wand of magic missile_ (created at caster level 3rd) can be used at caster level 5th, firing three missiles instead of two. You can expend only 1 extra charge at a time using this feat. ``` @@ --- Feat: Recognize Impostor Tags: Summ: You are extremely skilled at spotting impostors. Prereq: Sense Motive 3 ranks, Perception 3 ranks --- !! ``` ## Recognize Impostor *You are extremely skilled at spotting impostors.* **Prerequisite:** Sense Motive 3 ranks, Perception 3 ranks **Benefit:** You receive a +4 bonus on Perception checks to oppose Disguise checks and on Sense Motive checks to oppose Bluff checks. ``` @@ --- Feat: Red Dragon Lineage Tags: Draconic Summ: The fiery blood of red dragons runs within your veins, allowing you to produce flames from thin air. Prereq: Draconic Heritage (red), sorcerer level 3rd --- !! ``` ## Red Dragon Lineage (Draconic) *The fiery blood of red dragons runs within your veins, allowing you to produce flames from thin air.* **Prerequisite:** Draconic Heritage (red), sorcerer level 3rd **Benefit:** As a standard action, you can spend an arcane spell slot to create a 15-foot cone-shaped burst of fire. This effect deals 1d8 points of fire damage per level of the spell. A successful Reflex save (DC 10 + the spell slot's level + your Cha modifier) halves the damage. Any character who fails the save also takes another 1d8 points of fire damage per spell level in the following round as the flames continue to burn. This extra damage can be avoided in the same manner as can the extra damage from alchemists fire (Ph 128). ``` @@ --- Feat: Reflexive Psychosis Tags: Vile, Deformity Summ: In the face of adversity, you withdraw into the haunted corridors of your mind. Prereq: Deformity (Madness) --- !! ``` ## Reflexive Psychosis (Vile, Deformity) *In the face of adversity, you withdraw into the haunted corridors of your mind.* **Prerequisite:** Deformity (Madness) **Benefit:** As an immediate action, you can gain damage reduction 5/— for 1 round. After using this ability, you are _confused_ until the end of your next turn. ``` @@ --- Feat: Reinforced Wings Tags: Summ: You have strengthened the muscles of your wings. Prereq: Str 13, wings and a glide or fly speed --- !! ``` ## Reinforced Wings *You have strengthened the muscles of your wings.* **Prerequisite:** Str 13, wings and a glide or fly speed **Benefit:** You can fly in medium armor or with a medium load. Your speed is still reduced by encumbrance due to armor or total weight. **Normal**:: Flying creatures can’t fly in medium or heavy armor or when carrying a medium or heavy load. ``` @@ --- Feat: Rending Constriction Tags: Monstrous Summ: You can pull grappled enemies apart. Prereq: Str 19, Dex 15, constrict ability, improved grab, Greater Multigrab, Multigrab, two constricting limbs. --- !! ``` ## Rending Constriction (Monstrous) You can pull grappled enemies apart. **Prerequisite:** Str 19, Dex 15, constrict ability, improved grab, Greater Multigrab, Multigrab, two constricting limbs. **Benefit:** If you maintain a hold with more than one appendage on an opponent and are able to constrict, you ran make an additional rend attack in the same round. This attack automatically deals double the base damage for a constrict attack, and the damage bonus is 1 1/2 times your Strength bonus. However, making this rend attack automatically releases the held creature on its next action. You must reestablish the hold to constrict again. Repeat Spell (Metamagic) You can cast a spell that repeats on the following round. **Prerequisite:** Any metamagic feat **Benefit:** A repeated spell is automatically cast again at the beginning of your turn in the following round. No matter where you might have moved in the previous round, the second spell originates from the same location and affects the same area as the original spell. If the original spell designates a ranged target, the repeated spell affects the same target if it is within 30 feet of its original position; otherwise, the second spell fails. Touch range spells cannot be affected by this feat. A repeated spell uses up a spell slot three levels higher than the spell's actual level. ``` @@ --- Feat: Repel Aberration Tags: Summ: Your Gatekeeper training allows you to keep aberrations at bay. Prereq: Druid level 3rd, Gatekeeper Initiate --- !! ``` ## Repel Aberration *Your Gatekeeper training allows you to keep aberrations at bay.* **Prerequisite:** Druid level 3rd, Gatekeeper Initiate **Benefit:** You can channel energy that disrupts the alien physiology of abberant creatures. This ability functions like a cleric's channel energy ability, except that it can only be used to harm aberrations. It cannot be used to heal living creatures. ``` @@ --- Feat: Requiem Tags: Summ: Your Bardic performance affects undead creatures. Prereq: Bardic performance class feature, Perform (any) 8 ranks --- !! ``` ## Requiem Your Bardic performance affects undead creatures. **Prerequisite:** Bardic performance class feature, Perform (any) 8 ranks **Benefit:** You can extend the effects of your mind-affecting Bardic performance and virtuoso's performance abilities so that they influence even the undead. All Bardic performance effects on undead creatures have only half the duration they normally would against the living. **Normal**:: Undead are usually immune to mind-influencing effects. ``` @@ --- Feat: Residual Magic Tags: Tactical Summ: You can use the lingering energy from a spell you cast to boost the effect of a later spell. Prereq: Spellcraft 12 ranks, any metamagic feat --- !! ``` ## Residual Magic (Tactical) You can use the lingering energy from a spell you cast to boost the effect of a later spell. **Prerequisite:** Spellcraft 12 ranks, any metamagic feat **Benefit:** The Residual Magic feat allows the use of two tactical maneuvers. - _Enduring Potency:_ If you cast a spell from your daily allotment of spells, then cast the same spell from a scroll or wand in the next round, you can treat the second casting as if it had come from your daily allotment of spells for the purpose of caster level, save Dc, and any other effect of the spell.<br>For example, if Hennet the 10th-level sorcerer casts _magic missile,_ then activates a _wand of magic missile_ (caster level 5th) in the next round, he can treat the wand's _magic missile_ as if he had cast it (giving him a greater range, number of missiles, and so forth). - _Lingering Metamagic:_ If you cast a spell affected by one or more metamagic feats, and then cast the same spell in the next round, you can apply any one of the metamagic effects from the first casting to the second casting, but without any change to the spell's level. The second spell doesn't count as being affected by a metamagic feat for the purpose of this benefit (that is, it doesn't entitle you to apply the metamagic feat to a spell you might cast in the following round). Only spells you cast using your own metamagic feats (as opposed to metamagic effects from magic items) allow this option to function.<br>For example, if Hennet uses a 5th-level slot to cast an _empowered lightning bolt,_ in the next round he can use a 3rd level slot to cast another _empowered lightning bolt._ If the first spell was a _silent empowered lightning bolt,_ he could apply the effect of either Silent Spell or Empower Spell to the second casting _of lightning bolt,_ but not both. ``` @@ --- Feat: Resist Disease Tags: Summ: You have developed a natural resistance to diseases. Prereq: You gain a +4 bonus on Fortitude saving throws against diseases. --- !! ``` ## Resist Disease You have developed a natural resistance to diseases. **Benefit:** You gain a +4 bonus on Fortitude saving throws against diseases. ## Resist Poison (Regional) Your people have become inured to many deadly substances through controlled exposure or the simple hostility of your home environment. You can shrug off poisons that would kill someone else. **Prerequisite:** **Benefit:** You get a +4 bonus on Fortitude saving throws against poison. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ``` @@ --- Feat: Resounding Blow Tags: Summ: Your mightiest attacks cause your foes to tremble before you. Prereq: Str 13, Power Attack, Intimidate 7 ranks --- !! ``` ## Resounding Blow *Your mightiest attacks cause your foes to tremble before you.* **Prerequisite:** Str 13, Power Attack, Intimidate 7 ranks **Benefit:** Whenever you deal a critical hit using a melee weapon with which you are proficient, your opponent must succeed on a Will save (DC 10 + 1/2 your character level + your Cha modifier) or cower for 1 round. A monk's unarmed strike is considered a melee weapon for purposes of this feat. **Special:** A fighter may select Resounding Blow as one of her fighter bonus feats. ``` @@ --- Feat: Resourceful Buyer Tags: Summ: You know where to look in a community for anything you need. Prereq: Whenever you are buying goods, the community you’re in is treated as one category larger for the purpose of determining the community's gold piece limit on the most expensive item available. --- !! ``` ## Resourceful Buyer *You know where to look in a community for anything you need.* **Benefit:** Whenever you are buying goods, the community you’re in is treated as one category larger for the purpose of determining the community's gold piece limit on the most expensive item available. **Special:** This benefit doesn’t stack with any other effect that grants a similar benefit. ``` @@ --- Feat: Retributive Spell Tags: Metamagic Summ: You can keep a spell in reserve to use when a foe causes you harm. Prereq: When you cast a spell modified by this metamagic feat, the spell has no immediate effect. Any time you are dealt --- !! ``` ## Retributive Spell (Metamagic) *You can keep a spell in reserve to use when a foe causes you harm.* **Benefit:** When you cast a spell modified by this metamagic feat, the spell has no immediate effect. Any time you are dealt damage by a melee attack during the next 24 hours (or until you next prepare or ready your spells), you can choose to cast the spell on that attacker as an immediate action. Once activated, a retributive spell disappears (it can only affect one attacker). You can apply this feat only to a spell that targets a creature. A retributive spell can target only the attacker that triggered it, even if the spell would normally allow you to target multiple creatures. You can have only one retributive spell cast at a time. Casting a second retributive spell cancels the first (eliminating it with no effect). If you prepare or ready spells while you have a retributive spell cast, the spell dissipates with no effect. A retributive spell uses up a spell slot one level higher than the spell's actual level. ``` @@ --- Feat: Return Shot Tags: Psionic Summ: You can return incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons. Prereq: Point Blank Shot, Psionic Shot, Fell Shot, base attack bonus +3 --- !! ``` ## Return Shot (Psionic) You can return incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons. **Prerequisite:** Point Blank Shot, Psionic Shot, Fell Shot, base attack bonus +3 **Benefit:** To use this feat, you must expend your psionic focus and have at least one hand free. Once per round when you would normally be hit by a projectile or a thrown weapon no more than one size category larger than your size, you can deflect the attack so that you take no damage from it. The attack is deflected back at your attacker, using the attack bonus of the original attack on you. You must be aware of the attack and not flat-footed. Attempting to return a shot is a free action. **Special:** If you also have the Deflect Arrows feat, the deflected attack is made with the original attack bonus plus your Dexterity bonus. ``` @@ --- Feat: Reverberation Tags: Summ: Your sonic attack is more potent than normal. Prereq: Sonic special attack --- !! ``` ## Reverberation *Your sonic attack is more potent than normal.* **Prerequisite:** Sonic special attack **Benefit:** Add +2 to the DC of all saving throws against your sonic attack. **Special:** If you have more than one form of sonic attack, you can take this feat multiple times. Each time, it applies to a different one of your sonic attacks. ## Rhinoceros Tribe Charge (Regional) *You use the power of the rhinoceros's charge in battle.* **Region**:: **Clan**:: **Benefit:** When you charge, if your melee attack hits, it deals an extra 2d6 points of damage. This feat works only when you make a charge, even when you're mounted. If you have the ability to make multiple attacks on a charge, you can apply this extra damage to only one of those attacks in a round. ``` @@ --- Feat: Right Of Counsel Tags: Summ: 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. Prereq: Elf subtype --- !! ``` ## Right Of Counsel *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.* **Prerequisite:** Elf subtype **Benefit:** By virtue of your hereditary place in your family, you are allowed to enter the City of the Dead and seek advice from a deathless ancestor who resides there. Generally, your ancestor is an undying councilor. If you physically present yourself before your ancestor, you can gain one of the following benefits. - The ancestor uses one of its spell-like abilities, such as _dispel evil, dispel magic,_ or _heal,_ on your behalf. - The ancestor answers your questions about matters within its experience and learning, up to the limits of its own knowledge. - The ancestor seeks supernatural knowledge on your behalf, providing answers to questions equivalent to a _commune_ spell with your level as the caster level and no XP cost. The deathless ancestors in the City of the Dead grow impatient with frequent interruption, and thus they refuse to assist you more than once per month. **Normal**:: The elves guard the City of the Dead with religious devotion, preventing anyone from entering who is not entitled to visit the ancestors. ``` @@ --- Feat: Righteous Wrath Tags: Exalted Summ: Your rage is empowered with divine fury. Prereq: Rage class ability --- !! ``` ## Righteous Wrath (Exalted) *Your rage is empowered with divine fury.* **Prerequisite:** Rage class ability **Benefit:** When you first deal damage with a melee attack against an evil foe during your rage, that creature must make a successful Will saving throw (DC 10 + 1/2 your raging class level + your Cha modifier) or be shaken. If you fail to affect a creature the first time you hit it, you cannot affect it in that encounter. The shaken effect remains until you withdraw or are killed or incapacitated. While raging, you maintain clarity of mind unusual among barbarians. You are perfectly able to deal nonlethal damage, stop your attacks to show mercy, and distinguish friend from foe even in the heat of your rage. ``` @@ --- Feat: Ritual Blessing Tags: Ceremony Summ: 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. Prereq: Good alignment, Knowledge (religion) 4 ranks --- !! ``` ## Ritual Blessing (Ceremony) *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.* **Prerequisite:** Good alignment, Knowledge (religion) 4 ranks **Benefit:** You gain access to rituals based on your ranks in Knowledge (religion). _Anoint (Knowledge (religion) 4 ranks):_ You speak a blessing over the recipient of this ritual, anoint him with holy water, and say a short prayer for him. When you cast a _cure_ spell on the recipient, he heals an extra 2 points of damage. Performing this ritual requires 5 minutes of incantation and a vial of holy water. Its effects last for 24 hours. _Cleanse (Knowledge (religion) 8 ranks):_ You sprinkle holy water over the recipient of this ritual and speak a prayer to his health and vigor. The target gains a +2 bonus on saves against disease and poison. Performing this ritual requires 10 minutes of incantation and a vial of holy water. Its effects last for 24 hours. _Ward (Knowledge (religion) 13 ranks):_ You use a special combination of powdered silver and holy water to create a mystical ward that offers protection against demons and devils. The recipient of this ritual gains a +1 bonus on saves against spells and special attacks used by evil outsiders. Performing this ritual requires 10 minutes of work, a vial of holy water, and powdered silver worth 30 gp. Its effects last for 24 hours. ``` @@ --- Feat: Ritual Blood Bonds Tags: Ceremony Summ: 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. Prereq: Orc subtype, Knowledge (religion) 4 ranks --- !! ``` ## Ritual Blood Bonds (Ceremony) 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. **Prerequisite:** Orc subtype, Knowledge (religion) 4 ranks **Benefit:** You gain access to rituals based on your total ranks in Knowledge (religion). _Blood Brothers (Knowledge (religion) 4 ranks):_ You gather up to six of your allies together in a circle. Each member of this circle pledges allegiance to the others, cuts himsElf subtype, and bleeds into a bowl containing holy water or unholy water (as appropriate to your alignment). You then sprinkle this mixture on yourself and the members of the circle. You and everyone else who participated in this ritual gains a +4 morale bonus on Will saves against fear as long as each individual can see one other ally who took part in this ritual. This ritual requires 10 minutes of incantation and a vial of holy water or unholy water. Its effect lasts for 24 hours. _Vengeful Bonds of Brotherhood (Knowledge (religion) 8 ranks):_ You create a close, mystical bond between you and your allies. Up to six individuals can participate with you in this ritual. Each participant cuts his hand. Everyone in the ritual then clasps hands in a circle while you stand in the middle. You speak a prayer while sprinkling holy or unholy water on each participant. This ritual grants a benefit to its participants (including you) when an ally falls in battle. If an individual who participated in this ritual sees another participant drop to 0 or fewer hit points due to an opponent's actions, he gains a +2 morale bonus on attack rolls against the foe who dropped his ally. The benefit lasts for 1 minute every time it is triggered. You can gain this bonus against multiple foes during the duration of the effect. This ritual requires 10 minutes of incantation, a vial of holy water or unholy water, and silver dust worth 10 gp. The ritual's benefit lasts for 24 hours. ``` @@ --- Feat: Robilar's Gambit Tags: Summ: By offering Robilar's Gambit, you absorb damage to place yourself in an advantageous position. This dangerous sacrifice is not for the unfit or the unwise, for one failed retaliatory strike can undo the advantage gained. Lord Robilar, a rash and impetuous fighter, gained fame using this technique against his enemies. Prereq: Combat Reflexes, base attack bonus +12 --- !! ``` ## Robilar's Gambit *By offering Robilar's Gambit, you absorb damage to place yourself in an advantageous position. This dangerous sacrifice is not for the unfit or the unwise, for one failed retaliatory strike can undo the advantage gained. Lord Robilar, a rash and impetuous fighter, gained fame using this technique against his enemies.* **Prerequisite:** Combat Reflexes, base attack bonus +12 **Benefit:** At the start of your action, you can adopt a fighting stance that exposes you to harm but allows you to take advantage of your opponents’ exposed defenses as they reach in to attack you. Anyone who strikes at you gains a +4 bonus on attack rolls and damage rolls against you. In return, they provoke attacks of opportunity from you each time they swing. Resolve your attack of opportunity after your foe's attack. **Normal**:: Opponents do not provoke attacks of opportunity by attacking. Further, when an opponent provokes an attack of opportunity, you resolve your attack before he completes the action that provoked the attack of opportunity. **Special:** A fighter can select Robilar's Gambit as one of his fighter bonus feats. ``` @@ --- Feat: Rock Hurling Tags: Summ: You can throw rocks like a giant. Prereq: Str 19, size Large or larger --- !! ``` ## Rock Hurling You can throw rocks like a giant. **Prerequisite:** Str 19, size Large or larger **Benefit:** You can hurl rocks weighing 40 to 50 pounds (Small objects) with a range increment of 15 feet. The rocks deal 2d6 points of damage plus your Strength modifier. Rocks have a maximum range of five range increments. **Normal**:: As an improvised weapon, a 40- to 50-pound rock deals 2d6 points of damage with a range increment of 5 feet, and such a rock can be thrown only as a fullround action. A character without the Rock Hurling feat is considered to be nonproficient, taking a –4 penalty on the attack roll. ``` @@ --- Feat: Roll With It Tags: Summ: You are adept at lessening the effects of blows. Prereq: Con 20, Toughness --- !! ``` ## Roll With It *You are adept at lessening the effects of blows.* **Prerequisite:** Con 20, Toughness **Benefit:** You gain damage reduction 2/–. This applies in addition to any damage reduction you have from other sources. **Special:** You may take this feat multiple times, its effects stack. ``` @@ --- Feat: Roof-Jumper Tags: Tactical Summ: You can make use of the features of the city as handholds and footholds, defying the pull of gravity. Prereq: Acrobatics 7 ranks, Dodge, Mobility, Roofwalker --- !! ``` ## Roof-Jumper (Tactical) You can make use of the features of the city as handholds and footholds, defying the pull of gravity. **Prerequisite:** Acrobatics 7 ranks, Dodge, Mobility, Roofwalker **Benefit:** The Roof-Jumper feat enables the use of the following tactical maneuvers. You cannot benefit from more than one maneuver in the same round. - _Death from Above:_ You do substantial damage if you deliberately leap down to attack a foe beneath you. You must drop at least 20 feet. You must roll to hit; this qualifies as a charge attack, with all relevant bonuses and penalties. If you hit, you deal damage as normal, plus an extra 1d6 points for every 10 feet of distance beyond the first 10 feet; thus, a drop of 30 feet causes an extra 2d6 points of damage.<br>You still take whatever damage you would normally take from the fall, but you can reduce the falling damage with a successful Jump check or Tumble check. You cannot use any ability to slow your fall (such as the monk's slow fall ability, or the _feather fall_ spell) while attacking in this manner. - _Urban Acrobatics:_ You can make use of windowsills, awnings, lampposts, and similar features of the city when leaping or falling from buildings. If you deliberately jump downward within arm's reach of a wall or similar vertical surface, you can move yourself sideways along the wall, traveling up to 5 feet horizontally for every 10 feet you fall. If you accidentally fall, you can move 5 feet horizontally for every 20 feet you fall. You can move up to your full movement horizontally in this fashion (so long as the wall is wide enough), even if that distance, plus your falling distance, exceeds your normal movement rate. **Normal**:: Falling characters can move in no direction but down. ``` @@ --- Feat: Roofwalker Tags: Tactical Summ: You are adept at moving and fighting on rooftops and ledges. Prereq: Balance 5 ranks, Jump 5 ranks, Dodge, Mobility --- !! ``` ## Roofwalker (Tactical) You are adept at moving and fighting on rooftops and ledges. **Prerequisite:** Balance 5 ranks, Jump 5 ranks, Dodge, Mobility **Benefit:** The Roofwalker feat enables the use of three tactical maneuvers. - _Fleet of Feet:_ You can walk across a precarious surface more quickly than normal. You can move at your full speed without taking a –5 penalty on your Balance check. - _Graceful Drop:_ If you intentionally jump from a height, you take less damage than you would if you fell. If you succeed on a Jump check when jumping down (_Ph_ 77), you take falling damage as if you had dropped 20 fewer feet than you actually did. - _Master of the Roof:_ You know how to use the slopes to your advantage. You gain a +1 dodge bonus to AC against any opponent who is at a different elevation from you. ``` @@ --- Feat: Roots Of The Mountain Tags: Divine Summ: You can channel energy to make yourself immovable. Prereq: Ability to channel against earth creatures, stability racial trait --- !! ``` ## Roots Of The Mountain (Divine) *You can channel energy to make yourself immovable.* **Prerequisite:** Ability to channel against earth creatures, stability racial trait **Benefit:** As a standard action, spend one of your channel energy attempts to root yourself to the spot where you stand. Attempts to bull rush reposition or trip you automatically fail. A creature with the improved grab ability must move into your space to grapple you, since it cannot pull you into its space. No spell or other effect can force you to move. You cannot move, even to make a 5-foot step, while this ability is in effect. This ability lasts for a number of rounds equal to your character level, but you can end it at any time as a free action. **Special:** You must be touching the ground to use this feat. ``` @@ --- Feat: Rulership Tags: Special Summ: You are a ruler of an economic, frontier, governmental, military, religious, transport, or other community. Prereq: Leadership or Epic Leadership, effective Leadership score of 10 or more. --- !! ``` ## Rulership (Special) *You are a ruler of an economic, frontier, governmental, military, religious, transport, or other community.* **Prerequisite:** Leadership or Epic Leadership, effective Leadership score of 10 or more. **Benefit:** You gain a +4 bonus to your base Leadership score. You gain a +100 bonus to your base Influence modifier. As a ruler, you have degree of authority - over members of organizations in which you have followers. Once per day you can exchange a follower you gained from your Leadership feat for a different follower from the same organization. The DM determines the actual pool of followers available to you. ``` @@ --- Feat: Roundabout Kick Tags: Summ: You can follow up on a particularly powerful unarmed attack with a mighty kick, spinning in a complete circle before landing the kick. Prereq: Str 15, Improved Unarmed Strike, Power Attack --- !! ``` ## Roundabout Kick *You can follow up on a particularly powerful unarmed attack with a mighty kick, spinning in a complete circle before landing the kick.* **Prerequisite:** Str 15, Improved Unarmed Strike, Power Attack **Benefit:** If you score a critical hit on an unarmed attack, you can immediately make an additional unarmed attack against the same opponent, using the same attack bonus that you used for the critical hit roll. For example, Ember the 15th-level monk can make three unarmed attacks in a round, at base attack bonuses of +11, +6, and +1. If she scores a critical hit on her second attack, she can make an additional attack using her +6base attack bonus. She then makes her third attack (at +1) as normal. ``` @@ --- Feat: Runesmith Tags: Summ: You can fashion runes that take the place of material components for your spells. Prereq: 4 ranks in Craft (rune) --- !! ``` ## Runesmith *You can fashion runes that take the place of material components for your spells.* **Prerequisite:** 4 ranks in Craft (rune) **Benefit:** You can make runes that take the place of traditional material components for spells you cast. The runes, often carved into stone talismans or stamped onto small plates of metal, cost 1 gp each and have a Craft (rune) DC of 15. Unlike a material component, a rune does not disappear when you cast a spell; having this feat effectively turns a material component required for a spell into a focus. Your use of runes makes your spells more difficult to counterspell. Other spellcasters who observe you casting a spell take a -4 penalty on checks to determine which spell you're casting, unless they also have the Runesmith feat. Spells with costly material components are unaffected by this feat. ``` @@ --- Feat: Sacred Boost Tags: Divine Summ: You can channel positive energy to increase the power of _cure wounds_ spells cast near you. Prereq: channel energy class feature --- !! ``` ## Sacred Boost (Divine) You can channel positive energy to increase the power of _cure wounds_ spells cast near you. **Prerequisite:** channel energy class feature **Benefit:** You can spend a turn attempt as standard action to place an aura of positive energy upon each creature within a 60-ft. burst. Any _cure_ spell cast on one of these creatures before the end of your next turn is automatically maximized, with no adjustment to the spell's level or casting time. ``` @@ --- Feat: Sacred Healing Tags: Divine Summ: You can channel divine energy to aid in your efforts to tend to a comrade's injuries, sickness, or other conditions. Prereq: channel energy class feature. --- !! ``` ## Sacred Healing (Divine) You can channel divine energy to aid in your efforts to tend to a comrade's injuries, sickness, or other conditions. **Prerequisite:** channel energy class feature. **Benefit:** As a swift action, you can expend a channel energy to augment your ability to tend to the wounds of others. You gain a +5 bonus on Heal checks and a +1 bonus per die on the damage healed by any conjuration (healing) spells you cast. This benefit lasts until the end of your current turn. ``` @@ --- Feat: Sacred Purification Tags: Divine Summ: You serve as a conduit of divine energy, filling the area around you with power that aids the living and saps the undead. Prereq: Sacred Healing, channel energy 3d6. --- !! ``` ## Sacred Purification (Divine) You serve as a conduit of divine energy, filling the area around you with power that aids the living and saps the undead. **Prerequisite:** Sacred Healing, channel energy 3d6. **Benefit:** As a swift action, you can expend a channel energy attempt to create a pulse of divine energy in a 60-foot radius. Living creatures in the area heal damage equal to 1d8 points + your Charisma modifier. All undead creatures in this area take damage equal to 1d8 points + your Charisma modifier. Undead cannot save against this effect, but they ignore an amount of damage equal to their channel resistance, if any. ``` @@ --- Feat: Sacred Radiance Tags: Divine Summ: You channel divine energy to fill the area around you with a soothing, gentle radiance. Prereq: Divine caster level 9th, channel energy class feature --- !! ``` ## Sacred Radiance (Divine) *You channel divine energy to fill the area around you with a soothing, gentle radiance.* **Prerequisite:** Divine caster level 9th, channel energy class feature **Benefit:** As a standard action, you can expend a usage of channel energy to radiate bright light in a 60-foot radius emanation centered on you. Any non-evil creature in area gains a +2 morale bonus on saves against fear, poison, disease, and death effects. Evil creatures take a –2 penalty on saves against light effects and fear effects. The light moves as you move, keeping you at the center of its area. It is 4th level light effect for resolving how it interacts with darkness effects. ``` @@ --- Feat: Sacred Spell Tags: Metamagic Summ: Your damaging spells are imbued with divine power. Prereq: Half of the damage dealt by a sacred spell results directly from divine power, and is therefore not subject to being reduced by protection from elements or similar magic. The other half of the damage dealt by the spell is as normal for the spell. A sacred spell uses up a spell slot two levels higher than the spell's actual level. Only divine spells can be cast as sacred spells. --- !! ``` ## Sacred Spell (Metamagic) *Your damaging spells are imbued with divine power.* **Benefit:** Half of the damage dealt by a sacred spell results directly from divine power, and is therefore not subject to being reduced by protection from elements or similar magic. The other half of the damage dealt by the spell is as normal for the spell. A sacred spell uses up a spell slot two levels higher than the spell's actual level. Only divine spells can be cast as sacred spells. ``` @@ --- Feat: Sacred Strike Tags: Exalted Summ: Your sneak attack is enhanced by your unshakable faith in a good-aligned deity. Prereq: Sneak attack class ability --- !! ``` ## Sacred Strike (Exalted) *Your sneak attack is enhanced by your unshakable faith in a good-aligned deity.* **Prerequisite:** Sneak attack class ability **Benefit:** When you use your sneak attack ability against an evil creature, roll d8s for your sneak attack dice (instead of d6s) and your sneak attack damage is considered good-aligned for purposes of overcoming damage reduction. ``` @@ --- Feat: Sacred Tattoo Tags: Summ: You have been spiritually touched by one of the god-kings of the Old Empires and bear his or her symbol in the form of a tattoo in the shape of a holy symbol. Prereq: Patron deity from the Mulhorandi or Untheric pantheon --- !! ``` ## Sacred Tattoo *You have been spiritually touched by one of the god-kings of the Old Empires and bear his or her symbol in the form of a tattoo in the shape of a holy symbol.* **Prerequisite:** Patron deity from the Mulhorandi or Untheric pantheon **Benefit:** Add +1 to the DC for all saving throws against spells you cast in an area consecrated/desecrated or hallowed/unhallowed to your deity. You get a +1 bonus on caster level checks to beat a creature's spell resistance when casting spells in such areas. **Special:** It is not possible to take both this feat and the Tattoo Magic feat. ``` @@ --- Feat: Sacred Vengeance Tags: Divine Summ: You can channel energy to deal extra damage against undead in melee. Prereq: Channel energy class feature --- !! ``` ## Sacred Vengeance (Divine) *You can channel energy to deal extra damage against undead in melee.* **Prerequisite:** Channel energy class feature **Benefit:** When you damage an undead creature with a weapon attack, you can expend a use of channel energy as a swift action to deal additional damage equal to one-half your normal channel energy damage. A creatures affected by this ability does not get to save against this extra damage. ``` @@ --- Feat: Sacred Vitality Tags: Divine Summ: You can channel positive energy to gain protection from damage to your abilities or your life force. Prereq: Channel energy class feature --- !! ``` ## Sacred Vitality (Divine) *You can channel positive energy to gain protection from damage to your abilities or your life force.* **Prerequisite:** Channel energy class feature **Benefit:** As a standard action, you can spend one of your uses of channel energy to gain immunity to ability damage, ability drain, and energy drain for 1 minute. ``` @@ --- Feat: Sacred Vow Tags: Exalted Summ: 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. Prereq: You gain a +2 perfection bonus on Diplomacy checks. --- !! ``` ## Sacred Vow (Exalted) *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.* **Benefit:** You gain a +2 perfection bonus on Diplomacy checks. **Special:** This feat serves as the prerequisite for several other feats, including the Vow of Abstinence, Vow of Chastity, Vow of Nonviolence, Vow of Obedience, Vow of Peace, Vow of Poverty, and Vow of Purity. ``` @@ --- Feat: Sacrificial Mastery Tags: Vile Summ: You skilled at offering living sacrifices to evil gods or fiends. Prereq: Wis 15 --- !! ``` ## Sacrificial Mastery (Vile) *You skilled at offering living sacrifices to evil gods or fiends.* **Prerequisite:** Wis 15 **Benefit:** You gain a +4 profane bonus on Knowledge (religion) checks made when performing a sacrifice. ## Saddleback (Ancestor) *You have spent endless hours learning how to handle a horse in a fight.* **Region**:: **Benefit:** If you or your mount fail a Reflex save while mounted, you can attempt a Ride check to succeed on the saving throw. The save is successful if your Ride check result is equal to or greater than the effect's save DC (essentially, your Ride check result becomes your Reflex save if it's higher than the result you achieved with your Reflex save). You can attempt to do this once per round for either yourself or your mount. If both you and your mount fail a Reflex save against the same effect (for example, a fireball spell or a dragon's breath weapon that catches you and your mount in the area of effect), your Ride check result applies to both you and your mount's save. ``` @@ --- Feat: Sadistic Reward Tags: Summ: Your mind and body are fortified by harming others. Prereq: Evil --- !! ``` ## Sadistic Reward *Your mind and body are fortified by harming others.* **Prerequisite:** Evil **Benefit:** If you deal damage to a living creature, you gain a +1 morale bonus on saves for 1 round. ``` @@ --- Feat: Sahuagin Flip Tags: Summ: You can safely attack and withdraw underwater. Prereq: Swim speed, Dex 13, Dodge --- !! ``` ## Sahuagin Flip *You can safely attack and withdraw underwater.* **Prerequisite:** Swim speed, Dex 13, Dodge **Benefit:** After making a single melee attack, you can use the withdraw action (moving up to twice your swim speed) as a move action. You can only use this feat while swimming. ``` @@ --- Feat: Sailor's Balance Tags: Summ: You are experienced with the rolling decks of the ship and maintain strong footing, even in a terrible storm. Prereq: Profession (sailor) 1 rank --- !! ``` ## Sailor's Balance *You are experienced with the rolling decks of the ship and maintain strong footing, even in a terrible storm.* **Prerequisite:** Profession (sailor) 1 rank **Benefit:** While on the deck or in the rigging of a ship, you gain a +5 competence bonus on Acrobatics checks and +2 on Reflex saves. You can move at full speed through non-magical difficult terrain while aboard ship. ``` @@ --- Feat: Sanctify Ki Strike Tags: Exalted Summ: Sacred power suffuses your unarmed strikes. Prereq: Improved Unarmed Strike, Ki strike (lawful), Cha 15 --- !! ``` ## Sanctify Ki Strike (Exalted) *Sacred power suffuses your unarmed strikes.* **Prerequisite:** Improved Unarmed Strike, Ki strike (lawful), Cha 15 **Benefit:** Your unarmed strikes deal 1 extra point of damage to evil creatures, or 1d4 points to evil outsiders and evil undead. In addition, they are considered good-aligned for purposes of overcoming damage reduction. ``` @@ --- Feat: Sanctify Martial Strike Tags: Exalted Summ: Sacred power suffuses your attacks with a certain kind of weapon. Prereq: Cha 15, Weapon Focus --- !! ``` ## Sanctify Martial Strike (Exalted) *Sacred power suffuses your attacks with a certain kind of weapon.* **Prerequisite:** Cha 15, Weapon Focus **Benefit:** Whenever you wield a weapon with which you have weapon focus, it deals 1 extra point of damage to evil creatures, or 1d4 points to evil outsiders and evil undead. In addition, that weapon is considered good-aligned for purposes of overcoming damage reduction. ``` @@ --- Feat: Sanctify Natural Attack Tags: Exalted Summ: You can focus holy power into your natural attacks. Prereq: One or more natural weapon attacks, base attack bonus +5 --- !! ``` ## Sanctify Natural Attack (Exalted) *You can focus holy power into your natural attacks.* **Prerequisite:** One or more natural weapon attacks, base attack bonus +5 **Benefit:** Each time you deal damage with a natural attack, you deal 1 extra point of damage to evil creatures, or 1d4 points to evil outsiders and evil undead. In addition, your natural attacks are considered good-aligned for purposes of overcoming damage reduction. ``` @@ --- Feat: Sanctify Relic Tags: Item Creation Summ: You can create magic items that are imbued with a connection to your deity. Prereq: Any other item creation feat --- !! ``` ## Sanctify Relic (Item Creation) *You can create magic items that are imbued with a connection to your deity.* **Prerequisite:** Any other item creation feat **Benefit:** Relics are magic items—often but not always wondrous items—that rely on a divine connection to a specific deity to function. They are described further in Chapter 4. ``` @@ --- Feat: Sanctify Water Tags: Divine Summ: 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. Prereq: Cha 13, ability to channel positive energy --- !! ``` ## Sanctify Water (Divine) *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.* **Prerequisite:** Cha 13, ability to channel positive energy **Benefit:** By expending a daily usage of channel energy, you can infuse the water around you with positive energy, which has the same effect as holy water. All creatures in a 20-foot radius around you immediately take damage as though they’d been struck directly by a flask of holy water. The water retains positive energy for a number of rounds equal to 1 + your Charisma modifier, and deals damage each round. ``` @@ --- Feat: Sanctify Weapon Tags: Exalted Summ: You can focus holy power into your weapon. Prereq: Able to cast _align weapon_ --- !! ``` ## Sanctify Weapon (Exalted) *You can focus holy power into your weapon.* **Prerequisite:** Able to cast _align weapon_ **Benefit:** When you cast _align weapon_, the affected weapon also becomes sanctified. A sanctified weapon deals 1 extra point of holy damage to evil creatures or 1d4 points of damage to evil outsiders and evil undead. In addition, creatures with the corrupted template cannot recover hit point damage dealt by a sanctified weapon by means of normal healing, including fast healing or regeneration. ``` @@ --- Feat: Sanctum Spell Tags: Metamagic Summ: Your spells are especially potent on home ground. Prereq: Any metamagic feat --- !! ``` ## Sanctum Spell (Metamagic) *Your spells are especially potent on home ground.* **Prerequisite:** Any metamagic feat **Benefit:** A sanctum spell has an effective spell level 1 higher than its normal level if cast in your sanctum (see below), but if not cast in the sanctum, the spell has an effective spell level 1 lower than normal. A sanctum spell uses a spell slot of the spell's normal level. **Special:** Your sanctum is a particular site, building, or structure previously designated by you, and no larger than 20 feet/level in diameter. The designated area must be a site where you have spent a cumulative period of at least three months. Though a sanctum can be designated within a larger structure, its special advantages do not apply beyond the maximum area. Once designated, it takes seven days for a site to become a sanctum, and if you designate a new area to be your sanctum, the benefits of the old one immediately fade. ``` @@ --- Feat: Sand Camouflage Tags: Summ: You can hide yourself in sand with a moment's notice. Prereq: Hide 5 ranks, Sandskimmer --- !! ``` ## Sand Camouflage *You can hide yourself in sand with a moment's notice.* **Prerequisite:** Hide 5 ranks, Sandskimmer **Benefit:** As a standard action, you can quickly camouflage yourself in any area of ash, dust, loose earth, or sand that is at least 1 inch deep. In areas with 1 to 11 inches of appropriate loose soil, you gain a +4 bonus on Stealth checks. In areas with 12 inches or more of appropriate loose soil, you instead gain a +10 bonus on Stealth checks. You must still have cover or concealment to make a Stealth check. ``` @@ --- Feat: Sand Dancer Tags: Summ: While making another attack, you attempt to blind a foe with thrown sand. Prereq: Wis 13, Acrobatics 1 rank --- !! ``` ## Sand Dancer *While making another attack, you attempt to blind a foe with thrown sand.* **Prerequisite:** Wis 13, Acrobatics 1 rank **Benefit:** In any round when you first move at least 10 feet using your Acrobatics skill in an area covered in a layer of at least 1 inch of ash, dust, loose earth, or sand, you can perform a dirty trick as a swift action. If you succeed, the affected creature is blind for one round. Using this feat to perform a dirty trick does not provoke an attack of opportunity. ``` @@ --- Feat: Sand Snare Tags: Summ: When you knock your foes into the sand, they have a hard time regaining their feet. Prereq: Combat Expertise, Improved Trip --- !! ``` ## Sand Snare *When you knock your foes into the sand, they have a hard time regaining their feet.* **Prerequisite:** Combat Expertise, Improved Trip **Benefit:** If you successfully trip an opponent in any area of ash, dust, loose earth, or sand that is at least 1 inch deep, that opponent must take a full round action to stand during the round after being tripped. Following that round, the target can get to his feet with a move action (as normal). The opponent still provokes attacks of opportunity while attempting to stand, as normal. ``` @@ --- Feat: Sand Spinner Tags: Summ: You spray sand with your acrobatic maneuvers. Prereq: Wis 13, Acrobatics 4 ranks, Sand Dancer --- !! ``` ## Sand Spinner *You spray sand with your acrobatic maneuvers.* **Prerequisite:** Wis 13, Acrobatics 4 ranks, Sand Dancer **Benefit:** In any round when you first move at least 10 feet using your Acrobatics skill in an area covered in a layer of at least 1 inch of ash, dust, loose earth, or sand, you can perform a dirty trick as a standard action. If you succeed, creatures within 5 feet of you are blinded for one round. Using this feat to perform a dirty trick does not provoke an attack of opportunity. ``` @@ --- Feat: Sandskimmer Tags: Summ: You are particularly adept at moving over sand. Prereq: You treat shallow sand as normal terrain and deep sand as shallow sand. Sand crust does not break beneath your feet, allowing you to move atop it as if it were normal terrain. --- !! ``` ## Sandskimmer *You are particularly adept at moving over sand.* **Benefit:** You treat shallow sand as normal terrain and deep sand as shallow sand. Sand crust does not break beneath your feet, allowing you to move atop it as if it were normal terrain. **Special:** This feat can be taken twice, allowing a creature to treat all sand as normal terrain. Its effects also stack similarly with other abilities that improve movement over sand. For example, if a bhuka takes Sand skimmer, she treats all sand as normal terrain and never breaks through sand crust by moving across it. ``` @@ --- Feat: Sapphire Fist Tags: Incarnum Summ: You can channel incarnum to enhance your ability to deliver stunning attacks. When you deliver a stunning attack while essence is invested in this feat, your hands burn with a faint blue flame like radiance. Prereq: Con 13, Stunning Fist --- !! ``` ## Sapphire Fist (Incarnum) *You can channel incarnum to enhance your ability to deliver stunning attacks. When you deliver a stunning attack while essence is invested in this feat, your hands burn with a faint blue flame like radiance.* **Prerequisite:** Con 13, Stunning Fist **Benefit:** Once per day, you can invest essence into this feat. Add the invested essence as an insight bonus on the damage roll for any attack made with Stunning Fist, as well as to the save DC for the stunning attack. Once the amount of essence invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essence. ``` @@ --- Feat: Sapphire Smite Tags: Incarnum Summ: 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. Prereq: Con 13, ability to smite (smite evil class feature, smite domain power, or similar ability) --- !! ``` ## Sapphire Smite (Incarnum) *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.* **Prerequisite:** Con 13, ability to smite (smite evil class feature, smite domain power, or similar ability) **Benefit:** At the beginning of the day, you can invest essence into this feat. You gain additional uses of your smite ability for the day equal to the invested essence. In addition, you gain a +1 bonus on damage dealt by your smite for every point of essence invested. Once the amount of essential invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essence. ``` @@ --- Feat: Sapphire Sprint Tags: Incarnum Summ: Drawing on the soul energy of great runners of history, you infuse your body with incarnum to speed your steps. Whenever you run, your feet shine with a bright blue gleam. Prereq: Con 13 --- !! ``` ## Sapphire Sprint (Incarnum) *Drawing on the soul energy of great runners of history, you infuse your body with incarnum to speed your steps. Whenever you run, your feet shine with a bright blue gleam.* **Prerequisite:** Con 13 **Benefit:** Once per day, you can invest essence into this feat. When you use the run action, you gain an insight bonus to your speed equal to 5 feet per point of invested essence. This applies regardless of the form of movement used to run. You also gain an insight bonus equal to the invested essence on Constitution checks made to continue running (see the run action on page 144 of the _Player's Handbook_ for details). Once the amount of essence invested is chosen, it cannot be altered and remains invested for 24 hours. If you have the ability to bind a soulmeld to your feet chakra, you also keep your Dexterity bonus when running and gain an insight bonus to AC equal to the invested essential against any attacks of opportunity you provoke when moving out of a threatened square during a run. You gain 1 point of essence. ``` @@ --- Feat: Savage Grapple Tags: Wild Summ: While transformed into the shape of a wild animal, you can savagely tear at any creature that you manage to grapple. Prereq: Wild shape, sneak attack +1d6 --- !! ``` ## Savage Grapple (Wild) *While transformed into the shape of a wild animal, you can savagely tear at any creature that you manage to grapple.* **Prerequisite:** Wild shape, sneak attack +1d6 **Benefit:** While you are in a wild shape, any time you make a successful grapple check to damage a creature with which you are already grappling, you can add your sneak attack damage as well. Creatures not subject to sneak attacks don’t take this extra damage. ``` @@ --- Feat: Savvy Rogue Tags: Summ: You have mastered one or more of your rogue special abilities. Prereq: Rogue level 10th --- !! ``` ## Savvy Rogue *You have mastered one or more of your rogue special abilities.* **Prerequisite:** Rogue level 10th **Benefit:** Based on the rogue special abilities you have, you gain one or more additional special benefits as described below. You gain the benefits for all the special abilities you have, even those you gain after selecting this feat. - _Crippling Strike:_ You can deal Strength damage even to a target that is immune to extra damage from sneak attacks. - _Defensive Roll:_ You can use this ability three times per day, rather than once per day. - _Improved Evasion:_ You gain a +2 competence bonus on Reflex saves. - _Opportunist:_ You can use the opportunist ability as many times per round as you can make attacks of opportunity, but no more than once per creature per round. Each use of the opportunist ability counts as an attack of opportunity. - _Skill Mastery:_ When taking 10 with a skill to which you have assigned skill mastery, you can treat the die roll as a 12 instead of as a 10. (In effect, you’re “taking 12.”) - _Slippery Mind:_ You gain a +2 competence bonus on the extra save granted by slippery mind. ``` @@ --- Feat: Scavenging Gullet Tags: Aberrant Summ: The taint of the aberration in your blood has gifted you with the ability to gain nourishment from things that others would never consider as food. Prereq: Aberration Blood --- !! ``` ## Scavenging Gullet (Aberrant) *The taint of the aberration in your blood has gifted you with the ability to gain nourishment from things that others would never consider as food.* **Prerequisite:** Aberration Blood **Benefit:** You gain nourishment from eating any organic material, despite its freshness or source. You gain a +4 racial bonus on Fortitude saves to resist the effect of ingested poisons, as well as on Fortitude saves to resist diseases caused by ingested substances (such as spoiled food). ``` @@ --- Feat: Scent Tags: Wild Summ: You can sharpen your sense of smell. Prereq: Wild shape --- !! ``` ## Scent (Wild) *You can sharpen your sense of smell.* **Prerequisite:** Wild shape **Benefit:** You can expend one daily use of wild shape to gain the scent ability for 1 hour per per Druid Level. You retain this benefit regardless of what form you are in. ``` @@ --- Feat: Scion Of Sorrow Tags: Vile Summ: 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. Prereq: Neutral evil alignment. --- !! ``` ## Scion Of Sorrow (Vile) *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.* **Prerequisite:** Neutral evil alignment. **Benefit:** Once per day, while performing an evil act, you can call upon your fiendish patron to add a +1 luck bonus to any one attack roll, saving throw, ability check, skill check, or level check. **Special:** This feat can only be taken once. A character who takes this feat cannot also take the Disciple of Darkness or Thrall to Demon feat. ``` @@ --- Feat: Scorching Sirocco Tags: Tactical Summ: 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. Prereq: Desert Wind Dodge, base attack bonus +6, two Desert Wind maneuvers. --- !! ``` ## Scorching Sirocco (Tactical) *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.* **Prerequisite:** Desert Wind Dodge, base attack bonus +6, two Desert Wind maneuvers. **Benefit:** The Scorching Sirocco feat enables the use of three tactical options. - _Fan the Flames:_ To use this option, you must deal fire damage to a foe. On your next turn, you can attempt a DC 20 Tumble check as a move action. You must be adjacent to the target to use this ability. If you succeed, your opponent catches fire (_Dmg_ 303)_._ - _Mark of Fire:_ To use this option, you must deal fire damage to a foe with a Desert Wind strike. On your next turn, you must deal fire damage to that foe again and make a DC 20 Spellcraft check. If you succeed, the flames spread across your target, granting your allies a +2 bonus on attack rolls against her for 1 round. - _Dance of Flames:_ To use this option, you must move at least 10 feet and initiate a Desert Wind stance. On your next turn, you gain a +2 bonus on Acrobatics checks. If you succeed on a Tumble check to avoid an attack of opportunity, the opponent whose attack you avoided takes 1d6 points of fire damage as mystical flames twirl around you. ``` @@ --- Feat: Scorpion's Grasp Tags: Summ: Like the scorpion, you can grab and hold your prey. Prereq: Str 13, Improved Unarmed Strike, Improved Grapple --- !! ``` ## Scorpion's Grasp *Like the scorpion, you can grab and hold your prey.* **Prerequisite:** Str 13, Improved Unarmed Strike, Improved Grapple **Benefit:** If your attack with an unarmed strike or a light or one-handed melee weapon hits, the strike deals normal damage and you can attempt to start a grapple as a free action. ``` @@ --- Feat: Scorpion's Instincts Tags: Summ: You are hard to find in the waste. Prereq: Dex 13, Hide 5 ranks --- !! ``` ## Scorpion's Instincts *You are hard to find in the waste.* **Prerequisite:** Dex 13, Hide 5 ranks **Benefit:** You have an inborn sense of where to lurk without being seen, gaining a +2 bonus on your Stealth checks and reducing the distance within which creatures can detect you by scent to 10 feet (20 feet if upwind, 5 feet if downwind). If you are in an area covered in a layer of at least 1 inch of ash, dust, loose earth, or sand, you gain an additional +2 bonus on Stealth checks, a +2 bonus on Stealth checks, and a creature can detect you by scent only if it is within 5 feet (pinpointing your location as normal). ``` @@ --- Feat: Scorpion's Resolve Tags: Summ: Like the scorpion, you are not easily distracted. Prereq: You gain a +4 bonus on saving throws against mind-affecting spells and abilities. --- !! ``` ## Scorpion's Resolve *Like the scorpion, you are not easily distracted.* **Benefit:** You gain a +4 bonus on saving throws against mind-affecting spells and abilities. ``` @@ --- Feat: Scorpion's Sense Tags: Summ: Like the scorpion, you sense other creatures simply by perceiving their contact with the sand. Prereq: Scorpion's Resolve. --- !! ``` ## Scorpion's Sense *Like the scorpion, you sense other creatures simply by perceiving their contact with the sand.* **Prerequisite:** Scorpion's Resolve. **Benefit:** You are sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is moving and in contact with the ground so long as it is within 10 feet. The range expands to 20 feet if you are in an area covered in a layer of at least 1 inch of ash, dust, loose earth, or sand. This ability only tells you what square the creature is in, so you still have the normal miss chance from concealment if you cannot see the creature. ``` @@ --- Feat: Scourge Of The Seas Tags: Summ: You have a sinister reputation as a pirate and can intimidate enemy captains by your mere presence. Prereq: Cha 15, Intimidate 5 ranks --- !! ``` ## Scourge Of The Seas *You have a sinister reputation as a pirate and can intimidate enemy captains by your mere presence.* **Prerequisite:** Cha 15, Intimidate 5 ranks **Benefit:** You can make an Intimidate check to demoralize the captain of another ship who can see you or your distinctive colors (see the rules on sighting another ship). Even if you fail the check, the target might become shaken unless you fail by 5 or more. This effect lasts as long as the daunting effect. ``` @@ --- Feat: Scramble Tags: Summ: Your slippery ways allow you to evade a damaging blow. Prereq: Dex 15, Small size or smaller, improved evasion --- !! ``` ## Scramble *Your slippery ways allow you to evade a damaging blow.* **Prerequisite:** Dex 15, Small size or smaller, improved evasion **Benefit:** The effects of this feat resemble those of the rogue's defensive roll, but you can use Scramble to avoid a potentially fatal attack entirely. Once per day, when you would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to scramble out of the way. This requires a Reflex saving throw (DC 10 + damage dealt). If the save is successful, you avoid the damage entirely. You must be aware of the attack and able to react to it; you cannot use Scramble if you are denied your Dexterity bonus to Armor Class. **Special:** Since you cannot normally make a saving throw to avoid the damage from a blow, improved evasion does not apply. That is, you cannot save twice against the same attack. ``` @@ --- Feat: Scribe Martial Script Tags: Item Creation Summ: 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. Prereq: Crusader or swordsage level 1st --- !! ``` ## Scribe Martial Script (Item Creation) *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.* **Prerequisite:** Crusader or swordsage level 1st **Benefit:** You can infuse the knowledge of any maneuver you know into a martial script. The market price of a martial script is equal to the initiator level × maneuver level × 50 gp. You must spend 1/25 of this market price in XP and use materials costing 1/2 the market price. Scribing a martial script takes one day for each 1,000 gp of its market price. Like a potion or scroll, a script can be used only once. ``` @@ --- Feat: Scribe Tattoo Tags: Item Creation Summ: You can create psionic tattoos, which store powers within their designs. Prereq: Manifester level 3rd --- !! ``` ## Scribe Tattoo (Item Creation) You can create psionic tattoos, which store powers within their designs. **Prerequisite:** Manifester level 3rd **Benefit:** You can create a psionic tattoo of any power of 3rd level or lower that you know and that targets one or more creatures. Scribing a psionic tattoo takes one day. When you create a psionic tattoo, you set the manifester level. The manifester level must be sufficient to manifest the power in question and no higher than your own level. The base price of a psionic tattoo is its power level x its manifester level x 50 gp. To scribe a tattoo, you must spend 1/25 of this base price in XP and use up raw materials (special inks, masterwork needles, and so on) costing one-half of this base price. When you create a psionic tattoo, you make any choices that you would normally make when manifesting the power. When its wearer physically activates the tattoo, the wearer is the target of the power. Any psionic tattoo that stores a power with an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must pay the XP when creating the tattoo. ``` @@ --- Feat: Sculpt Spell Tags: Metamagic Summ: You can alter the shape of your spells. Prereq: Any metamagic feat --- !! ``` ## Sculpt Spell (Metamagic) You can alter the shape of your spells. **Prerequisite:** Any metamagic feat **Benefit:** You can modify an area spell by changing the area's shape to either a cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-radius spread), or a 120-foot line. The sculpted spell works normally in all respects except for its shape. For example, a _lightning bolt_ whose area is changed to a ball deals the same amount of damage, but affects a 20-foot-radius spread. A sculpted spell uses a spell slot one level higher than the spell's actual level. ``` @@ --- Feat: Sea Legs Tags: Summ: You are accustomed to the rolling motion on board a ship, and can use this motion to your advantage. Prereq: As long as you are on board a ship, you get a +2 bonus on Acrobatics checks, and a +4 bonus on Initiative checks. --- !! ``` ## Sea Legs You are accustomed to the rolling motion on board a ship, and can use this motion to your advantage. **Benefit:** As long as you are on board a ship, you get a +2 bonus on Acrobatics checks, and a +4 bonus on Initiative checks. ``` @@ --- Feat: Searing Spell Tags: Metamagic Summ: Your fire spells are so hot that they can damage creatures that normally have resistance or immunity to fire. Prereq: A searing spell is so hot that it ignores the resistance to fire of creatures affected by the spell, and affected creatures with immunity to fire still take half damage. This feat can be applied only to spells with the fire descriptor. --- !! ``` ## Searing Spell (Metamagic) *Your fire spells are so hot that they can damage creatures that normally have resistance or immunity to fire.* **Benefit:** A searing spell is so hot that it ignores the resistance to fire of creatures affected by the spell, and affected creatures with immunity to fire still take half damage. This feat can be applied only to spells with the fire descriptor. Creatures with the cold subtype take double damage from a searing spell. Creatures affected by a searing spell are still entitled to whatever saving throw the spell normally allows. A searing spell uses up a spell slot one level higher than the spell's actual level. ``` @@ --- Feat: Second Wind Tags: Summ: You can shrug off minor wounds with ease. Prereq: Once per day, as a swift action, you can heal yourself of a number of points of damage equal to your chararacter level + your Constitution modifier. --- !! ``` ## Second Wind *You can shrug off minor wounds with ease.* **Benefit:** Once per day, as a swift action, you can heal yourself of a number of points of damage equal to your chararacter level + your Constitution modifier. ``` @@ --- Feat: Sense Weakness Tags: Summ: You can take advantage of subtle weaknesses in your opponents’ defenses. Prereq: Int 13, Combat Expertise, Weapon Focus --- !! ``` ## Sense Weakness *You can take advantage of subtle weaknesses in your opponents’ defenses.* **Prerequisite:** Int 13, Combat Expertise, Weapon Focus **Benefit:** Whenever you attack with a weapon with which you have selected the Weapon Focus feat, you may ignore up to 5 points of the target's damage reduction (regardless of the material or enhancement bonus of your weapon) or hardness. This benefit can’t reduce the effective damage reduction or hardness of a target to less than 0. ``` @@ --- Feat: Serpent Fang Tags: Summ: You are able to project your Ki to strike foes as though you had extended reach. Prereq: Wis 15, Improved Unarmed Strike, Stunning Fist --- !! ``` ## Serpent Fang *You are able to project your Ki to strike foes as though you had extended reach.* **Prerequisite:** Wis 15, Improved Unarmed Strike, Stunning Fist **Benefit:** You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). By expending one Stunning Fist use for the day, you can project your Ki to strike an opponent that is 5 feet beyond your normal unarmed reach. If the blow hits, it deals normal unarmed damage. This feat can be used only once per round. ``` @@ --- Feat: Serpent Strike Tags: Summ: Through monastic weapon training, you have mastered a fighting style that makes use of an unusual monk weapon: the longspear. Prereq: Weapon Focus (longspear), flurry of blows class feature --- !! ``` ## Serpent Strike *Through monastic weapon training, you have mastered a fighting style that makes use of an unusual monk weapon: the longspear.* **Prerequisite:** Weapon Focus (longspear), flurry of blows class feature **Benefit:** You can treat a longspear as a monk weapon, allowing you to perform a flurry of blows with it. ``` @@ --- Feat: Serpent's Venom Tags: Wild Summ: You can deliver a toxic bite attack reminiscent of the viper. Prereq: Ability to wild shape --- !! ``` ## Serpent's Venom (Wild) *You can deliver a toxic bite attack reminiscent of the viper.* **Prerequisite:** Ability to wild shape **Benefit:** You can spend a usage of wild shape to gain a bite attack. In addition, the bite delivers a toxic venom (Fortitude save DC 10+ 1/2 your HD + your Con modifier; 1d6 Con/1d6 Con). This bite attack is a secondary weapon. **Special:** If you already have a bite attack, it just gains the toxic venom part of this feat. ``` @@ --- Feat: Servant Of The Heavens Tags: Exalted Summ: You swear allegiance to one of the Tome Archons who rule the Seven Heavens, and in exchange gain power to act on their behalf. Prereq: 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. --- !! ``` ## Servant Of The Heavens (Exalted) *You swear allegiance to one of the Tome Archons who rule the Seven Heavens, and in exchange gain power to act on their behalf.* **Benefit:** 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. **Special:** Once you take this feat, you may not take it again, nor can you take either the Knight of Stars feat or the Favored of the Companions feat. Your allegiance is only yours to give once. ``` @@ --- Feat: Shadow Blade Tags: Summ: In the course of your training in the Shadow Hand discipline, you learn to use your natural agility and speed to augment your attacks with certain weapons. Prereq: One Shadow Hand stance --- !! ``` ## Shadow Blade *In the course of your training in the Shadow Hand discipline, you learn to use your natural agility and speed to augment your attacks with certain weapons.* **Prerequisite:** One Shadow Hand stance **Benefit:** While you are in a Shadow Hand stance and attack with one of the discipline's preferred weapons, you can add your Dexterity modifier as a bonus on melee damage for attacks made with the weapon. **Special:** Shadow Blade can be used in place of Weapon Finesse to qualify for a feat, prestige class, or other special ability. If this substitution allows you to gain a benefit that normally applies to all finesse weapons (those described in the Weapon Finesse feat description), it instead applies only to the Shadow Hand discipline's preferred weapons. ``` @@ --- Feat: Shadow Cast Tags: Summ: Your shadow shimmers as you cast a spell and you seem to cast your mysteries from elsewhere. Prereq: Concentration 5 ranks, shadowcaster level 1st --- !! ``` ## Shadow Cast *Your shadow shimmers as you cast a spell and you seem to cast your mysteries from elsewhere.* **Prerequisite:** Concentration 5 ranks, shadowcaster level 1st **Benefit:** Designate a square adjacent to you. If no one threatens that square, you do not provoke an attack of opportunity when you cast a spell or use a spell-like ability. ``` @@ --- Feat: Shadow Familiar Tags: Summ: Noctumancers developed this feat in order to gain a mystical companion. Prereq: Shadowcaster level 3rd --- !! ``` ## Shadow Familiar *Noctumancers developed this feat in order to gain a mystical companion.* **Prerequisite:** Shadowcaster level 3rd **Benefit:** You can obtain a familiar in the same manner as a sorcerer or wizard, but it possesses the dark template. As with a sorcerer or wizard, obtaining a familiar takes 24 hours and uses up magic materials worth 100 gp. For the purpose of determining familiar abilities that depend on your arcane caster level, your levels in all classes that allow you to cast mysteries or arcane spells stack. **Special:** If you gain access to an alternative familiar, such as through the Improved Familiar feat, it also gains the dark template. ``` @@ --- Feat: Shadow Heritage Tags: Heritage Summ: 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. Prereq: You gain a +3 bonus on Stealth checks when in an area of darkness or shadowy illumination. --- !! ``` ## Shadow Heritage (Heritage) *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.* **Benefits**:: You gain a +3 bonus on Stealth checks when in an area of darkness or shadowy illumination. ``` @@ --- Feat: Shadow Marches Warmonger Tags: Racial Summ: The ancient martial pride of your people grants you mastery of their style of battle. Prereq: Orc subtype, region of origin Shadow Marches --- !! ``` ## Shadow Marches Warmonger (Racial) *The ancient martial pride of your people grants you mastery of their style of battle.* **Prerequisite:** Orc subtype, region of origin Shadow Marches **Benefit:** You treat the orc double axe as a martial weapon, and you gain a +1 bonus on damage rolls when making an attack with a battleaxe, greataxe, or orc double axe as part of a charge. If you have any of the following feats for the battleaxe, greataxe, or orc double axe, you can apply the feats’ effects to all three weapons: Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, or Greater Weapon Specialization. Additionally, when you spend an action point to influence an attack roll made with either a battleaxe, greataxe, or orc double axe, you also add the result of the action point roll to your damage for that attack. ``` @@ --- Feat: Shadow Reflection Tags: Summ: Your shadow flickers and moves in an aggressive, independent manner, enabling you to avoid some attacks of opportunity. Prereq: Shadowcaster level 3rd, ability to cast the dancing shadows or the clinging darkness mystery --- !! ``` ## Shadow Reflection *Your shadow flickers and moves in an aggressive, independent manner, enabling you to avoid some attacks of opportunity.* **Prerequisite:** Shadowcaster level 3rd, ability to cast the dancing shadows or the clinging darkness mystery **Benefit:** A foe that makes an attack of opportunity against you has a 50% miss chance. **Special:** Opponents that do not rely on sight ignore the miss chance. ``` @@ --- Feat: Shadow Shield Tags: Regional Summ: Your ancestors long battled the insidious influence of shadow magic, and some of their descendants (including you) have a greater resistance to its effects. Prereq: --- !! ``` ## Shadow Shield (Regional) *Your ancestors long battled the insidious influence of shadow magic, and some of their descendants (including you) have a greater resistance to its effects.* **Prerequisite:** **Region**:: **Benefit:** You get a +2 bonus on all saving throws against spells and spell-like abilities with the shadow descriptor. You also get a +2 bonus on all saving throws against spells and spell-like abilities that draw on the magic of the Shadow Weave. These benefits stack with each other. ``` @@ --- Feat: Shadow Song Tags: Regional Summ: 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. Prereq: --- !! ``` ## Shadow Song (Regional) *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.* **Prerequisite:** **Region**:: **Benefit:** You get a +1 bonus to the DC for all saving throws of spells you cast from the school of Enchantment and spells with the sonic descriptor. You get a +1 bonus on caster level checks to overcome spell resistance for these schools and spells. These bonuses stack with bonuses from the Shadow Weave Magic feat. ``` @@ --- Feat: Shadow Striker Tags: Tactical Summ: 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. Prereq: Hide 12 ranks, Move Silently 12 ranks --- !! ``` ## Shadow Striker (Tactical) *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.* **Prerequisite:** Hide 12 ranks, Move Silently 12 ranks **Benefit:** The Shadow Striker feat grants you access to three special tactical maneuvers. - _Evade Notice:_ If both you and an ally threaten an opponent, you can attempt to slip beneath your opponent's notice. On your turn, if you take no hostile actions, such as attacking, casting an offensive spell, and so forth, you can make a Hide check opposed by the threatened foe's Spot check. If you succeed on this check, your foe cannot attack you on his next turn as long as he threatens another active opponent. If you attack your foe for any reason before or during his next turn, you lose this maneuver's benefit. - _Fade Away:_ To use this maneuver, you must first attack an opponent as a standard action, then move away and attempt a Hide check as part of your move action for the turn. If your attack hits, it creates a momentary diversion, granting you a +5 bonus on this Hide check. - _Ghost Strike:_ You use an ally's distraction and your talent to move noiselessly and slip out of your opponent's field of vision for a single, crucial moment. To use this maneuver, both you and an ally must threaten a single foe. As a standard action, you make a Move Silently check opposed by your foe's Listen check. If you succeed on this check, you gain this maneuver's benefit. On the next round, your target loses his Dexterity bonus to AC against your first attack of the round so long as your ally still threatens him. **Special:** A fighter can select Shadow Striker as one of his fighter bonus feats. ``` @@ --- Feat: Shadow Trickster Tags: Summ: Your mastery of the Shadow Hand discipline lets you augment your illusion spells with the stuff of shadow. Prereq: Caster level 1st, one Shadow Hand strike --- !! ``` ## Shadow Trickster *Your mastery of the Shadow Hand discipline lets you augment your illusion spells with the stuff of shadow.* **Prerequisite:** Caster level 1st, one Shadow Hand strike **Benefit:** While you are in a Shadow Hand stance, the save DC for any illusion spell you cast increases by 2. You also gain a +2 bonus on damage rolls when making a sneak attack, a sudden strike, or when you flank your target. ``` @@ --- Feat: Shadow Veil Tags: Reserve Summ: You draw wisps of darkness across your enemy's eyes, obscuring the world around him. Prereq: Ability to cast 2nd-level spells --- !! ``` ## Shadow Veil (Reserve) *You draw wisps of darkness across your enemy's eyes, obscuring the world around him.* **Prerequisite:** Ability to cast 2nd-level spells **Benefit:** As long as you have a darkness spell of 2nd level or higher available to cast, you can obscure the vision of a subject within 30 feet as a standard action. If the subject fails a Will save, it treats all other creatures and objects as though they had concealment and takes a -5 penalty on Perception checks for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting darkness spells. ``` @@ --- Feat: Shadow Vision Tags: Summ: Your senses grow so attuned with shadow that you gain a limited ability to see in natural and magical darkness. Prereq: Wis 15, ability to cast the bend perspective or truth revealed mystery. --- !! ``` ## Shadow Vision Your senses grow so attuned with shadow that you gain a limited ability to see in natural and magical darkness. **Prerequisite:** Wis 15, ability to cast the bend perspective or truth revealed mystery. **Benefit:** As long as you are in shadowy illumination or darkness, you can take a move action to sense the number of creatures within 20 feet that are also within shadowy illumination or darkness and the direction to each one. You cannot pinpoint the location of any creature with this feat. ``` @@ --- Feat: Shadow Weave Magic Tags: Summ: You have discovered the dangerous secret of the Shadow Weave. Prereq: Wis 15 or patron deity Shar. --- !! ``` ## Shadow Weave Magic *You have discovered the dangerous secret of the Shadow Weave.* **Prerequisite:** Wis 15 or patron deity Shar. **Benefit:** From now on, your spells tap the Shadow Weave instead of the Weave. You can also activate magic items that use the Shadow Weave without taking damage. The saving throw for every spell you cast from the schools of enchantment, illusion, and necromancy increases by +1. You also get a +1 bonus on caster level checks to overcome spell resistance with spells from these schools. The Shadow Weave proves less than optimal for effects involving energy or matter. Your effective caster level for spells you cast from the schools of evocation or transmutation (except spells with the darkness descriptor) is reduced by one. A 1st-level Shadow Weave user cannot cast spells from these schools at all. You can no longer cast spells with the light descriptor. No matter what school they are from, such spells automatically fail. Your ability to use magic items that produce light effects is also limited - you cannot invoke an item's light power if its activation method is spell completion or spell trigger. From now on, any magic item you create is a Shadow Weave item (see Chapter 2 of the Forgotten Realms Campaign Setting). ``` @@ --- Feat: Shadowborn Warrior Tags: Summ: You are adept at fighting in darkness. Prereq: Blind-Fight, Dodge --- !! ``` ## Shadowborn Warrior *You are adept at fighting in darkness.* **Prerequisite:** Blind-Fight, Dodge **Benefit:** Whenever you begin combat within an area of darkness or shadowy illumination, you gain a +2 insight bonus on initiative checks. When in concealment granted by darkness or shadow, you gain a +1 dodge bonus to AC. **Special:** A fighter can select Shadowborn Warrior as a fighter bonus feat. ``` @@ --- Feat: Shadowform Familiar Tags: Summ: You can summon a familiar from the Plane of Shadow. Prereq: Krinth, summon familiar class feature. --- !! ``` ## Shadowform Familiar *You can summon a familiar from the Plane of Shadow.* **Prerequisite:** Krinth, summon familiar class feature. **Benefit:** Your summoned familiar looks like a dark, shadowy version of a normal familiar. It is insubstantial and gains the incorporeal subtype. A shadowform familiar is more closely bound to you than a normal familiar, and the maximum distance from you the shadowform familiar can travel is 30 feet per caster level. If you are separated from your shadowform familiar by a distance greater than this, the shadowform familiar dissolves into nothingness and is considered slain. **Special:** This feat does not transform a normal familiar into a shadowform familiar. ``` @@ --- Feat: Shadowstrike Tags: Combat Summ: Due to your ties to the Plane of Shadow, you strike more effectively in areas of dim illumination. Prereq: Krinth, base attack bonus +1 --- !! ``` ## Shadowstrike (Combat) *Due to your ties to the Plane of Shadow, you strike more effectively in areas of dim illumination.* **Prerequisite:** Krinth, base attack bonus +1 **Benefit:** When making an attack with a melee weapon in an area of shadowy illumination (see Player's Handbook page 164), you gain a +1 circumstance bonus on the attack roll and deal an extra 1d6 points of damage. **Special:** A krinth fighter can select this feat as one of his fighter bonus feats. ``` @@ --- Feat: Shape Soulmeld Tags: Summ: You gain the ability to shape a single soulmeld. Prereq: Con 13 --- !! ``` ## Shape Soulmeld *You gain the ability to shape a single soulmeld.* **Prerequisite:** Con 13 **Benefit:** When this feat is selected, choose a soulmeld from any class's soulmeld list. You can shape that soulmeld using the normal meldshaping rules (see page 49). Once chosen, the soulmeld granted by this feat can never be changed. Your meldshaper level for this soulmeld is equal to one-half your character level. If you have essentia, you can invest essence in the soulmeld as normal. See Table 2–1: essence Capacity on page 19 to determine the soulmeld's essence capacity. If you have the ability to bind a soulmeld to a chakra, you can bind this soulmeld to any chakra available to you (as long as the soulmeld can be bound to that chakra). **Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, choose a new soulmeld. ``` @@ --- Feat: Shaped Splash Tags: Racial Summ: Your expertise with thrown weapons enables you to use splash weapons more effectively. Prereq: Half ling, Dex 13, base attack bonus +1 --- !! ``` ## Shaped Splash (Racial) *Your expertise with thrown weapons enables you to use splash weapons more effectively.* **Prerequisite:** Half ling, Dex 13, base attack bonus +1 **Benefit:** If you throw a splash weapon and it hits the creature you target, you can immediately make a second attack against any creature adjacent to the first. If the second attack succeeds, the secondary target also takes direct hit damage from the thrown splash weapon. In addition, you can choose not to deal splash damage to specified creatures that occupy spaces adjacent to one or both targets. If your initial attack fails, determine location and damage for the splash attack as normal. ``` @@ --- Feat: Shards Of Granite Tags: Tactical Summ: Like the great Stone Dragon, you hammer through your opponents’ defenses using raw, brutal strength. Each blow sunders steel, shatters bone, and cleaves through flesh. With each successive attack you make, you hit with greater force. Prereq: Stone Power, base attack bonus +6, two Stone Dragon maneuvers. --- !! ``` ## Shards Of Granite (Tactical) Like the great Stone Dragon, you hammer through your opponents’ defenses using raw, brutal strength. Each blow sunders steel, shatters bone, and cleaves through flesh. With each successive attack you make, you hit with greater force. **Prerequisite:** Stone Power, base attack bonus +6, two Stone Dragon maneuvers. **Benefit:** The Shards of Granite feat enables the use of three tactical options. _Battering Smash:_ To use this option, you must make a successful melee attack using one of the preferred weapons of the Stone Dragon discipline (greatsword, greataxe, heavy mace, or unarmed strike) and take a –5 penalty on the attack roll using your Stone Power feat. If you hit, you ignore the target's hardness (if any). _Eviscerating Strike:_ To use this option, you must hit the same creature at least two times in the same round using one of the preferred weapons of the Stone Dragon discipline (greatsword, greataxe, heavy mace, or unarmed strike). On your next turn, you ignore any penalty you take on your attack roll from your Stone Power feat when making a roll to confirm a critical hit. _Unstoppable Onslaught:_ To use this option, you must make a successful melee attack using one of the preferred weapons of the Stone Dragon discipline (greatsword, greataxe, heavy mace, or unarmed strike), and take a –5 penalty on the attack roll using your Stone Power feat. If you hit, your melee attacks against that creature on your next turn overcomes its damage reduction (if any). Share Soulmeld You can share a soulmeld with an ally with which you have a special bond. **Prerequisite:** Ability to shape soulmelds and a familiar, animal companion, or mount with whom you can share spells **Benefit:** At your option, any soulmeld shaped by you and currently affecting you can also affect your familiar, animal companion, or mount. The creature in question must remain within 5 feet of you to receive the benefit. If the creature leaves this radius of effect, it loses the benefits of the soulmeld until such time as it returns within 5 feet. Shared Fury Your fearsome rage spurs your animal companion to greater heights. **Prerequisite:** Handle Animal 4 ranks, animal companion class feature, rage class feature **Benefit:** When you rage, your animal companion gains the same benefits and penalties from your rage that you do, but only if it is within 5 feet of you. The companion's rage ends when your rage ends, or as soon as you are no longer within 5 feet of your companion. Sharp-Shooting Your skill with ranged weapons lets you score hits others would miss due to an opponent's cover. **Prerequisite:** Point Blank Shot, Precise Shot, base attack bonus +3 **Benefit:** Your targets only receive a +2 bonus to Armor Class due to cover. This feat has no effect against foes with no cover or total cover. **Normal**:: Cover normally gives a +4bonus to AC. **Special:** A fighter may select Sharp-Shooting as one of his fighter bonus feats. Shielded Axe (Style) You have mastered the style of fighting with a dwarven waraxe and a handaxe while keeping a buckler strapped to your off hand, and you have learned to use this unusual combination of weapons and buckler to protect yourself while wielding both axes effectively. **Prerequisite:** Proficiency with dwarven waraxe, proficiency with handaxe, Shield Proficiency, Two-Weapon Fighting **Benefit:** When you make a full attack with your dwarven waraxe in your main hand and your handaxe in your off hand, you can still gain the shield bonus for a buckler strapped to your off hand. In addition you do not take the usual –1 penalty to attack rolls when using a buckler. Shield Charge You deal extra damage if you use your shield as a weapon when charging. **Prerequisite:** Improved Shield Bash, base attack bonus +3 **Benefit:** If you hit an opponent with your shield as part of a charge action, in addition to dealing damage normally, you may make a trip attack without provoking an attack of opportunity. If you lose, the defender does not get to try to trip you in return. **Special:** A fighter may select Shield Charge as one of his fighter bonus feats. Shield Dwarf Warder You are a student of the protective magics of the shield dwarves, learned at great cost during centuries of warfare and wandering. **Prerequisite:** Shield dwarf **Benefit:** You gain +1 caster level when casting a spell that creates or enhances a suit of armor or a shield. The tradition of shield dwarf warders includes the following spells at the appropriate levels: 1st - _entropic shield, mage armor, shield, shield of faith_; 2nd - _shield other_; 3rd - _magic vestment_; 4th - _fire shield_; 6th - _stone body_; 8th - _iron body, shield of law_. Other spells gain this benefit if they target a suit of armor or shield. Additionally, any magic armor or shield you create costs 5% less gold pieces to make. The experience point cost is unaffected. Shield Of Thought (Psionic, Racial) You wield your spirit as both weapon and shield. **Prerequisite:** kala'saam, ability to generate a mind blade **Benefit:** As a move action, you can create a semisolid shield composed of psychic energy distilled from your quori soul. Functionally, the effect is identical to a light shield sized to your current form (+1 shield bonus to Ac, –1 armor check penalty), and has a hardness of 10 and 10 hit points. Like a mind blade, a shield of thought dissipates the instant it leaves your hand. You can wield a mind blade and a shield of thought at the same time, but you must manifest each one as a separate action. If you have the mind blade enhancement class feature, you can choose to apply any or all of the bonus points from this ability to your shield of thought instead of your mind blade. Each point that you apply in this manner provides a +1 enhancement bonus to the shield bonus and reduces the shield's armor check penalty to 0, but you cannot equip the shield with armor special abilities in this way. You are always considered to be proficient with your own shield of thought. Shield Proficiency **Benefit:** You can use a shield and take only the standard penalties. **Normal**:: When you are using a shield with which you are not proficient, you take the shield's armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks. **Special:** Barbarians, bards, clerics, druids, fighter s, paladins, and rangers automatically have Shield Proficiency as a bonus feat. They need not select it. Shield Slam You can use your shield to daze your opponent. **Prerequisite:** Improved Shield Bash, Shield Charge, base attack bonus +6 **Benefit:** As a full-round action or as a charge action, you may make an attack with your shield against an opponent. If you hit, you force the target damaged by this attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) addition to dealing damage normally. A defender who fails this saving throw is dazed for 1 round (until just before your next action). Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be dazed. **Special:** A fighter may select Shield Slam as one of his fighter bonus feats. Shield Sling You can hurl your shield as a deadly missile, turning it from a defensive item to a crushing, thrown weapon. **Prerequisite:** Proficiency with shields, Improved Shield Bash, Shield Specialization, base attack bonus +9 **Benefit:** You can wield your light shield or heavy shield as a thrown weapon with a range increment of 20 feet. The shield deals damage as normal for its size (see Table 7–5, _Ph_ 116), and you gain your Strength bonus on damage as normal for a thrown weapon. In addition, you can make a ranged touch attack to initiate a trip attempt. Your target resists the trip attempt as normal. You lose your size bonus (though not a size penalty) on your Strength check. If your foe's check succeeds, he cannot attempt to trip you. You cannot throw a tower shield. You can throw a buckler, but it does no damage, and you cannot use it to trip an opponent. **Special:** A fighter can select Shield Sling as one of his fighter bonus feats. Shield Specialization You are skilled in using a shield, allowing you to gain greater defensive benefits from it. **Prerequisite:** Proficiency with shields **Benefit:** Choose one type of shield from the following list: buckler, heavy, or light. When using a shield of the appropriate type, you increase its shield bonus to AC by 1. **Special:** You can take this feat more than once. Each time you select it, choose a different type of shield. A fighter can select Shield Specialization as one of his fighter bonus feats. Shield Wall You are skilled in using shields when in formation with other shield-bearers. **Prerequisite:** Shield Proficiency **Benefit:** When you and an adjacent ally are each using a shield, your shield bonus to Armor Class increases by 2. **Special:** A fighter can select Shield Wall as one of his fighter bonus feats Shield Ward You use your shield like a wall of steel and wood. When an opponent attempts to draw in close to you, your shield forces him away or ruins his attacks. **Prerequisite:** Proficiency with shields, Shield Specialization **Benefit:** You apply your shield bonus to your touch Ac, and on checks or rolls to resist bull rush, disarm, grapple, overrun, or trip attempts against you. **Special:** A fighter can select Shield Ward as one of his fighter bonus feats. Shielded Casting You are skilled at covering yourself with your shield when casting spells in combat. **Prerequisite:** Concentration 5 ranks, Combat Casting, Shield Proficiency **Benefit:** As long as you have a light shield, heavy shield, or tower shield ready, you do not provoke attacks of opportunity for casting spells in combat. Shielded Manifesting You are skilled at covering yourself with your shield when manifesting psionic powers in combat. **Prerequisite:** Concentration 5 ranks, Combat Manifesting, Shield Proficiency **Benefit:** As long as you have a light, heavy, or tower shield ready, you do not provoke attacks of opportunity for manifesting psionic powers in combat. Shieldmate You can protect those near you with your shield. **Prerequisite:** Base attack bonus +1 **Benefit:** When you are using a shield with which you are proficient, friendly creatures adjacent to you get a +1 shield bonus to their Armor Class. If you are using a tower shield, those creatures get a +2 shield bonus. The creatures lose the bonus if they are no longer adjacent to you, if you’re grappling, or if you’re stunned, paralyzed, or otherwise unable to take actions. This shield bonus doesn’t stack with other shield bonuses the allied creatures may have. **Special:** A fighter may select Shieldmate as one of his fighter bonus feats. ``` @@ --- Feat: Spirit of Agility Tags: Spirit Summ: Your heritage of speed and ferocity has honed your Reflexes, allowing you to avoid attacks. Prereq: Bash subtype, Running Wolf or Scurrying Ray or Soaring Hawk spirit. --- !! ``` ## Spirit of Agility (Spirit) *Your heritage of speed and ferocity has honed your Reflexes, allowing you to avoid attacks.* **Prerequisite:** Bash subtype, Running Wolf or Scurrying Ray or Soaring Hawk spirit. **Benefit:** While your spirit is invoked, you gain a +1 dodge bonus to AC and a +1 bonus to Reflex saves. ``` @@ --- Feat: Spirit of Defense Tags: Spirit Summ: By delving into your Bash subtype heritage, you have developed the ability to ignore a little damage from every attack. Prereq: Bash subtype, two other Bash subtype feats --- !! ``` ## Spirit of Defense (Spirit) By delving into your Bash subtype heritage, you have developed the ability to ignore a little damage from every attack. **Prerequisite:** Bash subtype, two other Bash subtype feats **Benefit:** While invoking your spirit, you gain DR 2/silver. ``` @@ --- Feat: Spirit of Ferocity Tags: Spirit Summ: You are a tenacious combatant, continuing to fight when others would succumb to pain and injury. Prereq: Bash subtype, Wisdom 13 --- !! ``` ## Spirit of Ferocity (Spirit) *You are a tenacious combatant, continuing to fight when others would succumb to pain and injury.* **Prerequisite:** Bash subtype, Wisdom 13 **Benefit:** While invoking your spirit, you remain conscious and can continue fighting even if your hit point total falls below 0. You are still staggered at 0 hit points or lower and lose 1 hit point each round as normal, and die at –10 hit points. **Alternate Rulings**:: This feat grants the following benefits using alternate death and dying rules: - Using the "death saves" mechanic, ferocity allows you to act while making stabilization checks. Any round in which you take strenuous action removes any successful stabilization checks, but any failed checks remain, and any damage taken results in an automatic failed stabilization check. - Using Brett's Death and Dying system, you die at your death threshold: 0 - (HD + Constitution Score)×2. ``` @@ --- Feat: Spirit of Savage Ferocity Tags: Spirit Summ: You are a tenacious combatant, continuing to fight when others would succumb to pain and injury. Prereq: Spirit of Ferocity --- !! ``` ## Spirit of Savage Ferocity (Spirit) *You are a tenacious combatant, continuing to fight when others would succumb to pain and injury.* **Prerequisite:** Spirit of Ferocity **Benefit:** While invoking your spirit, you continue to fight without penalty if you are disabled or dying. When reduced to –1 or fewer hit points, you are not staggered, and do not lose 1 hit point for performing a standard or otherwise strenuous action while at 0 hit points. When your current hit points drop to –10 or lower, you must make a DC 20 Fortitude save or die. If you succeed on this save, you fall unconscious and are stable at –9 hit points. **Alternate Rulings**:: This feat grants the following benefits using alternate death and dying rules: - Using Brett's Death and Dying system, you die at your death threshold: 0 - (HD + Constitution Score)×2. The Fortitude save to remain alive would also be based on this formula. - Using the "death saves" mechanic, you would make a DC 20 Fortitude save on your third failed stabilization check, and if successful your would be unconscious and stable. ``` @@ --- Feat: Spirited Instincts Tags: Spirit Summ: Your connection to your spirit of Basheire has given you sharp senses, quick Reflexes, and deep trust in your instincts. Prereq: Bash subtype --- !! ``` ## Spirited Instincts (Spirit) *Your connection to your spirit of Basheire has given you sharp senses, quick Reflexes, and deep trust in your instincts.* **Prerequisite:** Bash subtype **Benefit:** You gain a +1 bonus on Perception and Sense motive checks, and a +2 bonus on initiative checks. ``` @@ --- Feat: Bashku Multiattack Tags: Spirit Summ: You are adept at using your natural attack in conjunction with another weapon. Prereq: Bash subtype, Pouncing Tiger or Standing Bear spirit, base attack bonus +6 --- !! ``` ## Bashku Multiattack (Spirit) *You are adept at using your natural attack in conjunction with another weapon.* **Prerequisite:** Bash subtype, Pouncing Tiger or Standing Bear spirit, base attack bonus +6 **Benefit:** Your secondary attack with a natural weapon takes only a –2 penalty. **Normal**:: Without this feat, your secondary attack with a natural weapon takes a –5 penalty. ``` @@ --- Feat: Spirit of Savagery Tags: Spirit Summ: The bestial fury of your lycanthrope ancestors allows you to deal devastating strikes with your natural weapons. Prereq: Bash subtype, Pouncing Tiger or Standing Bear spirit, base attack bonus +6, rage class feature. --- !! ``` ## Spirit of Savagery (Spirit) *The bestial fury of your lycanthrope ancestors allows you to deal devastating strikes with your natural weapons.* **Prerequisite:** Bash subtype, Pouncing Tiger or Standing Bear spirit, base attack bonus +6, rage class feature. **Benefit:** While invoking your spirit and raging simultaneously, the threat range of your natural attacks doubles (to 19–20) and deal damage as if you were two size categories larger than normal. **Special:** Threat ranged improvements (such as Improved Crital) do not stack with this feat. Effective size increases (such as from improved natural attack) do not stack, though an actual size increase (such as the *enlarge person* spell) would stack with an effective size increase. ``` @@ --- Feat: Spirit of Stamina Tags: Spirit Summ: Your spirit derives from a heritage of endurance and tenacity, and you can shrug off bruises and fatigue. Prereq: Bash subtype, Lurking Crocodile or Hunting Hyena or Running Wolf spirit, Endurance --- !! ``` ## Spirit of Stamina (Spirit) *Your spirit derives from a heritage of endurance and tenacity, and you can shrug off bruises and fatigue.* **Prerequisite:** Bash subtype, Lurking Crocodile or Hunting Hyena or Running Wolf spirit, Endurance **Benefit:** While invoking your spirit, you are immune to nonlethal damage, and the effects of fatigue and exhaustion are suppressed. When your release your spirit, any fatigue or exhaustion effects that would have taken effect during (or were active when) the spirit was invoked take effect normally. ``` @@ --- Feat: Silencing Strike Tags: Racial Summ: You can infuse your sneak attacks with the magical essence of silence. Prereq: Kaiiel, sneak attack ability --- !! ``` ## Silencing Strike (Racial) *You can infuse your sneak attacks with the magical essence of silence.* **Prerequisite:** Kaiiel, sneak attack ability **Benefit:** You can use one of the daily uses of your _silence_ spell-like ability to turn a sneak attack into a silencing strike. You must declare the use of this feat before you make your attack roll. If you hit your target with a melee attack and successfully deal sneak attack damage, a field of supernatural silence also surrounds the target. The effect of this field of silence is identical to that of the spell of the same name, except that there is no saving throw to resist this effect. The silence lasts for a number of rounds equal to your character level. You can dismiss the field as a standard action. ``` @@ --- Feat: Ship Savvy Tags: Racial Summ: Your heritage among the sailors and shipwrights of Zilargo gives you an edge in shipboard combat. Prereq: Koth subtype, Balance 5 ranks, Profession (sailor or shipwright) 3 ranks, region of origin Zilargo --- !! ``` ## Ship Savvy (Racial) *Your heritage among the sailors and shipwrights of Zilargo gives you an edge in shipboard combat.* **Prerequisite:** Koth subtype, Balance 5 ranks, Profession (sailor or shipwright) 3 ranks, region of origin Zilargo **Benefit:** While aboard any vessel (including seafaring galleons and airships), you gain a +1 bonus to AC and a +1 bonus on attack rolls. ## Ship's Mage *You form a potent supernatural bond with a ship. Your spells have a more potent effect when cast aboard this ship. Those spellcasters who possess this feat are greatly favored as ship crew.* **Prerequisite:** Profession (sailor) 2 ranks, Spellcraft 4 ranks **Benefit:** Add +1 to the caster level of all spells cast while you are aboard a ship that is familiar to you. In addition, spells you cast while aboard a ship that is familiar to you deal no damage to that ship. It takes one week of living and working aboard a ship to become familiar with it. You can only be familiar with one ship at a time; the familiarity with a particular ship fades should you become familiar with another ship. Additionally, should you remain away from the ship you are familiar with for more than a month, that familiarity fades as well. ``` @@ --- Feat: Shock Trooper Tags: Tactical Summ: You are adept at breaking up formations of soldiers when you rush into battle. Prereq: Improved Bull Rush, Power Attack, base attack bonus +6 --- !! ``` ## Shock Trooper (Tactical) *You are adept at breaking up formations of soldiers when you rush into battle.* **Prerequisite:** Improved Bull Rush, Power Attack, base attack bonus +6 **Benefit:** The Shock Trooper feat enables the use of three tactical maneuvers. - _Directed Bull Rush:_ To use this maneuver, you must make a successful bull rush attempt as part of a charge. For every square you push your foe back, you may also push that foe one square to the left or right. - _Domino Rush:_ To use this maneuver, you must make a successful bull rush attempt that forces a foe into the same square as another foe. You may make a free trip attempt against both foes at the same time, and neither foe gets a chance to trip you if your attempt fails. - _Heedless Charge:_ To use this maneuver, you must charge and make the attack at the end of the charge using your Power Attack feat. The penalty you take on your attack roll must be –5 or worse. In addition to normal charge modifiers (which give you a –2 penalty to AC and a +2 bonus on the attack roll), you can assign any portion of the attack roll penalty from Power Attack to your Armor Class instead, up to a maximum equal to your base attack bonus. **Special:** A fighter may select Shock Trooper as one of his fighter bonus feats. ## Short Haft *You have trained in polearm fighting alongside your comrades in arms, sometimes reaching past them while they shield you, and sometimes shielding them while they attack from behind you.* **Prerequisite:** Proficiency with a reach weapon, Weapon Focus with a reach weapon, base attack bonus +3 **Benefit:** As a swift action, you can choose to lose the benefit of wielding any reach weapon other than a spiked chain or a whip. In return, you can use that weapon to threaten and attack spaces adjacent to you. With another swift action, you can give up this feat's benefit in order to regain the use of your weapon's superior reach. **Special:** A fighter can select Short Haft as one of his fighter bonus feats. ``` @@ --- Feat: Sickening Grasp Tags: Reserve Summ: You wreak havoc with the inner organs of a target, causing it to grow ill. Prereq: Ability to cast 3rd-level spells --- !! ``` ## Sickening Grasp (Reserve) *You wreak havoc with the inner organs of a target, causing it to grow ill.* **Prerequisite:** Ability to cast 3rd-level spells **Benefit:** As long as you have a necromancy spell of 3rd level or higher available to cast, any living creature you hit with a melee touch attack becomes sickened for a number of rounds equal to the level of the highest-level necromancy spell you have available to cast. The subject can reduce this duration to 1 round with a successful Fortitude save. An enemy can't hit what the Shadow Veil feat obscures As a secondary benefit, you gain a +1 competence bonus to your caster level when casting necromancy spells. ## Sidestep *You can move nimbly around the battlefield.* **Prerequisite:** Dex 15, Tumble 8 ranks, Dodge, Mobility **Benefit:** Once per round, when you make an attack of opportunity, you may take a 5-foot step after you attack. This 5-foot step doesn’t count against your limit of one 5-foot step per round or against any movement you take on your turn. ``` @@ --- Feat: Sidestep Charge Tags: Psionic Summ: You are skilled at dodging past charging opponents and taking advantage when they miss. Prereq: Dex 13, Dodge --- !! ``` ## Sidestep Charge (Psionic) *You are skilled at dodging past charging opponents and taking advantage when they miss.* **Prerequisite:** Dex 13, Dodge **Benefit:** You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat. ## Signature Spell *You are so familiar with a mastered spell that you can convert other prepared spells into that spell.* **Prerequisite:** Spell Mastery **Benefit:** Choose one spell that you have mastered with the Spell Mastery feat as your signature spell. You may now convert prepared arcane spells of that spell's level or higher into your signature spell, just as a good cleric can spontaneously cast prepared spells as cure spells. **Special:** You can gain Signature Spell multiple times. Each time you take the feat, it applies to a different mastered spell. ## Silver Blood *You have magically or alchemically imbued your flesh and blood with silver, making you resistant to lycanthrope attacks.* **Prerequisite:** Base Fortitude save +2. **Benefit:** You cannot be infected with lycanthropy. Any lycanthrope that bites you must make a Fortitude save (DC 10 + 1/2 your Hit Dice + your Con modifier) or take damage equal to your Constitution modifier (minimum 1 point). This damage is treated as silver for the purpose of overcoming a lycanthrope's damage reduction. **Special:** If you are already an afflicted lycanthrope, the DCs for your Control Shape checks increase by 5 and you lose your lycanthrope damage reduction. If you are already a natural lycanthrope, you must make a DC 15 Control Shape check to change form and your lycanthrope damage reduction decreases to 5/silver. ``` @@ --- Feat: Silver Dragon Lineage Tags: Draconic Summ: You are the descendant of silver dragons and can harness your ancestors' power to paralyze your opponents. Prereq: Draconic Heritage (silver), sorcerer level 3rd --- !! ``` ## Silver Dragon Lineage (Draconic) *You are the descendant of silver dragons and can harness your ancestors' power to paralyze your opponents.* **Prerequisite:** Draconic Heritage (silver), sorcerer level 3rd **Benefit:** As a standard action. you can convert an arcane spell slot into a paralyzing blast. All adjacent enemies are paralyzed for 1 round. A successful Fortitude save (DC 10 + the spell slot's level + your Cha modifier) negates the effect. ## Silver Fang *By following a ritual taught by the Fangshields, your natural attacks are suffused with the power of silver and are fully effective against lycanthropes.* **Prerequisite:** Base Fortitude save +4, member or ally of the Fangshields. **Benefit:** Your natural attacks and unarmed strikes count as silver weapons for the purpose of overcoming damage reduction. **Special:** If you are a lycanthrope, your natural attacks no longer infect others with lycanthropy. ``` @@ --- Feat: Silver Palm Tags: Regional Summ: Your culture is based on haggling and the art of the deal. Prereq: --- !! ``` ## Silver Palm (Regional) *Your culture is based on haggling and the art of the deal.* **Prerequisite:** **Benefit:** You get a +2 bonus on all Appraise, Bluff, and Sense Motive checks. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ## Silver Smite *You wield the power of the Silver Flame to smite evil.* **Prerequisite:** Follower of the Silver Flame, smite evil ability **Benefit:** When you use your smite evil ability, you deal an extra 1d6 points of sacred damage to the opponent you smite. The fire is silvery in appearance but does not burn. ``` @@ --- Feat: Skewer Foe Tags: Combat Summ: A ruthless combatant, you like to impale enemies on spears and similar piercing weapons. Prereq: Str 15, base attack bonus +6, proficient with piercing melee weapon. --- !! ``` ## Skewer Foe (Combat) *A ruthless combatant, you like to impale enemies on spears and similar piercing weapons.* **Prerequisite:** Str 15, base attack bonus +6, proficient with piercing melee weapon. **Benefit:** If you hit the same enemy more than once in a single round with a piercing melee weapon, you deal an extra 1d6 points of piercing damage with each hit after the first. **Special:** A fighter can select this feat as one of his fighter bonus feats. ## Skilled Pact Making *Your strong will serves you well when making pacts with vestiges.* **Prerequisite:** Soul binding, base Will save +4. **Benefit:** You gain a +4 bonus on binding checks. ``` @@ --- Feat: Skin Of The Construct Tags: Psionic Summ: You can wear an astral construct as if it were a second skin. Prereq: Know _astral construct_ power --- !! ``` ## Skin Of The Construct (Psionic) *You can wear an astral construct as if it were a second skin.* **Prerequisite:** Know _astral construct_ power **Benefit:** If you expend your psionic focus, you can fuse the essence of an astral construct that you have personally manifested with your own body. You choose to do this when you first manifest the power to gain this effect (instead of creating an astral construct normally). This construct, once absorbed into your body, does not count against your limit of astral constructs crafted (in most cases you can have only one astral construct active at a time. This additional astral "flesh" bonds perfectly with your own, giving you a silvery-white appearance and 1d8 temporary hit points that last for up to 1 hour. More important, it grants you one Menu A choice (_Eph_ 186) that you can use as if you were the construct. You wear the skin of the construct for the normal duration of the manifested _astral construct_ power, after which time it elapses. **Special:** If you have any other feats that modify the appearance or abilities of an astral construct (such as Boost Construct or Ectopic Form), you do not accrue those benefits when you use the _astral construct_ power with Skin of the Construct. ## Skyrider *You have trained and served with the hippogriff cavalry that guards the Great Rift.* **Prerequisite:** Ride (hippogriff) skill, Mounted Combat **Region**:: Gold dwarf. **Benefit:** You receive a +2 bonus on Handle Animal and Ride (hippogriff) checks. ## Slashing Flurry *You swing your weapon with uncanny speed, slicing apart a foe in the blink of an eye.* **Prerequisite:** Proficiency with selected slashing weapon, Weapon Focus with selected slashing weapon, Weapon Mastery (slashing), Weapon Specialization with selected slashing weapon, base attack bonus +14 **Benefit:** When you use a standard action to attack with any slashing weapon, you can choose to make a second attack with that weapon. You take a –5 penalty on the first attack, and a –10 penalty on the second. When you use a full attack action with any slashing weapon, you gain one additional attack at your highest base attack bonus. That attack and all other attacks you make in the current round take a –5 penalty. ``` @@ --- Feat: Slave To Evil Tags: Vile Summ: You have pledged your soul to an elder evil. You gain benefits that grow more powerful as your master's sign intensifies. Prereq: Chosen of Evil --- !! ``` ## Slave To Evil (Vile) *You have pledged your soul to an elder evil. You gain benefits that grow more powerful as your master's sign intensifies.* **Prerequisite:** Chosen of Evil **Benefit:** You gain an aura of evil as if you were an evil outsider (see _detect evil, Ph_ 218). Whenever you are the target of an evil spell, decrease all variable numeric effects of the spell to their minimum possible values. In addition, your abilities increase with the intensity of your master's sign. All effects are cumulative. _Faint:_ You gain a +2 profane bonus on saves against divine spells. _Moderate:_ You gain a +1 insight bonus on attack rolls and damage rolls against divine spellcasters. _Strong:_ You gain spell resistance equal to 11 + your character level against divine spells. If you already have spell resistance, it increases by 5 against divine magic. _Overwhelming:_ All divine spells cast within 30 feet of you are impeded, meaning that a divine spellcaster must succeed on a Spellcraft check (DC 20 + spell level) or lose the spell or spell slot with no effect. ``` @@ --- Feat: Slayer Of Dragons Tags: Ceremony Summ: You protect your allies from the ravages they are sure to lace while hunting dragons. Prereq: Knowledge (religion) 4 ranks, must not be of the dragonblood subtype, must not have any draconic feats. --- !! ``` ## Slayer Of Dragons (Ceremony) *You protect your allies from the ravages they are sure to lace while hunting dragons.* **Prerequisite:** Knowledge (religion) 4 ranks, must not be of the dragonblood subtype, must not have any draconic feats. **Benefit:** You gain access to ceremonies based on your ranks in Knowledge (religion). Each ceremony allows you to provide up to live allies with defenses against dragons. Each ceremony takes 1 minute and requires a torch prepared with special herbs and incenses worth a certain minimum gold piece value (see below). All participants stand in a circle facing inward and together hold the torch. The effect of each ceremony lasts for 24 hours. _Stand together(4 ranks):_ You draw forth the courage of all the would-be hunters so that all might share it. When facing a creature that has frightful presence, each participant can treat his Hit Dice (for the purpose of determining the frightful presence's effectiveness) as 1 higher for each other participant in the ceremony who is within 60 feet of him. This ritual requires special herbs and incenses worth 20 gp. _Stand Apart (8 ranks):_ You chant a litany of freedom, snuffing the torch in water at the end of the ceremony. All participants gain a +2 bonus on saves against breath weapons as long as at least one other participant in the ceremony is within 60 feet but not in the area of the same breath weapon. This ritual requires special herbs and incenses worth 100 gp. _Stand Alone (13 ranks):_ You chant a litany of devotion as each participant passes a hand over the torch flame. If at any time during the next 24 hours, any participant is reduced to –1 or fewer hit points by the attack, breath weapon, spell, or other ability of a dragon, all other participants gain a +2 morale bonus on attack rolls and damage rolls against dragons, as well as on saving throws against the attacks of dragons. These bonuses last for the next 10 rounds or until the wounded character is restored to 0 or more hit points, whichever comes first. If at least half of the participants in the ritual have been defeated in this manner, the bonus increases to +5. This ritual requires special herbs and incenses worth 500 gp. ## Slippery Skin *You can expertly avoid the grasp of your enemies.* **Prerequisite:** Escape Artist 9 ranks, Combat Reflexes **Benefit:** If a creature makes a touch attack against you to initiate a grapple, you can sacrifice one of your attacks of opportunity as an immediate action to make an Escape Artist check. You must use the check result in place of your touch AC, even if the result is lower. ``` @@ --- Feat: Sly Fortune Tags: Luck Summ: Your luck helps you find the right place to move to. Prereq: You can expend one luck reroll as an immediate action to reroll a Stealth or Acrobatics check. --- !! ``` ## Sly Fortune (Luck) *Your luck helps you find the right place to move to.* **Benefit:** You can expend one luck reroll as an immediate action to reroll a Stealth or Acrobatics check. You gain one luck reroll per day. ## Smatterings *You have a talent for acquiring languages—at least enough of each one to get by.* **Prerequisite:** Int 13 **Benefit:** You can learn enough of a language to ask and understand simple questions, explanations, and instructions. This benefit only applies to verbal communication. After 2d6 days of listening to a new language, you know enough to ask simple questions and to follow simple directions. Upon every future encounter with this language, you need only 1d4 days to regain that knowledge. ## Smite Fiery Foe *You can smite creatures with the fire subtype.* **Prerequisite:** Smite ability **Benefit:** Once per day, you may attempt to smite a creature with the fire subtype with a normal melee attack. When you activate this ability, your attack becomes infused with cold energy. You add your Charisma modifier to your attack roll and deal 1 extra point of cold damage per character level. If you smite a creature that does not have the fire subtype, the blast of cold does not manifest and the smite attempt is used up for that day. Remember that creatures with the fire subtype take half again as much (+50%) damage as normal from cold, including the additional damage dealt by this ability. You may swap out any daily uses of a smite ability gained by a character class or cleric domain to smite fiery foes instead. ## Smiting Power *You use your smite ability to augment other combat maneuvers.* **Prerequisite:** Power Attack, ability to smite. **Benefit:** You can use your smite ability (whether smite evil or from some other source) when making a bull rush or overrun attempt. If your smite ability would normally grant a bonus on your attack roll against the target of your bull rush or overrun, you can add this bonus to your Strength check instead. In addition, if you win the opposed cheek to bull rush or overrun the target, you deal damage to the target equal to the bonus the smite would grant on a damage roll against that creature. You must announce the smite attempt before starting the bull rush or overrun. If your smite attempt would not grant a bonus against the target of you bull rush or overrun attempt (for instance, if you used smite evil when bull rushing a non-evil creature), the attempt is wasted to no effect. ## Smiting Spell *You can channel the energy of a touch spell into a weapon, causing the spell to discharge when you strike an opponent.* **Prerequisite:** Base attack bonus +1, caster level 1st. **Benefit:** You can alter a spell with a range of touch to transfer its energy from your hand to a weapon that you hold. The next time you strike an opponent with that weapon, the spell discharges. The target takes the normal damage and effects of a successful attack in addition to the spell's effect. Once you place a spell into a weapon, you must discharge it within 1 minute, or its energy dissipates harmlessly. You can place a smiting spell on a piece of ammunition or a projectile, such as a sling bullet, an arrow, or a crossbow bolt. In such a case, the spell dissipates if the attack misses. The spell cannot be placed on a bow, crossbow, sling, or similar weapon that uses ammunition. A smiting spell uses up a spell slot one level higher than the spell's actual level. ``` @@ --- Feat: Smooth Talk Tags: Regional Summ: 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. Prereq: --- !! ``` ## Smooth Talk (Regional) *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.* **Prerequisite:** **Benefit:** You take only a -5 penalty if you attempt a Diplomacy check as a full-round action. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. **Normal**:: A Diplomacy check usually requires at least 1 minute. You can attempt a rushed Diplomacy check as a full-round action, but you take a -10 penalty. ## Snake Blood (Regional) 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. **Prerequisite:** **Benefit:** You gain a +2 bonus on Reflex saving throws and a +2 bonus on Fortitude saves against poison. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ## Snap Kick *You have continued to hone your unarmed combat skills, and you deal more damage with your unarmed strikes.* **Prerequisite:** Improved Unarmed Strike, base attack bonus +6 **Benefit:** When you make a melee attack with one or more melee weapons (including a standard attack, full attack, or even a strike maneuver), you can make an additional attack at your highest attack bonus. This attack is an unarmed attack that deals damage equal to your base unarmed attack damage + 1/2 your Str bonus. You take a –2 penalty on all attack rolls you make this round. ## Snatch *You can grapple more easily with either your claws or bite.* **Prerequisite:** Access to a form with either claws or bite as natural weapons **Benefit:** If you hit with a claw or bite attack, you automatically attempt to start a grapple as a free action without provoking an attack of opportunity. If you get hold with a claw on a creature four or more size categories smaller than yourself, you squeeze each round for automatic claw damage. If you get a hold with your claw on a creature three or more size categories smaller than yourself, you automatically deal bite damage each round, or if you do not move and take no other action in combat, you deal double bite damage to the snatched creature. As a free action, you can drop a creature you have snatched, or you can use a standard action to fling it aside. A flung creature travels 10 feet (and takes 1d6 points of damage) for each size category greater than Small that you are. If you fling a creature while you are flying, it suffers either flinging or falling damage, whichever is greater. ## Snatch Weapon *You can disarm an opponent, then pluck the weapon from midair.* **Prerequisite:** Improved Disarm **Benefit:** If you succeed in disarming an opponent and you have a free hand, you can grab the weapon yourself instead of letting it fall. If you can wield that weapon in one hand, you can immediately make a single attack with it, though you suffer the usual penalties for a second attack with an off-hand weapon. **Normal**:: After a successful disarm attempt, the weapon winds up at the defenders' feet, unless you attempted the disarm attack while unarmed. ## Snowcasting *You add ice or snow to your spell's components to make them more powerful.* **Prerequisite:** Con 13 **Benefit:** If you add a handful of snow or ice as an additional material component to a spell when you cast it, the spell gains the cold descriptor. This does not actually change the nature of the spell you cast; a _fireball_ cast with this feat still deals fire damage, but since it also carries the cold descriptor, it can be augmented by a number of feats listed in this chapter, such as Cold Focus and Frozen Magic. If you add a handful of snow or ice as an additional material component to a spell when you cast it and that spell already has the cold descriptor, you increase the effective level of the spell being cast by +1. Adding this additional material component requires you to spend a move action immediately before the spell is cast to gather fresh snow or ice from the surrounding environment. This snow or ice can be magically created by a conjuration spell, but no other ice manifested by a spell will do. You may take no other action between gathering the snow or ice and casting the spell. ## Snowflake Wardance *You have mastered the snowflake wardance, a mystical style of fighting with slashing weapons that allows you to leap and almost seem to float haphazardly across the battlefield like a whirling, razor-edged snowflake.* **Prerequisite:** Bardic performance ability, Perform (dance) 6 ranks **Benefit:** By expending one of your daily uses of Bardic performance, you may perform a deadly style of combat known as the snowflake wardance. Activating a snowflake wardance is a free action, and once activated, you add your Charisma modifier to your attack rolls with any slashing melee weapon you wield in one hand. This bonus to hit stacks with any bonuses you get from a high Strength score (or Dexterity score, if you are using Weapon Finesse). You cannot use this feat if you are carrying a shield, wearing medium or heavy armor, or carrying a medium or heavy load. A snowflake wardance lasts for a number of rounds equal to your ranks in Perform (dance). Performing a snowflake wardance is physically tiresome—when the snowflake wardance ends, you become fatigued for the next 10 minutes. ## Snowrunner *You are particularly adept at moving through snow and over ice.* **Prerequisite:** Woodland stride ability **Benefit:** You can move through loose snow at full speed, as if you were moving across open terrain. You are also skilled at moving across open ice, and gain a +5 competence bonus on Acrobatics checks to avoid slipping when you move across icy surfaces. ``` @@ --- Feat: Snow Tiger Berserker Tags: Combat Summ: You have learned how to pounce on your foes, much like your totem spirit. Prereq: Dexterity 13, ability to rage, --- !! ``` ## Snow Tiger Berserker (Combat) You have learned how to pounce on your foes, much like your totem spirit. **Prerequisite:** Dexterity 13, ability to rage, **Region**:: Rashemen. **Benefit:** You may make a full attack as part of a charge action, but only if you are armed with a light weapon. (If you have light weapons in both hands, you may strike with both under the normal rules for fighting with two weapons.) **Normal**:: Characters without this feat may make only one attack as part of a charge action. ``` @@ --- Feat: Sociable Personality Tags: Racial Summ: You are adroit at avoiding social gaffes. Prereq: Half-Elf subtype, Cha 13 --- !! ``` ## Sociable Personality (Racial) *You are adroit at avoiding social gaffes.* **Prerequisite:** Half-Elf subtype, Cha 13 **Benefit:** You may reroll any Diplomacy or Diplomacy checks. You must take the result of the reroll, even if it's worse than the original roll. ## Somatic Weaponry *You are adept at performing somatic spell components while your hands are occupied.* **Prerequisite:** Concentration 5 ranks, Spellcraft 5 ranks **Benefit:** When wielding a weapon (or holding an item of comparable size) in one or both hands, you can use that item to race the somatic component of a spell, rather than using your fingers. This allows you to cast spells with somatic components even while your hands are full or occupied, as long as at least one hand is holding an item of proper size. This feat doesn't allow you to use _somatic_ components while grappling, regardless of the size of your foe. **Normal**:: You must have a hand free to cast spells that have somatic components. ## Song Of The Heart *Your Bardic performance reaches the depths of its listeners’ hearts.* **Prerequisite:** Bardic performance class feature, inspire competence ability, Perform 6 ranks **Benefit:** When you use inspire courage, inspire competence, inspire greatness, or inspire heroics, any bonus granted by your music increases by +1. Thus, a 15th-level bard with this feat grants his allies a +4 bonus on attack rolls, damage rolls, and saving throws against fear when he uses inspire courage, rather than the +3 he would normally grant. If he uses inspire greatness, the same bard grants up to three allies 3 bonus Hit Dice, a +3 bonus on attack rolls, and a +2 bonus on Fortitude saves. Also, when you use _fascinate, suggestion,_ or _mass suggestion,_ the saving throw DC increases by 1. If you have the Haunting Melody feat, the saving throw DC for that effect also increases by 1. If you have the Music of Growth feat, the bonus bestowed by that feat increases to +6. If you have the Music of Making feat, the bonus on Craft checks bestowed by that feat increases to +6. If you have the Soothe the Beast feat, you gain a +2 circumstance bonus on your Perform check to improve the attitude of an animal or magical beast. ## Song Of The White Raven *The White Raven discipline shows you how to rouse dedication and fervor within your allies’ hearts. Such teachings can augment and improve your musical ability.* **Prerequisite:** Bardic performance (inspire courage), one White Raven maneuver **Benefit:** While you are in any White Raven stance, you can activate your Bardic performance ability to inspire courage as a swift action. Your crusader and warblade levels stack with your bard levels to determine the bonus granted by your inspire courage ability. ## Soothe The Beast *Echoing the music of creation, your music has power to calm animals.* **Prerequisite:** Bardic performance class feature, Perform 6 ranks **Benefit:** You gain an ability similar to the wild empathy ability of a druid or ranger. Your music can improve the attitude of an animal. You make a Perform check instead of a Diplomacy check and use the result to determine the animal's new attitude. The typical domesticated animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use this ability, you must be within 30 feet of the animal. The check takes 1 minute, but it might take longer to actually influence the animal. You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a –4 penalty on the check. **Special:** Using this ability counts as one of your daily uses of Bardic performance. ## Soul Of The North *You possess a magical understanding of the nature of cold.* **Benefit:** An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—_chill touch, ray of frost, resistance._ Save DC 10 + spell level + your Cha modifier. ``` @@ --- Feat: Soulblade Warrior Tags: Racial Summ: The spirit of a quori warrior grants you deadly speed and combat prowess with your mind blade. Prereq: kala'saam, ability to generate a mind blade --- !! ``` ## Soulblade Warrior (Racial) *The spirit of a quori warrior grants you deadly speed and combat prowess with your mind blade.* **Prerequisite:** kala'saam, ability to generate a mind blade **Benefit:** You can manifest your mind blade as a swift action, and your effective soulknife level is increased by two for the purpose of the mind blade enhancement class feature if you have it (though this bonus doesn’t grant you the ability to enhance your mind blade before 6th level). When you spend an action point to influence an attack roll made with your mind blade, you also add the result of the action point roll to your damage for that attack. **Normal**:: Manifesting a mind blade is a move action. ``` @@ --- Feat: Soulsight Tags: Incarnum Summ: You can attune your soul to sense living creatures near you. When you use this feat, your eyes glow with a blue luminescence. Prereq: Con 13, Wis 13, Concentration 4 ranks --- !! ``` ## Soulsight (Incarnum) *You can attune your soul to sense living creatures near you. When you use this feat, your eyes glow with a blue luminescence.* **Prerequisite:** Con 13, Wis 13, Concentration 4 ranks **Benefit:** Once per day, you can invest essence into this feat. While essence is invested in this feat you can activate a limited form of blindsense, capable of pinpointing living creatures only, as a move action. This blindsense has a range equal to 5 feet per point of invested essence. The blindsense lasts until the start of your next turn. Once the amount of essence invested is chosen, it cannot be altered and remains invested for 24 hours. If you have the ability to bind a soulmeld to your brow chakra, the blindsense granted by this feat is capable of detecting both living and nonliving creatures. You gain 1 point of essence. ``` @@ --- Feat: Soultouched Spellcasting Tags: Incarnum Summ: By fusing your spells with incarnum, they become more capable of overcoming enemy magic and spell resistance. Prereq: Con 13 --- !! ``` ## Soultouched Spellcasting (Incarnum) By fusing your spells with incarnum, they become more capable of overcoming enemy magic and spell resistance. **Prerequisite:** Con 13 **Benefit:** Once per day, you can invest essence into this feat. You gain an insight bonus on dispel checks and on caster level checks made to defeat spell resistance equal to the invested essence. Once the amount of essence invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essence. ``` @@ --- Feat: Sound Of Silence Tags: Bardic Music Summ: You can channel the power of your Bardic performance to deafen your foes. Prereq: Bardic performance, Perform 9 ranks --- !! ``` ## Sound Of Silence (Bardic Music) *You can channel the power of your Bardic performance to deafen your foes.* **Prerequisite:** Bardic performance, Perform 9 ranks **Benefit:** As a standard action, you can expend two daily uses of your Bardic performance ability to deafen a single target for 3 rounds. A successful Will save (using your Perform check result as the Dc) negates the effect. The target must be within 30 feet of you and be able to hear you. ## Southern Magician *Your magical studies in Mulan lands have taught you spellcasting techniques unknown in the north that blur the line between arcane and divine magic.* **Prerequisite:** Mulan Human subtype, ability to casts 2nd-level spells **Benefit:** Once per day per two spellcaster levels, you can case a divine spell as an arcane spell, or vice versa. This enables you to bypass arcane spell failure due to armor, or gain additional benefit from spell that functions differently for a divine caster instead of an arcane caster, such as _true seeing_ or _magic weapon_. Spells changed with this feat are often confusing to those who haven't studied Mulan magic. Spellcasters who don't have this feat suffer a -4 penalty on attempts to counterspell or dispel this spell, and they must succeed at a caster level check (DC 11 + spell level) to detect the spell with _detect magic_. The actual source of the spell's power doesn't change, nor does its means of preparation. You are merely weaving the strands of magic together in an unconventional way that makes the spell behave somewhat differently. ## Special Dispensation *You have been given leave to carry even banned armor, weapons, and equipment in a given area.* **Prerequisite:** Favored **Benefit:** Due in part to your standing within your organization, you have received special dispensation from the authorities to wear or carry whatever equipment you deem necessary, regardless of local armor and weapons laws. This feat is often represented in the game, either by an object of some kind—typically an official government seal—or even a mark, such as a tattoo. **Special:** This feat can be taken multiple times. Each time you take the feat, its effects apply to a new culture, geographic region, kingdom, or nation (whichever is appropriate). Note: In the Eberron setting, you can substitute the Favored in House feat for Favored as the prerequisite for this feat. If you do, you gain the benefits of this feat while within any of the Five Nations. ## Spectral Skirmisher *You have trained extensively in the use of magic that renders you invisible. In combat, you use this experience to vex your opponents and increase your survivability.* **Prerequisite:** Base attack bonus +6 **Benefit:** While you are invisible, you gain additional benefits. Creatures unable to see you due to invisibility take a –5 penalty on all Perception checks to detect you. A creature using a melee attack against the square you occupy provokes an attack of opportunity from you. You must choose to make this attack before checking to see if the creature finds you. If you attack and hit, the creature automatically finds you in your square. See page 152 of the _Player's Handbook_ and page 295 of the _Dungeon Master's Guide_ for the effects of invisibility on combat. **Special:** A fighter can select Spectral Skirmisher as one of his fighter bonus feats. ``` @@ --- Feat: Speed Of Thought Tags: Psionic Summ: The energy of your mind energizes the alacrity of your body. Prereq: Wis 13 --- !! ``` ## Speed Of Thought (Psionic) *The energy of your mind energizes the alacrity of your body.* **Prerequisite:** Wis 13 **Benefit:** As long as you are psionically focused and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet. ``` @@ --- Feat: Spell Drain Tags: Monstrous Summ: You can cast any spell that you drain from a creature's mind. Prereq: Cha 15, energy drain supernatural ability, Improved Energy Drain, caster level 5th --- !! ``` ## Spell Drain (Monstrous) *You can cast any spell that you drain from a creature's mind.* **Prerequisite:** Cha 15, energy drain supernatural ability, Improved Energy Drain, caster level 5th **Benefits**:: If you bestow a negative level upon a spellcasting creature, and that creature loses a prepared spell, you gain the ability to cast that spell once (as if you had prepared it). Treat the spell's effect as if it had been cast by the character who prepared it (including caster level, save Dc, and so forth). You need not have the requisite ability score to cast the spell (for instance, you need not have an Intelligence of 13 or higher to cast a _fireball_ drained from the mind of a wizard). The spell remains in your mind for up to 1 hour. You can have a maximum number of stolen spells equal to your Charisma bonus (minimum 1); any spells that you would gain above this number are simply lost. This feat has no effect on spellcasters who don’t prepare spells (such as a sorcerer, who simply loses one spell slot for each negative level bestowed as normal) or who have no spells prepared (such as a fighter, or a wizard who has cast all her spells). ## Aligned Spell Focus *Your spells with an alignment descriptor are more potent than normal.* **Prerequisite:** Relevant alignment **Benefit:** Add +1 to the DC for all saving throws against any of your spells that have an alignment descriptor (chaos, evil, good, or lawful) that matches your alignment. This bonus does not stack with any other bonus from Spell Focus feats. **Special:** This feat can be taken twice, choosing a different alignment descriptor each time. ## Spell Hand *You possess a magical understanding of the manipulation of force.* **Benefit:** An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—_mage hand, open/close, _floating disk._ Save DC 10 + spell level + your Cha modifier. ## Spell-Linked Familiar *You and your familiar can share spell energy, allowing your familiar to cast a limited number of spells each day.* **Prerequisite:** Arcane caster level 9th, familiar. **Benefit:** Your familiar can cast spells that you grant to it. A familiar gains spells based on your arcane caster level, and any spells granted to your familiar are subtracted from your daily allotment. The maximum number of spells of a certain level that you can grant to your familiar is given on the table below. For example, as a 16th-level arcane caster, you can grant your familiar as many as three 0-level spells, two 1st-level spells, and one 2nd-level spell. | ———Spell Level ———<br>Caster Level | <br>0 | <br>1st | <br>2nd | | ---------------------------------- | ----- | ------- | ------- | | 12th–14th | 2 | 1 | — | | 15th–17th | 3 | 2 | 1 | | 18th–20th | 4 | 3 | 2 | The familiar uses 1/2 your caster level as its caster level. It cannot cast spells that have a gp or XP cost, or that require a focus. A familiar does not need somatic, material, or verbal components to cast a spell that was granted to it by this feat. ``` @@ --- Feat: Spell Reprieve Tags: Ancient Summ: Your studies of the less restrictive arcane traditions of old allow you to cast one spell from a prohibited school. Prereq: Knowledge (history) 2 ranks, specialist wizard level 1st. --- !! ``` ## Spell Reprieve (Ancient) *Your studies of the less restrictive arcane traditions of old allow you to cast one spell from a prohibited school.* **Prerequisite:** Knowledge (history) 2 ranks, specialist wizard level 1st. **Benefit:** Choose a spell from one of your prohibited schools of a level that you can cast. You can now learn and prepare that spell normally. **Normal**:: You can take this feat multiple times, each time choosing a new spell from any of your prohibited schools. ``` @@ --- Feat: Spellrazor Tags: Style Summ: You have mastered the style of combining a gnome quickrazor with spellcasting. Prereq: Concentration 5 ranks, Combat Casting, Exotic Weapon Proficiency (gnome quickrazor), Two-Weapon Fighting --- !! ``` ## Spellrazor (Style) *You have mastered the style of combining a gnome quickrazor with spellcasting.* **Prerequisite:** Concentration 5 ranks, Combat Casting, Exotic Weapon Proficiency (gnome quickrazor), Two-Weapon Fighting **Benefit:** As a full-round action, you can cast a melee touch attack spell, attack with the spell, and make an offhand attack with your gnome quickrazor. ``` @@ --- Feat: Spell Rehearsal Tags: Tactical Summ: Casting the same spell several times in a row or at the same target enables you to perfect it. Prereq: Caster level 1st --- !! ``` ## Spell Rehearsal (Tactical) *Casting the same spell several times in a row or at the same target enables you to perfect it.* **Prerequisite:** Caster level 1st **Benefit:** The Spell Rehearsal feat enables the use of three tactical maneuvers. You can only apply one maneuver at a time to a single spell. - _Persistence:_ To use this maneuver, you must cast a specific spell two or more times in succession, and the spell must be one that allows affected creatures or objects a saving throw. You can take a move action after casting the spell once before casting it again, but you cannot take any other standard actions between successive castings. On the second and subsequent times you cast the spell, you add a cumulative +1 to the spell's save DC. If you cast any other spell after starting to use this feat or take any other standard action, the persistence chain breaks and you must begin anew. - _Refined Targeting:_ To use this maneuver, you must cast a specific spell two or more times in succession, and the spell must be one that requires an attack roll to affect a target. You can take a move action after casting the spell once before casting it again, but you cannot take any other standard actions between successive castings. On the second and subsequent times you cast the spell at the same target, you gain a cumulative +2 enhancement bonus on the attack roll to deliver the spell. If you cast any spell that does not require an attack roll or take any other standard action, the refined targeting chain breaks and you must begin anew. - _Persistent Targeting:_ To use this maneuver, you must cast a specific spell two or more times in succession, and the spell must be one that allows a target to apply spell resistance to the effect. You can take a move action after casting the spell once before casting it again, but you cannot take any other standard actions between successive castings. On the second and subsequent times you cast the spell at the same target, you gain a +2 bonus on caster level checks to overcome the target's spell resistance. If you cast any other spell or take any other standard action, the persistent targeting chain breaks and you must begin anew. **Special:** This benefit applies to spells you know or have prepared as well as spells cast from items such as wands and scrolls. ## Spell Specialization *You deal more damage with ray or energy missile spells.* **Prerequisite:** Weapon Focus (ray or energy missile spells), spellcaster level 4th+ **Benefit:** Your damage-dealing spells that make a ranged touch attack gain a +2 damage modifier. The damage bonus only applies if the target is within 30 feet because only at that range can you strike precisely enough to hit more effectively. **Special:** You can gain this feat twice: once for ray spells and once for energy missile spells. Its effects do not stack. ## Spell Toughness *Your exposure to a magical flux has left a minor aura around you that deflects certain spells.* **Prerequisite:** A previous encounter with a magical flux attuned to the school of magic or descriptor you select for this feat. **Benefit:** Select one school of magic or one spell descriptor. You gain a +3 bonus on saving throws against spells from that category. ## Spell-Like Ability Focus *Choose one of your spell-like abilities. This attack becomes more potent than normal.* **Prerequisite:** Spell-like ability **Benefit:** Add +2 to the DC for all saving throws against the spell-like ability on which you focus. **Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new spell-like ability. ## Spellcasting Prodigy *You have an exceptional gift for magic.* **Benefit:** For the purpose of determining bonus spells, treat the ability score that controls your spellcasting (Charisma for bards and sorcerers, Wisdom for divine spellcasters, or Intelligence for wizards) as 2 points higher than its actual value. **Special:** You can gain Spellcasting Prodigy multiple times. Each time you take the feat, it applies to a different spellcasting ability score. You can take this feat even if you don't have any levels in a spellcasting class yet. You may select this feat only as a 1st-level character. ``` @@ --- Feat: Spellwise Tags: Regional Summ: 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. Prereq: --- !! ``` ## Spellwise (Regional) *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.* **Prerequisite:** **Benefit:** You receive a +2 bonus on all Knowledge (arcana) and Spellcraft checks. You also get a +2 bonus on saving throws against illusion spells or effects. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ``` @@ --- Feat: Spider Bite Tags: Vile Summ: You gain a poisonous bite like that of a spider. Prereq: Verminfriend, patron deity Lolth. --- !! ``` ## Spider Bite (Vile) You gain a poisonous bite like that of a spider. **Clan**:: Verminfriend, patron deity Lolth. **Benefit:** Your saliva is poisonous when ingested by or introduced into the bloodstream of another creature. You can inject this venom while grappling a foe that has exposed skin by making a successful grapple check. The Fortitude DC to resist this poison is 10 + 1/2 your character level + your Con modifier. The initial and secondary damage ratings are the same (1d4 points of Strength damage). Your kiss is also poisonous, and you can use your saliva to poison food or drink, though when the poison is ingested, the save DC is reduced by 2. ## Spider Companion *Instead of an animal, you bond with a monstrous spider.* **Prerequisite:** Vermin Trainer, animal companion **Benefit:** You can select a monstrous spider as your animal companion. This spider gains all the benefits normally granted to animal companions. See the animal companions page for more inforation on verminous companions. **Normal**:: Spiders are not available as animal companions. ## Spiderfriend Magic *Your spells cannot harm your vermin allies.* **Benefit:** Your spells have no effect against vermin allies (but affect vermin enemies normally). As a swift action, you can suppress the effect of this feat for 1 round. ``` @@ --- Feat: Spinning Halberd Tags: Style Summ: You have mastered the style of fighting with a halberd, and can use all parts of the weapon—blade, spike, hook, or butt—to strike devastating blows. Prereq: Combat Reflexes, Two-Weapon Fighting, Weapon Focus (halberd) --- !! ``` ## Spinning Halberd (Style) *You have mastered the style of fighting with a halberd, and can use all parts of the weapon—blade, spike, hook, or butt—to strike devastating blows.* **Prerequisite:** Combat Reflexes, Two-Weapon Fighting, Weapon Focus (halberd) **Benefit:** When you make a full attack with your halberd, you gain a +1 dodge bonus to your Armor Class as well as an additional attack with the weapon at a –5 penalty. This attack deals points of bludgeoning damage equal to 1d6 + 1/2 your Strength modifier. ``` @@ --- Feat: Spire Walking Tags: Regional Summ: Iriaebor is justly known as the City of a Thousand Spires, for fantastically bizarre, many-storied towers rise from all quarters of the city and are tightly packed together. As a result, it is possible to navigate Iriaebor via a network of arches, bridges, stairs, and leapable gulfs far above the city streets. You are well versed in the skill of navigating the skyroads of Iriaebor. Prereq: The Western Heartlands. --- !! ``` ## Spire Walking (Regional) *Iriaebor is justly known as the City of a Thousand Spires, for fantastically bizarre, many-storied towers rise from all quarters of the city and are tightly packed together. As a result, it is possible to navigate Iriaebor via a network of arches, bridges, stairs, and leapable gulfs far above the city streets. You are well versed in the skill of navigating the skyroads of Iriaebor.* **Region**:: The Western Heartlands. **Benefit:** You get a +2 bonus on all Acrobatics checks. ## Spirit Sense *You can see and communicate with the souls of the recently departed.* **Prerequisite:** Wisdom 12, must have had a neardeath experience (that is, must have fallen below 0 hit points) **Benefit:** You can see the spirits of creatures who have died within a number of minutes equal to your Wisdom bonus. For instance, if your Wisdom is 17 (+3 bonus), you can see the spirits of creatures that have died within the past 3 minutes. You can speak with these spirits, but you gain no special ability to command them or to communicate with them if you do not share a language. These spirits are not creatures per se and cannot be harmed or affected in any way, magical or otherwise. In addition, you gain a +4 circumstance bonus on Listen or Perception checks made to detect incorporeal creatures. ``` @@ --- Feat: Spiritual Force Tags: Host Summ: Your mind blade is an expression of your inner spirit. Your forceful personality allows you to deal more damage with your blade. Prereq: kala'saam or Any other host feat mind blade class feature --- !! ``` ## Spiritual Force (Host) *Your mind blade is an expression of your inner spirit. Your forceful personality allows you to deal more damage with your blade.* **Prerequisite:** kala'saam or Any other host feat mind blade class feature **Benefit:** You can expend your psionic focus to add your Charisma bonus (if any) to the damage you deal with your mind blade. This effect lasts for 1 round. ``` @@ --- Feat: Spit Venom Tags: Monstrous Summ: You can spit venom in the manner of a spitting cobra. Prereq: Poisonous bite attack. --- !! ``` ## Spit Venom (Monstrous) You can spit venom in the manner of a spitting cobra. **Prerequisite:** Poisonous bite attack. **Benefit:** You can spit your venom up to 30 feet as ranged touch attack. Your poison functions as a contact poison in addition to its usual delivery method. The effects are otherwise the same as if you had delivered it in your normal fashion. This attack requires a standard action. ## Split Chakra *One of your chakras becomes capable of holding both a bound soulmeld and a magic item.* **Benefit:** When this feat is selected, choose a chakra, such as hands. You can gain the benefit of a magic item that occupies the body space equivalent of that chakra even while a soulmeld is bound to that chakra. You can also bind a magic item to the chakra. **Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new chakra. **Normal**:: Without this feat, a soulmeld bound to a chakra closes the equivalent body space off from gaining the benefit of a magic item. ``` @@ --- Feat: Split Psionic Ray Tags: Metapsionic Summ: You can affect two targets with a single ray. Prereq: Any other metapsionic feat --- !! ``` ## Split Psionic Ray (Metapsionic) *You can affect two targets with a single ray.* **Prerequisite:** Any other metapsionic feat **Benefit:** To use this feat, you must expend your psionic focus. You can split psionic rays you manifest. The split ray affects any two targets that are both within the power's range and within 30 feet of each other. If the ray deals damage, each target takes as much damage as a single target would take. Using this feat increases the power point cost of the power by 2. ``` @@ --- Feat: Split Ray Tags: Metamagic Summ: Your ray spells can affect an additional target. Prereq: Any metamagic feat --- !! ``` ## Split Ray (Metamagic) *Your ray spells can affect an additional target.* **Prerequisite:** Any metamagic feat **Benefit:** You can cause any ray spell to fire one additional ray beyond the number normally allowed. The additional ray requires a separate ranged touch attack roll to hit and deals damage as normal. It can be fired at the same target as the first ray or at a different target, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. A split ray spell uses a spell slot two levels higher than the spell's actual level. ``` @@ --- Feat: Spontaneous Casting Tags: Hero Point Summ: You can swap a prepared spell on the fly. Prereq: Caster level 5th --- !! ``` ## Spontaneous Casting (Hero Point) *You can swap a prepared spell on the fly.* **Prerequisite:** Caster level 5th **Benefit:** By spending a hero point, you can exchange a spell you have prepared for another spell on your spell list (or for wizards, out of your spellbook) of the same level. ## Spontaneous Healer *You can cast inflict spells in a manner similar to a cleric.* **Prerequisite:** Knowledge (religion) 1 rank, nonevil alignment, able to cast any _cure wounds_ spell as a divine spell. **Benefit:** You can use your spellcasting ability to spontaneously cast _cure_ spells (from your class spell list) just as a cleric can. You may use this ability a total number of times per day equal to your Wisdom modifier. ## Spontaneous Summoner *You can cast summon spells in a manner similar to a druid.* **Prerequisite:** Wis 13, Knowledge (nature) 1 rank, any neutral alignment, able to cast any _summon nature's ally_ as a divine spell. **Benefit:** You can spontaneously cast _summon nature's ally_ spells (from your class spell list) just as a druid can. You may use this ability a total number of times per day equal to your Wisdom modifier. ## Spontaneous Wounder *You can cast inflict spells in a manner similar to a cleric.* **Prerequisite:** Wis 13, Knowledge (religion) 4 ranks, non-good alignment, able to cast any _inflict wounds_ as a divine spell. **Benefit:** You can use your spellcasting ability to spontaneously cast _inflict_ spells (from your class spell list) just as a cleric can. You may use this ability a total number of times per day equal to your Wisdom modifier. ``` @@ --- Feat: Spurn Death's Touch Tags: Divine Summ: You can channel divine energy to remove some of the harmful effects of attacks made by undead creatures. Prereq: Channel energy class feature --- !! ``` ## Spurn Death's Touch (Divine) You can channel divine energy to remove some of the harmful effects of attacks made by undead creatures. **Prerequisite:** Channel energy class feature **Benefit:** As a standard action that does not provoke attacks of opportunity, you can spend a use of channel energy and to touch an ally to heal 1d4 points of ability damage, remove a paralysis effect, or remove a negative level. You can only use this effect to heal ability damage dealt by an undead creature or remove effects caused by an undead creature. ``` @@ --- Feat: Stable Footing Tags: Racial Summ: Because of your training and wariness, you are skilled at keeping your feet in combat and able to move over difficult terrain with ease. Prereq: Stability racial trait, Str 13 --- !! ``` ## Stable Footing (Racial) Because of your training and wariness, you are skilled at keeping your feet in combat and able to move over difficult terrain with ease. **Prerequisite:** Stability racial trait, Str 13 **Benefit:** Bonuses gained from the stability trait increase by 2. In addition, you take no movement penalties for moving over difficult terrain. ## Staggering Strike *You can deliver a wound that hampers an opponent's movement.* **Prerequisite:** Base attack bonus +6, sneak attack. **Benefit:** If you deal damage with a melee sneak attack, you can also deliver a wound that limits your foe's mobility. For 1 round (or until the target is the beneficiary of a DC 15 Heal check or any magical healing that restores at least 1 hit point, whichever comes first), your target is treated as if it were staggered, even if its nonlethal damage doesn’t exactly equal its current hit points. A target can resist this effect by making a successful Fortitude save (DC equal to damage dealt). Multiple staggering strikes on the same creature do not stack. This feat has no effect on creatures not subject to sneak attack damage. ## Stalwart Defense *You excel at aiding your allies in battle. When an opponent attempts to strike one of them, you make a quick, distracting motion to ruin the foe's efforts.* **Prerequisite:** Combat Reflexes, Hindering Opportunist, base attack bonus +9 **Benefit:** When an opponent you threaten attempts a melee attack against one of your allies, you can give up one of your attacks of opportunity to attempt an aid another action. You target the attacking opponent with the aid another. The target of your foe's attack gains the benefit of your action in the form of a +2 bonus to AC against the attempted attack. You cannot use this feat against the same opponent more than once per round. ## Stalwart Planar Ally *The allies you summon from a specific plane are tougher than normal.* **Prerequisite:** Cha 13, Spellcraft 5 ranks, Planar Touchstone **Benefit:** When you use a spell or spell-like ability to summon a creature native to a plane that has a planar touchstone site to which you have forged a link (see the Planar Touchstone feat), you imbue the creature with exceptional resilience. The creature gains a +4 bonus to its Armor Class and on saving throws for the duration of the summoning effect. Furthermore, the duration of the summoning effect that brought the creature is doubled. (Effects with a duration of concentration, instantaneous, or permanent are not affected.) For example, a cleric who has used his Planar Touchstone feat to forge a link between himself and Empyrea Mere (a touchstone located on the Seven Mounting Heavens of Celestia) grants these bonuses to any creature he summons from Celestia, such as a hound archon. **Special:** If a creature's indicated environment doesn’t specify a particular home plane, but rather a group of related planes (such as “any good-aligned plane”), you may choose to summon a creature of that kind that is native to your chosen plane and thus apply the feat's effect normally. However, no component of the alignment of the creature to be summoned may be opposed to any alignment traits of your chosen plane for the feat to work. For instance, the cleric in the example above could apply the feat's effect to a summoned celestial black bear (lawful good) or a celestial bison (neutral good), since celestial creatures have an environment of “any good-aligned plane.” He couldn’t apply it to a summoned celestial lion (chaotic good), since the lion's alignment has at least one component (chaotic) that is opposed to the alignment traits of the Seven Mounting Heavens of Celestia (lawful). ``` @@ --- Feat: Stamp Tags: Monstrous Summ: You can stamp the ground to crush and disrupt opponents. Prereq: Huge size, feet, trample special attack --- !! ``` ## Stamp (Monstrous) *You can stamp the ground to crush and disrupt opponents.* **Prerequisite:** Huge size, feet, trample special attack **Benefit:** You may, as a full-round action, strike a solid surface with one of your limbs and create a shock wave that radiates out from your position and continues for a number of feet equal to 5 × your base creature's Hit Dice. Make a single unarmed attack roll. Every creature in the affected area compares its Balance check result to your attack roll result. Those who fail this opposed check are knocked down. **Special:** Each structure and unattended object that is at least partially within the shock wave takes damage equal to 1d6 + your Strength bonus + the object's hardness (maximum 5). ## Stand Still *You can prevent foes from fleeing or closing.* **Prerequisite:** Str 13 **Benefit:** When a foe's movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round. Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one). **Normal**:: Attacks of opportunity cannot halt your foes in their tracks. ``` @@ --- Feat: Starspawn Tags: Aberrant Summ: Your abnormal body and heritage has become more pronounced. You grow membranous wings and are comfortable in extreme elevations. Prereq: Aberration Blood, one other aberrant feat --- !! ``` ## Starspawn (Aberrant) *Your abnormal body and heritage has become more pronounced. You grow membranous wings and are comfortable in extreme elevations.* **Prerequisite:** Aberration Blood, one other aberrant feat **Benefit:** You gain a fly speed (with average maneuverability) equal to one-half your base land speed (round down to the nearest 5-foot increment). You can use your flight for a number of consecutive rounds equal to 1 + your Constitution modifier (minimum 1 round); between these uses you cannot fly for 1 round. You gain resistance to cold 5. You are immune to altitude fatigue and altitude sickness. ## Steadfast Determination *Your physical durability allows you to shrug off attacks that would cripple a lesser person. Rather than depend on agility or willpower, you use your raw toughness to survive.* **Prerequisite:** Endurance **Benefit:** You can use your Constitution modifier in place of your Wisdom modifier on Will saves. You do not automatically fail Fortitude saves on a roll of natural 1. ## Steady Concentration *You are an expert at avoiding distractions and focusing your mind, and you can concentrate clearly even in the most stressful conditions.* **Prerequisite:** Caster level 12th **Benefit:** You can always take 10 on Concentration checks, even when conditions would not normally allow you to do so. **Normal**:: A character cannot take 10 on any skill check if distracted or threatened, such as during combat. ## Steady Mountaineer *You are so good at climbing cliffs and leaping across crevasses that distractions don’t affect you.* **Prerequisite:** Galkan, or Climb 8 ranks and Jump 8 ranks **Benefit:** You can always take 10 on Climb and Acrobatics checks, even when conditions would not normally allow you to do so. **Normal**:: A character cannot take 10 on any skill check if distracted or threatened, such as during combat. ## Steam Magic *You are skilled at casting fiery spells into the water, causing terrible gouts of scalding steam.* **Prerequisite:** Spellcraft 4 ranks **Benefit:** You need not make a Spellcraft check to successfully cast spells or use spell-like abilities with the fire descriptor targeted on water. **Normal**:: Casting a fire spell or using a spell-like ability targeted on water successfully normally requires a Spellcraft check (DC 20 + spell level). ``` @@ --- Feat: Stigmata Tags: Exalted Summ: You bear the marks of wounds on your body, as sort of a living martyrdom. Prereq: Nimbus of Light --- !! ``` ## Stigmata (Exalted) *You bear the marks of wounds on your body, as sort of a living martyrdom.* **Prerequisite:** Nimbus of Light **Benefit:** You can heal the wounds and ailments of others using your own life energy. When you activate this ability, as a free action, you immediately take at least 2 points of temporary Constitution damage. You can take as many points of Constitution damage as you wish, as long as you remain alive and conscious. Once you have activated your stigmata, you can touch your allies to heal them of 1 point of damage per level they possess for every 2 points of Constitution damage you take. In addition, any character you touch who is suffering from a disease can immediately make a new saving throw against that disease with a sacred bonus equal to the number of points of Constitution damage you took. If the character succeeds on that saving throw, she is freed from the disease. You can use this touch on one ally per point of Constitution damage you take. As with delivering a touch spell, you can touch up to six allies as a full-round action. A single person can only benefit once from each activation of your stigmata, but each activation lasts for 1 hour. For example, if you sacrifice 4 points of Constitution, you can grant four allies a number of hit points of healing equal to twice their level. Each ally who was suffering from a disease would make a new saving throw with a +4 sacred bonus. If only two of your allies were wounded at the time you activated the stigmata, you could “save” the other two uses for up to 1 hour, in case other characters become wounded within that time. Even if the characters you originally healed were injured again, however, they could not benefit from the same activation of your stigmata. When you use this ability, the wounds on your body bleed in proportion to the Constitution damage you take. The bleeding persists for 1 hour, and the Constitution damage cannot be restored by any means until the bleeding has stopped. Once the bleeding has stopped, you can freely activate the stigmata again, whether or not you have recovered your lost Constitution, as long as you have enough Constitution left to use the ability and survive. ``` @@ --- Feat: Still Mystery Tags: Metashadow Summ: You can cast mysteries without gestures. Prereq: A stilled mystery can be cast with no somatic components. This also prevents your shadow from making gestures that differ from your own during casting. Because mysteries activated as spell-like and supernatural abilities have no somatic components, this feat is useful only with mysteries cast as arcane spells. --- !! ``` ## Still Mystery (Metashadow) *You can cast mysteries without gestures.* **Benefit:** A stilled mystery can be cast with no somatic components. This also prevents your shadow from making gestures that differ from your own during casting. Because mysteries activated as spell-like and supernatural abilities have no somatic components, this feat is useful only with mysteries cast as arcane spells. ## Stitched Flesh Familiar When you are ready and able to acquire a new familiar, you may choose to gain a stitched flesh familiar. **Prerequisite:** Ability to acquire a new familiar, ability to cast three or more necromancy spells **Benefit:** When choosing a familiar, you may choose a stitched flesh familiar. A stitched flesh familiar appears similar to any of the standard familiars available in the _Player's Handbook_, except that the stitched flesh familiar is obviously sewn together from many different creatures of that kind and, to a practiced eye, is clearly an undead creature. A stitched flesh familiar is magically linked to its master in the same way as a normal familiar. A stitched flesh familiar uses the basic statistics for a creature of its kind, as given in the _Monster Manual_, except as noted below. _Hit Dice:_ A stitched flesh familiar has a d12 Hit Die and gains no bonus hit points from Constitution (since it is an undead creature). For effects that depend upon Hit Dice, use the master's character level or the familiar's normal Hit Dice total, whichever is higher. _Hit Points:_ Use 1/2 the master's total or the familiar's normal total, whichever is higher. _Attacks:_ Use the master's base attack bonus or the familiar's, whichever is higher. _Saving Throws:_ For each saving throw, use either the familiar's base save bonus or the master's (as calculated from his character level), whichever is higher. _Familiar Special Abilities:_ Use the second table in the Familiars sidebar on page 52 of the _Player's Handbook_ to determine additional abilities, just as you would for a normal familiar. Stitched flesh familiars do not grant their masters any of the benefits that appear on the first table in that sidebar. Instead of the noted special ability, a stitched flesh familiar grants its master the ability to control 4 more Hit Dice of undead than he is normally capable of controlling (both through the rebuke undead ability and through spells such as _animate dead_). ## Stone Colossus *You can focus a part of your power to increase the toughness of your skin.* **Prerequisite:** Base Fortitude save +3, earth genasi or oread **Benefit:** When you use the attack action or full attack action in melee, you can take a penalty of as much as -5 on your attack and add the same number (up to +5) to your Armor Class as a natural armor bonus. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. ``` @@ --- Feat: Stone Form Tags: Wild Summ: You can use wild shape to assume a rocklike form. Prereq: Con 13, wild shape ability --- !! ``` ## Stone Form (Wild) *You can use wild shape to assume a rocklike form.* **Prerequisite:** Con 13, wild shape ability **Benefit:** As a standard action, you can spend one of your uses of wild shape to assume a stony and rocklike form. While in this form, you gain a +4 bonus on Fortitude saves against poison. Your natural armor bonus becomes +4 (replacing any natural armor bonus you normally have, though you retain any enhancement bonus to natural armor). You also gain a slam attack that deals bludgeoning damage equal to a morningstar appropriate to your size (2d6 points for Large characters, 1d8 points for Medium characters, 1d6 points for Small characters). **Normal**:: Without this feat, a druid can only use wild shape to assume the form of an animal, plant, or elemental. ## Stone Power *The principles of the Stone Dragon discipline teach you how to gather and focus your raw, physical strength into an attack.* **Prerequisite:** Str 13, one Stone Dragon maneuver **Benefit:** When you use an attack action or a full attack action, or you initiate a Stone Dragon strike in melee combat, you can take a penalty of as much as –5 on your attack rolls. This number cannot exceed your base attack bonus. You gain temporary hit points equal to twice the number that you subtract from your attack rolls (to a maximum of +10). These temporary hit points last until the beginning of your next turn. **Special:** Stone Power can be used in place of Power Attack to qualify for a feat, prestige class, or other special ability. You can take both this feat and Power Attack. ## Stone Rage *Your bond with the earth and tough hide makes it easier for you to shrug off blows while you are raging.* **Prerequisite:** Con 13, Wis 13, Earth Sense, rage ability **Benefit:** As long as you are touching the ground when you begin your rage, you gain a +1 enhancement bonus to natural armor for the duration of the rage. ## Stone Slide *You have attuned yourself to stone to such an extent that you can merge with it for a short time.* **Prerequisite:** Base Fortitude save +4, earth genasi **Benefit:** Instead of using your spell-like ability to _pass without trace_, you may instead _meld into stone_ as a 5th-level druid. This uses your ability to _pass without trace_ for the day. ## Stone Soul *You were born with a dwarflike, innate sense about rock, stone, and construction.* **Prerequisite:** Deep Imaskar or slyth. **Benefit:** You gain a +2 bonus on Perception checks made to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. A construction that isn't stone but is disguised to look like stone also counts as unusual stonework. A character with the Stone Soul feat who merely comes within 10 feet of unusual stonework can make a cheek as if actively searching. **Special:** You may take this feat only as a 1st-level character. ## Stoneback You have studied the techniques of fighting underground, and you can protect yourself from the dangers of multiple attackers whenever you can put your back to a solid wall. **Prerequisite:** Shield Proficiency, Tunnel Fighting **Benefit:** If you have a ready shield with which you are proficient and one side of your space is entirely in contact with a solid wall, you cannot be flanked. **Special:** A fighter may select Stoneback as one of his fighter bonus feats ## Stoneblood *Your blood is thick like cooling lava, making it difficult for you to die after falling from injuries.* **Prerequisite:** Con 13, dwarf subtype **Region**:: . **Benefit:** When dying, you have a 50% chance per round to stabilize and stop bleeding to death. **Normal**:: A character normally has a 10% chance to stabilize when dying. ## Stoneshaper *You have a deep and abiding tie to earth and stone.* **Prerequisite:** Craft (stonemasonry) skill, stonecunning **Region**:: Gold Dwarf subtype, gray Dwarf subtype, shield Dwarf subtype, urdunnir. **Benefit:** You receive a +2 bonus on Craft (stonemasonry) checks and a +2 bonus on Stonecunning checks. ## Stonewalker Fist *You are trained in an unarmed fighting style that draws on your ability to pass through minerals as if they were air.* **Prerequisite:** Improved Unarmed Strike, urdunnir **Region**:: Urdunnir. **Benefit:** By altering the elemental structure of your fists in order to strike through a creature's armor, you may ignore up to a +4 armor bonus due to metal or stone armor or shields. (This in no way affects or damages the armor.) You cannot use this ability on creatures with the earth subtype. Using this ability is a free action. **Special:** Special: A character may gain this feat twice at most, but the effects stack. ``` @@ --- Feat: Storm Bolt Tags: Reserve Summ: The electrical energy contained within your magic rages inside you, begging to be released. Prereq: Ability to cast 3rd level spells --- !! ``` ## Storm Bolt (Reserve) *The electrical energy contained within your magic rages inside you, begging to be released.* **Prerequisite:** Ability to cast 3rd level spells **Benefit:** As long as you have an electricity spell of 3rd level or higher available to cast, you can fire a 20-foot line of electricity as a standard action. This bolt deals 1d6 points of electricity damage per level of the highest-level electricity spell you have available to cast. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting electricity spells. ## Storm Magic *You gain a boost in spellcasting power during storms.* **Benefit:** All spells you cast while you are affected by a storm (either natural or magical) manifest at +1 caster level. ## Stormguard Warrior The Stormguard Warrior feat encompasses a number of the more advanced tactics and techniques you would use as a student of the Iron Heart school. **Prerequisite:** Proficiency bastard sword, dwarven waraxe, longsword, or two-bladed sword, Ironheart Aura, base attack bonus +6, two Iron Heart maneuvers. **Benefit:** The Stormguard Warrior feat enables the use of three tactical options. _Channel the Storm:_ To use this option, you must choose to refrain from making one or more available attacks of opportunity against a single opponent. On your next turn, you gain a +4 bonus on attack rolls and damage rolls for each attack that you refrained from making against the same opponent. You gain this bonus only against an opponent that you refrained from making an attack of opportunity against in the previous round. _Combat Rhythm:_ To use this option, you can choose to make melee touch attacks in place of normal melee attacks against an opponent. These touch attacks deal no damage. For each melee touch attack that hits, you gain a +5 bonus on melee damage rolls against that same foe on your next turn. _Fight the Horde:_ To use this option, you must deal damage to at least two different foes on your turn with melee attacks or Iron Heart strikes. On your next turn, if you fight defensively or take a –4 penalty on your attack rolls with your Combat Expertise feat (if you have it), you gain a +2 bonus on attack rolls against any foe you damaged with a melee attack or Iron Heart strike during the previous turn. ## Stormheart (Regional) The sea is in your blood. You are no stranger to sea chases and blood on the decks. **Prerequisite:** **Benefit:** You gain a +2 bonus on Balance and Profession (sailor) checks. You ignore any hampered movement penalties for fighting on pitching or slippery decks, and you gain a +1 dodge bonus to Armor Class during any fight that takes place on or in a boat or ship. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. **Normal**:: A character moving on difficult or treacherous surfaces counts each square of movement as two squares. ``` @@ --- Feat: Street Smart Tags: Regional Summ: You know how to keep informed, ask questions, and interact with the underworld without raising suspicions. Prereq: Halfling (Amn or Calimshan), human (Amn, Calimshan, Chessenta, the Moonsea, Unther, or the Wizards' Reach), or planetouched (Chessenta or the Western Heartlands). --- !! ``` ## Street Smart (Regional) *You know how to keep informed, ask questions, and interact with the underworld without raising suspicions.* **Prerequisite:** Halfling (Amn or Calimshan), human (Amn, Calimshan, Chessenta, the Moonsea, Unther, or the Wizards' Reach), or planetouched (Chessenta or the Western Heartlands). **Benefit:** You gain a +2 bonus on Gather Information, Intimidate, and Sense Motive checks. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ## Strength Of Conviction *You can channel the fury of your deity against a foe.* **Prerequisite:** Smite good or smite evil **Benefit:** Each day, you can sacrifice one use of smite evil or smite good to smite a single target regardless of his alignment. You gain no additional bonus on the attack roll, but if you hit the target, you deal a number of extra points of damage equal to your class level. ``` @@ --- Feat: Strength Of Two Tags: Host, Psionic, Racial Summ: As the host of a formless psionic entity, you possess immense willpower. Prereq: kala'saam or Inspired or Any other host feat --- !! ``` ## Strength Of Two (Host, Psionic, Racial) *As the host of a formless psionic entity, you possess immense willpower.* **Prerequisite:** kala'saam or Inspired or Any other host feat **Benefit:** As long as you are psionically focused and possess at least 1 power point, you receive a +1 insight bonus on Will saves. As an immediate action, you can expend your psionic focus and spend 1 power point to improve this insight bonus to +5 for 1 round. ## Strong Mind You are unusually hard to affect with psionic powers and mind attacks. **Prerequisite:** Wisdom 11 **Benefit:** You gain a +3 bonus on saving throws against psionic abilities and mind attacks. Psionic abilities include many spell-like abilities of monsters such as aboleths, mind flayers, and yuan-ti (and any other creatures whose special attacks are described as psionic). Mind attacks include the mind flayer's _mind blast_ ability, as well as any similar supernatural ability that uses sheer mental force to stun or disable an opponent. **Special:** The benefit of this feat does not extend to spells, spell-like abilities, or magic items that duplicate psionic abilities. This is an exception to the general rule that magic and psionics are equivalent. ``` @@ --- Feat: Strong Soul Tags: Regional Summ: You possess an innate resistance to fell magic and supernatural attacks. The souls of your people are difficult to separate from their bodies. Prereq: --- !! ``` ## Strong Soul (Regional) *You possess an innate resistance to fell magic and supernatural attacks. The souls of your people are difficult to separate from their bodies.* **Prerequisite:** **Benefit:** You gain a +1 bonus on all Fortitude and Will saves. Against death effects, energy drain, and ability drain attacks, this bonus increases to +3. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ## Strong Stomach *You have greater resilience to illness and foul odors than most people.* **Prerequisite:** Con 13, Endurance **Benefit:** You reduce the effects of sickening and nausea by one step. You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, you become sickened instead. If an effect or condition would normally sicken you, that effect is negated. ``` @@ --- Feat: Stygian Archon Tags: Psionic Summ: You sear the synapses of your mind with a scar of void and emptiness. From now on, psionic powers you manifest that utilize negative energy are more fully tied to the Negative Energy Plane. Prereq: Know two powers that utilize negative energy --- !! ``` ## Stygian Archon (Psionic) *You sear the synapses of your mind with a scar of void and emptiness. From now on, psionic powers you manifest that utilize negative energy are more fully tied to the Negative Energy Plane.* **Prerequisite:** Know two powers that utilize negative energy **Benefit:** To use this feat, you must maintain your psionic focus. When manifesting a power that utilizes, disrupts, or detects negative energy, your manifester level is treated as one higher than normal. ``` @@ --- Feat: Stygian Power Tags: Metapsionic Summ: Psionic powers you manifest that utilize negative energy are branded with an imprint of fear. Prereq: Stygian Archon, know two powers that utilize negative energy --- !! ``` ## Stygian Power (Metapsionic) *Psionic powers you manifest that utilize negative energy are branded with an imprint of fear.* **Prerequisite:** Stygian Archon, know two powers that utilize negative energy **Benefit:** To use this feat, you must expend your psionic focus. You can alter a stygian power that deals negative levels to toes so that any living creature that gains a negative level as a result of the power also becomes shaken for 1 minute. The target of a stygian power can attempt a Will save at the power's save DC (even if it doesn't normally allow a save) to resist this effect. This is a mind-affecting fear ability. Creatures immune to fear are not immune to the primary effect of the power, but they are immune to the shaken effect. Using this feat increases the power point cost of the power by 2. The powers total cost cannot exceed your manifester level. ## Subduing Strike You are adept at striking to deal nonlethal damage even with normal weapons. **Benefit:** You can use any melee weapon to deal nonlethal damage with no penalty on your attack roll. If you are a rogue, you can deal nonlethal damage with your sneak attack even if you are using a normal melee weapon. This feat does not allow you to deal nonlethal damage with ranged weapons. **Normal**:: If you use a melee weapon designed to deal lethal damage to deal nonlethal damage instead, you take a –4 penalty on your attack roll. Rogues normally can only use saps or unarmed strikes to deal nonlethal damage with their sneak attacks. **Special:** A fighter may select Subduing Strike as one of his fighter bonus feats. ## Subsonics *Your music can affect even those who do not consciously hear it.* **Prerequisite:** Perform (any) 10 ranks, Bardic performance **Benefit:** You can produce music or poetics so subtly that opponents do not notice it, yet your allies still gain all the usual benefits from your Bardic performance. Similarly, you can affect opponents within range with your music, but unless they can see you performing or have some other means of discovering it, they cannot determine the source of the effect. ``` @@ --- Feat: Subtle Sigil Tags: Racial Summ: You are able to fade your sigils into invisibility, but still tap their magical energy. Prereq: Illumian --- !! ``` ## Subtle Sigil (Racial) *You are able to fade your sigils into invisibility, but still tap their magical energy.* **Prerequisite:** Illumian **Benefit:** You can make your sigils disappear or reappear as a free action. You gain the full benefits of your power sigils even when they are not visible. **Normal**:: Illumians can douse their sigils or make them reappear with a standard action, and they lose the benefits of their power sigils as long as they are doused. ## Sudden Ability Focus *One of your special attacks becomes more potent than usual.* **Prerequisite:** Special attack **Benefit:** Once per day, you can increase the save DC of any special ability you have—including the special abilities granted by a vestige—by 2. You can still use the Ability Focus feat normally if you have it, and the DC increases stack. You must declare the use of this feat before you use the ability. A continuous-use ability (such as a gaze attack) can benefit from this feat for only 1 round. **Special:** This feat can be taken multiple times. Each time you take it, you can apply the Sudden Ability Focus feat one more time per day. You cannot apply Sudden Ability Focus more than once to a single use of a special ability. ``` @@ --- Feat: Sudden Empower Tags: Metamagic Summ: You can cast a spell to greater effect without special preparation. Prereq: Any metamagic feat --- !! ``` ## Sudden Empower (Metamagic) You can cast a spell to greater effect without special preparation. **Prerequisite:** Any metamagic feat **Benefit:** Once per day, you can apply the effect of the Empower Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Empower Spell normally if you have it. ``` @@ --- Feat: Sudden Energy Affinity Tags: Metamagic Summ: You can modify a spell's energy type once per day without special preparation. Prereq: Energy Affinity --- !! ``` ## Sudden Energy Affinity (Metamagic) *You can modify a spell's energy type once per day without special preparation.* **Prerequisite:** Energy Affinity **Benefit:** Once per day, you may apply the Energy Affinity feat to any spell you cast, without increasing the level of the spell or specially preparing it ahead of time. You may still use the Energy Affinity feat normally. **Special:** You can gain this feat multiple times. Each time it applies to a different type of energy. ``` @@ --- Feat: Sudden Enlarge Tags: Metamagic Summ: *You may cast one spell per day with a greater range than normal without special preparation. Prereq: Once per day, you may apply the Enlarge Spell feat to any spell you cast, without increasing the level of the spell or specially preparing it ahead of time. You may still use the Enlarge Spell feat normally, if you have it. --- !! ``` ## Sudden Enlarge (Metamagic) *You may cast one spell per day with a greater range than normal without special preparation. **Benefit:** Once per day, you may apply the Enlarge Spell feat to any spell you cast, without increasing the level of the spell or specially preparing it ahead of time. You may still use the Enlarge Spell feat normally, if you have it. ``` @@ --- Feat: Sudden Extend Tags: Metamagic Summ: You can make a spell last longer than normal without special preparation. Prereq: Once per day, you can apply the effect of the Extend Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Extend Spell normally if you have it. --- !! ``` ## Sudden Extend (Metamagic) *You can make a spell last longer than normal without special preparation.* **Benefit:** Once per day, you can apply the effect of the Extend Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Extend Spell normally if you have it. ``` @@ --- Feat: Sudden Maximize Tags: Metamagic Summ: You can cast a spell to maximum effect without special preparation. Prereq: Any metamagic feat --- !! ``` ## Sudden Maximize (Metamagic) *You can cast a spell to maximum effect without special preparation.* **Prerequisite:** Any metamagic feat **Benefit:** Once per day, you can apply the effect of the Maximize Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Maximize Spell normally if you have it. ``` @@ --- Feat: Sudden Quicken Tags: Metamagic Summ: You can cast a spell with a moment's thought without special preparation. Prereq: Quicken Spell, Sudden Empower, Sudden Extend, Sudden Maximize, Sudden Silent, Sudden Still --- !! ``` ## Sudden Quicken (Metamagic) You can cast a spell with a moment's thought without special preparation. **Prerequisite:** Quicken Spell, Sudden Empower, Sudden Extend, Sudden Maximize, Sudden Silent, Sudden Still **Benefit:** Once per day, you can apply the effect of the Quicken Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Quicken Spell normally. ## Sudden Recovery *You can instantly recover your focus, balance, and personal energy after using a martial maneuver.* **Prerequisite:** One martial maneuver **Benefit:** Once per day as a swift action, you can instantly recover an expended maneuver. It is now ready again. If you are a crusader, the maneuver is also granted immediately. ``` @@ --- Feat: Sudden Silent Tags: Metamagic Summ: You can cast a spell silently without special preparation. Prereq: Once per day, you can apply the effect of the Silent Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Silent Spell normally if you have it. --- !! ``` ## Sudden Silent (Metamagic) *You can cast a spell silently without special preparation.* **Benefit:** Once per day, you can apply the effect of the Silent Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Silent Spell normally if you have it. ``` @@ --- Feat: Sudden Still Tags: Metamagic Summ: You can cast a spell without gestures or special preparation. Prereq: Once per day, you can apply the effect of the Still Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Still Spell normally if you have it. --- !! ``` ## Sudden Still (Metamagic) *You can cast a spell without gestures or special preparation.* **Benefit:** Once per day, you can apply the effect of the Still Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Still Spell normally if you have it. ``` @@ --- Feat: Sudden Widen Tags: Metamagic Summ: You can increase a spell's area without special preparation. Prereq: Once per day, you can apply the effect of the Widen Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Widen Spell normally if you have it. --- !! ``` ## Sudden Widen (Metamagic) *You can increase a spell's area without special preparation.* **Benefit:** Once per day, you can apply the effect of the Widen Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Widen Spell normally if you have it. ## Sugliin Mastery *You are a master at fighting with the massive sugliin.* **Prerequisite:** Base attack bonus +5, Exotic Weapon Proficiency (sugliin). **Benefit:** You can attack with a sugliin as if it were a normal weapon, either making a single attack as a standard action or a full attack as a full-round action. **Normal**:: Making a single attack with a sugliin is always a full-round action. ## Summon Earth Elemental *Like many experienced deep gnomes, you have developed the ability to summon earth elementals to help you with tasks.* **Prerequisite:** Deep Koth subtype, character level 6th **Benefit:** Once per day, you may summon an earth elemental. If acting alone, you may only summon a Small earth elemental. For each additional deep gnome employing this feat in conjunction with you, you may summon an earth elemental one size larger (see the table on Monster Manual page 83). For example, a group of four deep gnomes with this feat can summon a Huge earth elemental, and a group of six deep gnomes can summon an elder earth elemental. Working together in this fashion uses this ability for all involved gnomes for the day. This is a spell-like ability and is treated as if the characters involved are casting a _summon monster_ spell of the appropriate level, with the exception that they can only summon earth elementals. Unlike the spell, you cannot use this ability to summon multiple elementals at a time. ``` @@ --- Feat: Summon Elemental Tags: Reserve Summ: You can channel the summoning power you hold to briefly bring forth an elemental servant. Prereq: Ability to cast 4th-level spells --- !! ``` ## Summon Elemental (Reserve) *You can channel the summoning power you hold to briefly bring forth an elemental servant.* **Prerequisite:** Ability to cast 4th-level spells **Benefit:** As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (air, earth, fire, or water; your choice) within a range of 30 feet. The elemental acts as if summoned by a _summon monster_ spell (Ph 285). The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast. You can have only one summoned elemental from this feat at a time; if you use the ability a second time, the first elemental disappears. Also, you must remain close to the elemental you summon. If at the end of your turn you are more than 30 feet from the elemental, it disappears. If you have a conjuration (summoning) spell of 6th level or higher available to cast, you can summon a Medium elemental instead. If you have a conjuration (summoning) spell of 8th | level or higher available to cast, you can summon a Large elemental instead. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) spells. ``` @@ --- Feat: Sun School Tags: Tactical Summ: You have learned a number of esoteric martial arts techniques inspired by the sun. Prereq: Flurry of blows ability, base attack bonus +4 --- !! ``` ## Sun School (Tactical) *You have learned a number of esoteric martial arts techniques inspired by the sun.* **Prerequisite:** Flurry of blows ability, base attack bonus +4 **Benefit:** The Sun School feat enables the use of three tactical maneuvers. - _Inexorable Progress of Dawn:_ To use this maneuver, you must hit the same foe with the first two unarmed attacks from a flurry of blows. If you do, your foe must move back feet, and you may move 5 feet forward if you wish. This movement does not provoke an attack of opportunity for either character. - _Blinding Sun of Noon:_ To use this maneuver, you must successfully stun the same foe with an unarmed attack two rounds in a row. In addition to being stunned, that enemy is confused for 1d4 rounds thereafter. - _Flash of Sunset:_ To use this maneuver, you must move adjacent to a foe instantaneously, as with a dimension door spell or the monk's abundant step class feature. If you do so, you can immediately make a single attack at your highest attack bonus against that foe. ## Sun Soul Monk *Your training with this monk order gives you special powers depending on which sect you follow.* **Prerequisite:** Monk 6th, member of the Sun Soul monk order. **Benefit:** This feat's benefit depends on the patron deity of the monastery where you studied. - _Lathander_: You can channel your Ki to turn an undead creature. Once per day you can choose to imbue a single unarmed strike with Ki; this decision must be made before the attack roll is made. If you hit an undead creature with this attack, it is turned unless it succeeds on a Will save (DC 10 + 1/2 your HD + your Wis modifier). If the undead creature has turn resistance, it can add this as a bonus on its save. If you have the Stunning Fist feat, you can also expend a daily use of your stunning fist to use this feat. If you have the channel energyclass feature, you can expend a channel energyattempt to use this feat. - _Selûne_: Your unarmed strikes deal an extra 1 point of cold damage and count as silvered weapons for the purpose of overcoming damage reduction. When in moonlight or starlight, treat your monk level as three levels higher for the purpose of determining your unarmored speed bonus. - _Sune_: Your combat style is fascinating to watch. Once per day as a standard action, you can perform a maneuver that fascinates a single creature within 30 feet that can see you (Will negates; save DC 10 + 1/2 your HD + Cha modifier). Creatures of a type different from your gain a +4 bonus on the save. This supernatural effect lasts for 1 round. If you have the Stunning Fist feat, you can also expend a daily use of your stunning fist to use this feat. ## Sunken Song *You can project your voice underwater.* **Prerequisite:** Bardic performance class feature, Perform (sing) 4 ranks **Benefit:** By tremendous effort of will and sheer musical ability, you can use Perform (sing) underwater even though you cannot breathe water. This is more like a forceful humming than singing, and words are not intelligible, but you are able to produce Bardic performance effects. The maximum distance of such effects (where applicable) is unchanged. This feat does not help with Perform checks involving oratory or wind instruments. **Normal**:: You cannot use any air-dependent Perform skills underwater if you are not able to breathe water. ``` @@ --- Feat: Sunlight Eyes Tags: Reserve Summ: The bright magic within you allows you to see through the darkest shadow. Prereq: Ability to cast 2nd-level spells --- !! ``` ## Sunlight Eyes (Reserve) The bright magic within you allows you to see through the darkest shadow. **Prerequisite:** Ability to cast 2nd-level spells **Benefit:** As long as you have a light spell of 2nd level or higher available to cast, you can take a swift action to grant yourself the ability to see normally in any conditions of illumination (shadowy illumination, darkness, and magical shadow or darkness). The range of this vision is 10 feet per level of the highest-level light spell you have available to cast, and the effect lasts for 1 round. As a secondary benefit, you gain a +1 competence bonus _to_ your caster level when casting light spells. ## Superior Unarmed Strike *Your unarmed strikes have become increasingly deadly, enabling you to strike your foes in their most vulnerable areas.* **Prerequisite:** Improved Unarmed Strike, base attack bonus +3 **Benefit:** You deal more damage with your unarmed strikes, as shown on the table below. | Character Level | Unarmed Damage | | --------------- | -------------- | | 3rd | 1d4 | | 4th–7th | 1d6 | | 8th–11th | 1d8 | | 12th–15th | 1d10 | | 16th–20th | 2d6 | **Special:** If you are a monk, you instead deal unarmed damage as a monk four levels higher. ## Supernatural Crusader *You are adept at fighting supernatural creatures.* **Prerequisite:** Knowledge (arcana) 2 ranks **Benefit:** You gain a +1 insight bonus on attack rolls and weapon damage rolls against a creature with a supernatural special ability. ## Supernatural Instincts Your uncanny insight enables you to take advantage of the subtle opportunities created when an opponent uses supernatural abilities against you. **Prerequisite:** Combat Reflexes **Benefit:** When a creature you threaten uses a supernatural ability, it provokes an attack of opportunity from you. Unlike a spell or spell-like ability, though, a successful hit does not require the target to succeed on a Concentration check to continue to make use of the supernatural ability. **Normal**:: Supernatural abilities do not provoke attacks of opportunity. ## Supernatural Opportunist *You are adept at exploiting a creature's momentary distraction while it activates its supernatural abilities.* **Prerequisite:** Supernatural Crusader **Benefit:** Whenever a creature that you threaten activates a supernatural ability, you can make an attack of opportunity against that creature. This feat does not give you the ability to make more than one attack of opportunity in a single round. ## Supernatural Transformation *You convert a spell-like ability to a supernatural ability.* **Prerequisite:** Innate spell-like ability **Benefit:** One of your innate spell-like abilities becomes a supernatural ability. It is no longer subject to spell resistance, though it can still be suppressed in an _antimagic field._ Using this ability does not provoke an attack of opportunity. The number of uses, if limited, does not change. The effective caster level equals your total Hit Dice or the effective caster level of the original ability, whichever is higher. **Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take it, it applies to a new spelllike ability. ## Sure Hand *You can perform more amazing displays of legerdemain than normal.* **Prerequisite:** Any two manipulation skill tricks **Benefit:** You immediately learn up to two manipulation skill tricks at no cost, and your limit on skill tricks known increases by one. See page 82 for details on manipulation skill tricks. **Normal**:: You are limited to a maximum number of skill tricks equal to one-half your character level. ## Surefooted (Regional) You are used to fighting on steep slopes and treacherous surfaces. **Prerequisite:** **Benefit:** You gain a +2 bonus on Climb and Acrobatics checks. You also ignore hampered movement penalties for ice and steep slopes. If a surface is both steep and icy, you treat it as a x2 movement cost instead of x4. **Special:** You may select this feat only is a 1st-level character. You may have only one regional feat. **Normal**:: A character moving on ice or on a steep slope counts each square of movement as two squares. ``` @@ --- Feat: Surge Of Malevolence Tags: Tainted Summ: You empower yourself by drawing on the taint within. Prereq: Mild taint --- !! ``` ## Surge Of Malevolence (Tainted) *You empower yourself by drawing on the taint within.* **Prerequisite:** Mild taint **Benefit:** Once per day, you can add a bonus on any single attack roll, saving throw, or check. You must make the decision to add the bonus before you roll the die. The amount that you add varies, based on your corruption. If you have mild corruption, then the bonus is equal to +3. If you have moderate corruption, then the bonus is equal to +6. If you have severe corruption, then the bonus is equal to +9. ## Surprising Riposte Through deft maneuvering, you unravel your opponent's defenses. **Prerequisite:** Int 13, Combat Expertise, Improved Feint **Benefit:** If you deal damage to an opponent in the same round that you successfully feinted against it, it becomes flatfooted. This effect lasts 1 round or until the opponent's next turn, whichever comes first. Opponents that can’t be caught flat-footed, such as characters who have uncanny dodge, cannot be affected by Surprising Riposte. **Special:** A fighter can select Surprising Riposte as a fighter bonus feat. ``` @@ --- Feat: Surrogate Spellcasting Tags: Monstrous Summ: You use substitute verbal and somatic components when casting spells. Prereq: Wis 13, nonhumanoid or nonhumanlike form --- !! ``` ## Surrogate Spellcasting (Monstrous) *You use substitute verbal and somatic components when casting spells.* **Prerequisite:** Wis 13, nonhumanoid or nonhumanlike form **Benefit:** You complete the verbal and somatic components of spells by substituting vocalizations and gestures appropriate to your shape. You must still have suitable appendages and vocal organs. For example, a giant eagle could substitute screeches and waves of its talons for the normal verbal and somatic components of a spell. You can use any material component or focus that you can hold. This feat does not permit the use of magic items by a creature whose form could not ordinarily use them, and you do not gain the ability to speak if you cannot already. ## Survivor (Regional) Your people thrive in places that others find almost uninhabitable, and you know many of the secrets of the wilderness. **Prerequisite:** **Benefit:** You get a +2 bonus on Fortitude saves and a +2 bonus on Survival checks. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ``` @@ --- Feat: Survivor's Luck Tags: Luck Summ: You can avoid situations that would surely affect others. Prereq: Character level 9th, any luck feat --- !! ``` ## Survivor's Luck (Luck) *You can avoid situations that would surely affect others.* **Prerequisite:** Character level 9th, any luck feat **Benefit:** You can expend one luck reroll as an immediate action to reroll a saving throw you just failed. You gain one luck reroll per day. ## Neblin Figment Master *Your time underground has made you acutely aware of even slight differences in sound and vision in caves that have never seen the sun. Accordingly, your illusions are finely tuned and ultra-realistic.* **Prerequisite:** Deep gnome **Benefit:** Your Illusion (figment) spells and spell-like abilities gain +1 spell power (+1 on save DCs and +1 bonus on checks to overcome spell resistance). ## Swarm's Embrace *You have a natural affinity for swarms and can stand in the midst of a swarm with few harmful effects.* **Prerequisite:** Child of Winter. **Benefit:** You are immune to the distraction effect of a swarm and receive damage reduction 6/ - against swarm attacks. ## Swarmfighting *You and allies with this feat can coordinate melee attacks against a single target and are adept at fighting side by side in close quarters.* **Prerequisite:** Small size, Dex 13, base attack bonus +1 **Benefit:** You can occupy the same 5-foot square in combat with any other allied Small creature that also possesses the Swarmfighting feat at no penalty. When you engage a Medium or larger creature in melee, and at least one other ally with the Swarmfighting feat threatens the target, you gain a +1 morale bonus on the attack roll. This bonus increases by +1for each additional ally beyond the first with the Swarmfighting feat that threatens the same target. The total morale bonus imparted to your attack roll cannot exceed your Dexterity bonus. ## Sweet Talker *Your social expertise is more pronounced than that of most others.* **Prerequisite:** Any two interaction skill tricks **Benefit:** You immediately learn up to two interaction skill tricks at no cost, and your limit on skill tricks known increases by one. **Normal**:: You are limited to a maximum number of skill tricks equal to one-half your character level. ``` @@ --- Feat: Swift Ambusher Tags: Ambush Summ: You combine your scout training with the stealth of a rogue to open up new methods of ambushing enemies. Prereq: Skirmish class feature, sneak attack +1d6. --- !! ``` ## Swift Ambusher (Ambush) You combine your scout training with the stealth of a rogue to open up new methods of ambushing enemies. **Prerequisite:** Skirmish class feature, sneak attack +1d6. **Benefit:** Your rogue and scout levels stack for the purpose of determining the extra damage and bonus to Armor Class granted when skirmishing. For example, a 4th-level scout/ 7th-level rogue would deal an extra 3d6 points of damage and gain a +3 competence bonus to AC when skirmishing, as if she were an 11th-level scout. In addition, you can qualify for ambush feats as if your sneak attack bonus damage were the sum of your skirmish damage and sneak attack bonus damage. You cannot sacrifice skirmish extra damage to use those feats, however. **Special:** A scout can select Swift Ambusher as one of her scout bonus feats. ``` @@ --- Feat: Swift And Silent Tags: Regional Summ: The shadows are your friends, and your footfalls are whispers of death. Prereq: --- !! ``` ## Swift And Silent (Regional) *The shadows are your friends, and your footfalls are whispers of death.* **Prerequisite:** **Benefit:** You can move up to your normal speed while using the Hide or Move Silently skill at no penalty. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. **Normal**:: A character who moves faster than one-half her normal speed takes a -5 penalty on Stealth checks. ## Swift Hunter You have applied the hit-and-run tactics learned from scouting to your strong hunting abilities. **Prerequisite:** Favored enemy, skirmish class feature **Benefit:** Your ranger and scout levels stack for the purpose of determining the extra damage and bonus to Armor Class granted when skirmishing. For example, a 4th-level scout/1st level ranger would deal an extra 2d6 points of damage and gain a +1 competence bonus to AC when skirmishing, as if she were a 5th-level scout. Your ranger and scout levels also stack for the purpose of determining when you select additional favored enemies, as well as the total bonus granted against your favored enemies. For example, a 4th-level scout/1st-level ranger would have two favored enemies and could allocate an extra +2 bonus against one of those favored enemies, as if she were a 5th-level ranger. In addition, your skirmish extra damage applies against any creature you have selected as a favored enemy, even if it is normally immune to extra damage from critical hits or skirmish attacks. **Special:** A scout can select Swift Hunter as one of her scout bonus feats (_Complete Adventurer_ 13). ## Swift Tumbler *You can flip, twist, and roll with great speed. You might have learned this ability by traversing the city's rooftops and alleys, or simply by moving through the throng day after day.* **Prerequisite:** Acrobatics 7 ranks **Benefit:** When using acrobatics to avoid attacks of opportunity, you move at a speed equal to half your base speed +10 feet. **Normal**:: Without this feat, characters move at half speed when using Acrobatics. ``` @@ --- Feat: Stalking Spirit Tags: Spirit Summ: *You have a stronger connection to your Basheire spirit, allowing you to fly faster and more nimbly. Prereq: Bash subtype, Soaring Hawk spirit --- !! ``` ## Stalking Spirit (Spirit) *You have a stronger connection to your Basheire spirit, allowing you to fly faster and more nimbly. **Prerequisite:** Bash subtype, Soaring Hawk spirit **Benefit:** While shifting, your base fly speed improves by 10 feet and your maneuverability improves to good. ## Swim-By Attack *You can attack in the middle of a fast pass by your opponent.* **Prerequisite:** Swim speed **Benefit:** When swimming, you can take a move action and another standard action (such as an attack) at any point during the move. You cannot take a second move action during a round when you make a swim-by attack. **Normal**:: Without this feat, you take a standard action either before or after your move, but not in the middle of your move. ``` @@ --- Feat: Swim Like A Fish Tags: Wild Summ: You can breathe and swim underwater with grace. Prereq: Ability to wild shape --- !! ``` ## Swim Like A Fish (Wild) *You can breathe and swim underwater with grace.* **Prerequisite:** Ability to wild shape **Benefit:** You can spend one wild shape to grow gills, enabling you to breathe underwater (while retaining your ability to breathe air). Webbing also grows between your fingers and between your toes, granting you a Swim speed of 40 ft. and a +8 bonus on your Swim checks. The effect lasts for one hour. ``` @@ --- Feat: Sword Of The Arcane Order Tags: Summ: Members of your military order have a special connection with arcane magic. Prereq: Paladin 4th of Azuth or Mystra, or ranger 4th of Mystra; member of the Knights of the Mystic Fire, the Order of the Shooting Star, or the Swords of the High One. --- !! ``` ## Sword Of The Arcane Order *Members of your military order have a special connection with arcane magic.* **Prerequisite:** Paladin 4th of Azuth or Mystra, or ranger 4th of Mystra; member of the Knights of the Mystic Fire, the Order of the Shooting Star, or the Swords of the High One. **Benefit:** You can use your paladin and ranger spell slots to prepare Wizard spells. You must have a minimum Intelligence score of 10 + the spell's level to prepare it, and the save DC of the spell is equal to 10 + your Int modifier (as if you were a wizard). These wizard spells can be taken either from your spellbook (if you have one) or from another character's spellbook (though in the latter case you must decipher the writing in the book and succeed on a Spellcraft check to prepare the spell, just as a wizard using a borrowed spellbook. If you also have levels in wizard, your wizard caster level is treated as the sum of your wizard, paladin, and ranger class levels. **Special:** Azuth has a paladin order called the Swords of the High One. Mystra has a paladin order called the Knights of the Mystic Fire and a closely allied group of rangers called the Order of the Shooting Star. Members of all three of these groups can select this feat as long as they are at least 4th level in their respective order's primary class. ``` @@ --- Feat: Symbiont Mastery Tags: Summ: You have stronger control over an attached symbiont than regular creatures, and you gain vitality for each symbiont attached to you. Prereq: Wis 11 --- !! ``` ## Symbiont Mastery *You have stronger control over an attached symbiont than regular creatures, and you gain vitality for each symbiont attached to you.* **Prerequisite:** Wis 11 **Benefit:** You gain a +4 bonus on Will saves made during any personality conflict that might erupt between you and your symbiont. You gain 2 bonus hit points per symbiont attached to you. If you detach a symbiont, you lose these hit points immediately. ``` @@ --- Feat: Synad Multitask, Enhanced Tags: Psionic, Racial Summ: Your threefold mind grants you an additional opportunity to multitask. Prereq: Synad --- !! ``` ## Synad Multitask, Enhanced (Psionic, Racial) Your threefold mind grants you an additional opportunity to multitask. **Prerequisite:** Synad **Benefit:** You gain one additional use per day of your multitask racial trait. You can spend 1 power point to gain a swift action that you can use to take any purely mental action twice per day. ``` @@ --- Feat: Tail Rattle Tags: Monstrous Summ: Your tail gains a rattle like that of a rattlesnake. Prereq: Serpent or serpentfolk. --- !! ``` ## Tail Rattle (Monstrous) Your tail gains a rattle like that of a rattlesnake. **Prerequisite:** Serpent or serpentfolk. **Benefit:** As a free action, you can create an ominous rattling noise by shaking your tail in the manner of a rattlesnake. During any round in which your tail rattle can be heard, you gain a +2 bonus on Intimidate checks, and the save DC for each of your spells, spell-like abilities, and supernatural abilities that has the sonic descriptor increases by +2. You can use this ability even while you are holding a weapon or other item in your tail. ``` @@ --- Feat: Tainted Fury Tags: Tainted Summ: You can channel your physical corruption into a state of fury. Prereq: Constitution 13, moderate corruption --- !! ``` ## Tainted Fury (Tainted) *You can channel your physical corruption into a state of fury.* **Prerequisite:** Constitution 13, moderate corruption **Benefit:** Embracing the corruption within your body, you can enter a state of tainted fury. In this state, you gain a number of hit points equal to your corruption score. These hit points are not lost first like temporary hit points; when your tainted fury ends, you must subtract this number from your hit point total. During your tainted fury, you can declare one melee attack to be a tainted smite and add half your corruption score to the damage dealt by that attack. If you strike a creature immune to the effects of taint (such as an undead creature or a creature with the Evil subtype), that tainted smite is expended but deals no additional damage. Your tainted fury lasts for a number of rounds equal to your corruption score. When it ends, you must make a Fortitude save (DC 10 + your corruption score). If you fail this save, you take 1d6 points of Constitution damage and are sickened for 1 minute. ``` @@ --- Feat: Talenta Warrior Tags: Racial Summ: You have trained with the ancestral weapons of the Talenta halflings and are particularly adept at striking from the back of a dinosaur mount. Prereq: Halfling subtype, region of origin Talenta Plains --- !! ``` ## Talenta Warrior (Racial) *You have trained with the ancestral weapons of the Talenta halflings and are particularly adept at striking from the back of a dinosaur mount.* **Prerequisite:** Halfling subtype, region of origin Talenta Plains **Benefit:** You treat the Talenta sharrash, the Talenta tangat, and the Talenta boomerang (see page 119 of the _Eberron_ _Campaign Setting_) as martial weapons; you gain a +1 bonus on damage rolls with any of those weapons while mounted. If you have any of the following feats for the Talenta sharrash, Talenta tangat, or Talenta boomerang, you can apply the feats’ effects to all three weapons: Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, or Greater Weapon Specialization. Additionally, when you spend an action point to influence an attack roll made with either a Talenta sharrash, Talenta tangat, or Talenta boomerang, you also add the result of the action point roll to your damage for that attack. ``` @@ --- Feat: Talented Tags: Psionic Summ: You can overchannel powers with less cost to yourself. Prereq: Overchannel --- !! ``` ## Talented (Psionic) You can overchannel powers with less cost to yourself. **Prerequisite:** Overchannel **Benefit:** To use this feat, you must expend your psionic focus. When manifesting a power of 3rd level or lower, you do not take damage from overchanneling. ``` @@ --- Feat: Talfirian Song Tags: Summ: You can use the power of your Bardic performance to enhance your Illusion spells. Prereq: Bardic performance class feature, Heighten Spell, Tethyrian human --- !! ``` ## Talfirian Song *You can use the power of your Bardic performance to enhance your Illusion spells.* **Prerequisite:** Bardic performance class feature, Heighten Spell, Tethyrian human **Benefit:** By expending uses of your Bardic performance, you can heighten your illusion spells without using higher-level spell slots. For every daily use of your Bardic performance you expend during the casting of a spell, you can increase the effective level of that spell by +1. For example, you could cast _rainbow pattern_ and expend four uses of your Bardic performance to make that _rainbow pattern_ effectively an 8th-level spell (increasing the save DC by +4). You cannot raise a spell above 9th level with this feat. ## Tall Mouther Hunter (Regional) *Because of your cultural hatred for tall mouthers, you have had specific training in how best to fight them.* **Region**:: **Benefit:** You gain +2 competence bonus on damage rolls against aberrations. You also gain the benefit of the Improved Critical feat for the weapon you are using in any such attack. This benefit does not stack with any other effect that expands your weapon's critical threat range. These benefits apply on melee attacks and on ranged attacks at a range of up to 30 feet. ``` @@ --- Feat: Tap Mantle Tags: Psionic Summ: You gain the ability to access the powers in a new mantle. Prereq: Access to one psionic mantle --- !! ``` ## Tap Mantle (Psionic) *You gain the ability to access the powers in a new mantle.* **Prerequisite:** Access to one psionic mantle **Benefit:** Whenever you gain the ability to learn another psionic power, you can choose a power you can manifest from this new mantle. You essentially gain a new menu of options from which you can select powers whenever you would normally learn a new power from advancing in a psionic class. You do not gain the mantle's granted ability or any other benefit of access to the mantle. **Special:** You can gain this feat multiple times. Each time you do, you choose a new mantle to access. ``` @@ --- Feat: Tattoo Magic Tags: Item Creation Summ: You can create tattoos that store spells. Prereq: Craft (calligraphy) or Craft (painting) skill, spellcaster level 3rd+ --- !! ``` ## Tattoo Magic (Item Creation) *You can create tattoos that store spells.* **Prerequisite:** Craft (calligraphy) or Craft (painting) skill, spellcaster level 3rd+ **Benefit:** You can create single-use magic tattoos. You can create a tattoo of any spell of 3rd level or lower that you know and that targets a creature or creatures. Creating a tattoo takes 1 hour, and it must be inked onto a creature with a corporeal body. When you create a tattoo, you set the caster level. The caster level must be sufficient to cast the spell in question and no higher than your own level. The base price of a tattoo is its spell level X its caster level x 50 gp. To create a tattoo, you must spend 1/25th of this base price in XP and use up raw materials costing half this base price. When you create a tattoo, you make any choices that you would normally make when casting the spell. The bearer of the tattoo is the only one who can activate it and is always the target of the spell. Activating a tattoo requires the creature to touch the tattoo with either hand (the hand does not need to be empty). Activating a tattoo is a standard action that does not draw an attack of opportunity. Any tattoo that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the tattoo. Normally, a magic tattoo uses a magic item space on the creature's body. For example, a creature with a tattoo on one of its hands could not gain the benefit from a magic glove on that hand. Likewise, a creature with a magic tattoo on its back does not receive the benefits of a magic cloak, cape, or mantle. In effect, the magic tattoo is always the first item "worn" on that part of the body, negating the effects of all other items. A tattoo can be created that does not use a magic item space, but the base price of such a tattoo is double the normal value. A magic tattoo can be erased with an _erase_ spell as if it were magic writing. Failing to erase the tattoo does not activate it. When a tattoo is activated, the ink pattern or design vanishes from the bearer's skin. ``` @@ --- Feat: Telepathic Affinity Tags: Host Summ: The entity you host gives you the ability to better communicate with other creatures. Prereq: A psionic entity takes up residence within your flesh. The entity grants you the following psi-like ability: _Psi-Like Ability:_ 1/day—_mindlink_ or _detect psionics._ Manifester level 1/2 your HD; save DC 11 + your Cha, Int, or Wis modifier. --- !! ``` ## Telepathic Affinity (Host) *The entity you host gives you the ability to better communicate with other creatures.* **Benefit:** A psionic entity takes up residence within your flesh. The entity grants you the following psi-like ability: _Psi-Like Ability:_ 1/day—_mindlink_ or _detect psionics._ Manifester level 1/2 your HD; save DC 11 + your Cha, Int, or Wis modifier. **Special:** You can use one or the other of your entity-granted psi-like abilities once per day—you can’t use both. Once you use one, you can't use the other for the rest of the day. ``` @@ --- Feat: Telling Blow Tags: Summ: When you strike an opponent's vital areas, you draw on your ability to land crippling blows to make the most of your attack. Prereq: Skirmish or sneak attack ability --- !! ``` ## Telling Blow *When you strike an opponent's vital areas, you draw on your ability to land crippling blows to make the most of your attack.* **Prerequisite:** Skirmish or sneak attack ability **Benefit:** When you score a critical hit against a target, you deal your skirmish or sneak attack damage in addition to the damage from your critical hit. Your critical multiplier applies only to your normal damage, not your skirmish or sneak attack damage. This benefit affects both melee and ranged attacks. ``` @@ --- Feat: Tempting Fate Tags: Luck Summ: You are very hard to kill. Prereq: Character level 6th, any luck feat --- !! ``` ## Tempting Fate (Luck) You are very hard to kill. **Prerequisite:** Character level 6th, any luck feat **Benefit:** You can expend a luck reroll to reroll a stabilization check. In addition, once per day, whenever you have at least 1 hit point remaining and would be dealt enough damage to kill you, you can expend one luck reroll as an immediate action to take only enough damage to reduce you to –9 hit points. You automatically stabilize. You gain one luck reroll per day. **Special:** Unlike most other luck feats, using Tempting Fate requires no action. ``` @@ --- Feat: Tenacious Magic Tags: Summ: You can use the Shadow Weave to make your spells harder for Weave users to dispel. Prereq: Shadow Weave Magic. --- !! ``` ## Tenacious Magic *You can use the Shadow Weave to make your spells harder for Weave users to dispel.* **Prerequisite:** Shadow Weave Magic. **Benefit:** Your spells resist dispelling attempts made by Weave users. All creatures employing spells or spell-like abilities are considered Weave users unless they possess the Shadow Weave Magic feat. When a Weave user makes a dispel check to dispel one of your spells (including using _dispel magic_ to counterspell a spell you are casting), the DC is 15 + your caster level. This benefit does not extend to spells you cast from the schools of evocation or transmutation. ## Theocrat *You have the delicate touch needed to maintain the favor of your patron deity and the political skills needed to survive in the trenches of bureaucratic warfare common in the lands ruled by agents of the Mulhorandi pantheon.* **Prerequisite:** **Region**:: **Benefit:** You get a +2 bonus on all Diplomacy and Knowledge (religion) checks. ``` @@ --- Feat: Thick-Skinned Tags: Monstrous Summ: Your tough hide grants improved damage reduction. Prereq: Damage reduction --- !! ``` ## Thick-Skinned (Monstrous) *Your tough hide grants improved damage reduction.* **Prerequisite:** Damage reduction **Benefit:** Your existing damage reduction improves by 2. **Special:** You can gain this feat multiple times. Each time you take it, it improves your damage reduction by 2, up to a maximum of twice your original damage reduction. ``` @@ --- Feat: Third Time's The Charm Tags: Luck Summ: Your deity smiles upon you. Prereq: Character level 3rd, any luck feat, access to the Luck domain --- !! ``` ## Third Time's The Charm (Luck) *Your deity smiles upon you.* **Prerequisite:** Character level 3rd, any luck feat, access to the Luck domain **Benefit:** You can expend one luck reroll as an immediate action to use the granted power of the Luck domain an additional time per day. You can only use this benefit immediately after using the Luck domain's granted power (in effect, this feat gives you a third chance to succeed on the roll). You gain one luck reroll per day. ``` @@ --- Feat: Thrall To Demon Tags: Vile Summ: 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. Prereq: Chaotic evil alignment --- !! ``` ## Thrall To Demon (Vile) *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.* **Prerequisite:** Chaotic evil alignment **Benefit:** Once per day, while performing an evil act, you can call upon your demonic patron and gain a +1 luck bonus on any one attack roll, saving throw, ability check, skill check, or level check. ``` @@ --- Feat: Thrall Bred Tags: Summ: You were spawned in the breeding pits of the mind flayers or the beholders. You were bred for unusual strength, hardiness, and loyalty to your unhuman masters, and you can now choose to bestow your loyalty on other worthy masters. Prereq: Humanoid, Con 13 --- !! ``` ## Thrall Bred *You were spawned in the breeding pits of the mind flayers or the beholders. You were bred for unusual strength, hardiness, and loyalty to your unhuman masters, and you can now choose to bestow your loyalty on other worthy masters.* **Prerequisite:** Humanoid, Con 13 **Benefit:** When you are within 30 feet of the individual you have designated as your special charge, you gain a +1 morale bonus on damage rolls and saving throws. If your special charge is not within 30 feet, or is dead or incapacitated, you take a –2 morale penalty on damage rolls and saving throws. You can designate a special charge only once per month. If your charge dies or abandons you, you take the morale penalty until you have the opportunity to choose a new charge (or choose to have no special charge at all). Your charge must have more Hit Dice than you. ``` @@ --- Feat: Three Mountains Tags: Style Summ: You are a master of fighting with powerful bludgeoning weapons. Prereq: Str 13, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (heavy mace, morningstar, or greatclub) --- !! ``` ## Three Mountains (Style) You are a master of fighting with powerful bludgeoning weapons. **Prerequisite:** Str 13, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (heavy mace, morningstar, or greatclub) **Benefit:** If you strike the same creature twice in the same round with your heavy mace, morningstar, or greatclub, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or be nauseated by the pain for 1 round. ``` @@ --- Feat: Thri-Kreen Carapace Tags: Psionic, Racial Summ: Your carapace is harder than average. Prereq: Thri-kreen --- !! ``` ## Thri-Kreen Carapace (Psionic, Racial) *Your carapace is harder than average.* **Prerequisite:** Thri-kreen **Benefit:** Add 1 to your natural armor bonus. ``` @@ --- Feat: Thri-Kreen Claw Tags: Psionic, Racial Summ: You can use your metaphysical claw psi-like ability more often. Prereq: Thri-kreen, _metaphysical claw_ psi-like ability --- !! ``` ## Thri-Kreen Claw (Psionic, Racial) *You can use your metaphysical claw psi-like ability more often.* **Prerequisite:** Thri-kreen, _metaphysical claw_ psi-like ability **Benefit:** Extra practice and hard work are rewarded. You can use your _metaphysical claw_ psi-like ability a total of three times per day. **Normal**:: A thri-kreen's _metaphysical claw_ psi-like ability can be used once per day. **Special:** You can gain this feat multiple times. Each time you take the feat, you gain an additional two daily uses of your _metaphysical claw_ ability. ``` @@ --- Feat: Thri-Kreen Displacement Tags: Psionic, Racial Summ: You can use your psionic displacement psi-like ability more often. Prereq: Thri-kreen, psionic _displacement_ psi-like ability --- !! ``` ## Thri-Kreen Displacement (Psionic, Racial) *You can use your psionic displacement psi-like ability more often.* **Prerequisite:** Thri-kreen, psionic _displacement_ psi-like ability **Benefit:** Constant rehearsal and study grant you the mastery required to use your _psionic displacement_ psi-like ability a total of three times per day. **Normal**:: A thri-kreen's _psionic displacement_ psi-like ability can be used once per day. **Special:** You can gain this feat multiple times. Each time you take the feat, you gain an additional two daily uses of your _psionic displacement_ ability. ``` @@ --- Feat: Thri-Kreen Poison Tags: Psionic, Racial Summ: You can use your poison bite more often. Prereq: Thri-kreen, poison bite --- !! ``` ## Thri-Kreen Poison (Psionic, Racial) You can use your poison bite more often. **Prerequisite:** Thri-kreen, poison bite **Benefit:** Your adherence to a slightly modified sleep cycle and change in diet pays off—you can secrete venom more often. You can use your poison bite a total of three times per day. **Normal**:: A thri-kreen's poison bite can be used once per day. **Special:** You can gain this feat multiple times. Each time you take the feat, you gain an additional two daily uses of your poison bite ability. ``` @@ --- Feat: Throat Punch Tags: Ambush Summ: By making a precise punch to the throat, you can render a target unable to speak effectively. Prereq: Improved Unarmed Strike, sneak attack +3d6. --- !! ``` ## Throat Punch (Ambush) *By making a precise punch to the throat, you can render a target unable to speak effectively.* **Prerequisite:** Improved Unarmed Strike, sneak attack +3d6. **Benefit:** Your successful sneak attack delivered with an unarmed strike temporarily hinders the target's ability to speak. For the next 3 rounds, the target takes a –5 penalty on any skill check requiring speech and has a 50% chance of failure when casting a spell with a verbal component or activating a magic item with a command word. Multiple uses of this feat don’t increase the duration beyond 3 rounds. Using this feat reduces your sneak attack damage by 2d6. **Special:** You must be able to reach your foe's neck to use this feat. ``` @@ --- Feat: Throw Anything Tags: Summ: In your hands, any weapon becomes a deadly ranged weapon. Prereq: Dex 15, Proficiency with weapon, base attack bonus +2 --- !! ``` ## Throw Anything *In your hands, any weapon becomes a deadly ranged weapon.* **Prerequisite:** Dex 15, Proficiency with weapon, base attack bonus +2 **Benefit:** You can throw a melee weapon you are proficient with as if it were a ranged weapon. The range increment of weapons used in conjunction with this feat is 10 feet. **Normal**:: You can’t throw a melee weapon without taking a –4 penalty unless it has a range increment (such as a hand axe or a dagger). ## Thug (Regional) You have a knack for getting the jump on the competition and pushing other people around. While others debate, you act. **Prerequisite:** **Benefit:** You gain a +2 bonus on initiative checks and a +2 bonus on Appraise and Intimidate checks. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ``` @@ --- Feat: Thunderclap Tags: Summ: You create a cone of deafening sound by clapping two limbs together. Prereq: Str 30, Improved Unarmed Strike, Power Attack --- !! ``` ## Thunderclap *You create a cone of deafening sound by clapping two limbs together.* **Prerequisite:** Str 30, Improved Unarmed Strike, Power Attack **Benefit:** You may, as a full-round action, clap two of your limbs together and create a cone of sound that starts at your position and continues out for a number of feet equal to 5 × your Hit Dice. A storm giant using this feat creates a cone 95 feet (5 × 19 Hit Dice) long. Creatures in the cone get a Fortitude save (DC 10 + 1/2 your Hit Dice + your Con modifier) to resist the effect. Those who fail their save are deafened for the duration of the encounter. Those who fail their save by 5 or more are also knocked down. See the Condition Summary in Chapter 3 of the _Dungeon_ _Master's Guide_ for the results of being deafened and knocked down. **Special:** This effect automatically extinguishes unprotected flames (candles, torches, and the like). ``` @@ --- Feat: Tiger Blooded Tags: Summ: The Tiger Claw discipline teaches students to mimic the rampant, feral qualities of a wild animal. When you assume an animal form, or at least descend into a wild, bestial state, you strike with superior strength and accuracy. Prereq: Ability to rage, shift, or wild shape; one Tiger Claw maneuver. --- !! ``` ## Tiger Blooded *The Tiger Claw discipline teaches students to mimic the rampant, feral qualities of a wild animal. When you assume an animal form, or at least descend into a wild, bestial state, you strike with superior strength and accuracy.* **Prerequisite:** Ability to rage, shift, or wild shape; one Tiger Claw maneuver. **Benefit:** While you are in a rage, shifted, or wild shaped into an animal form, you can attempt to knock back 5 feet a creature of your size category or smaller that you hit with a Tiger Claw strike unless it succeeds on a Fortitude save (DC 10 + 1/2 your character level + your Str modifier). This movement does not provoke attacks of opportunity. ``` @@ --- Feat: Tireless Tags: Regional Summ: You don't know the meaning of the word "quit." Prereq: Dwarf (the Galena Mountains, the Sword Coast, or Underdark (Old Shanatar)), human (the Hordelands, the Ride, Thindol, or Vaasa), lizardfolk (Surkh), orc (the Hordelands), or wemic (the Shaar). --- !! ``` ## Tireless (Regional) *You don't know the meaning of the word "quit."* **Prerequisite:** Dwarf (the Galena Mountains, the Sword Coast, or Underdark (Old Shanatar)), human (the Hordelands, the Ride, Thindol, or Vaasa), lizardfolk (Surkh), orc (the Hordelands), or wemic (the Shaar). **Benefit:** You reduce the effects of exhaustion and fatigue, by one step. You cannot become exhausted. If you are exposed to an effect or condition that would normally make you exhausted (such as the spell _waves of exhaustion_ ), you become fatigued instead. If an effect or condition (such as the end of barbarian rage) would normally make you fatigued, that effect is negated. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ``` @@ --- Feat: Titan Fighting Tags: Racial Summ: You have been trained to fight larger creatures, and you are adept at dodging their attacks. Prereq: Dodge, racial dodge bonus to Armor Class against monsters of the giant type --- !! ``` ## Titan Fighting (Racial) *You have been trained to fight larger creatures, and you are adept at dodging their attacks.* **Prerequisite:** Dodge, racial dodge bonus to Armor Class against monsters of the giant type **Benefit:** When you designate a creature at least one size category larger than you as the target of your Dodge feat, you apply your racial dodge bonus to Armor Class against monsters of the giant type against attacks from that opponent (regardless of its creature type) instead of the +1 bonus granted by the Dodge feat. **Special:** A fighter may select Titan Fighting as one of his fighter bonus feats ``` @@ --- Feat: Tomb-Born Fortitude Tags: Summ: The power of undeath taints you, body and soul. Its power has hardened your flesh and given it the foul look of the grave. Prereq: non-good alignment, Tomb-Tainted Soul --- !! ``` ## Tomb-Born Fortitude *The power of undeath taints you, body and soul. Its power has hardened your flesh and given it the foul look of the grave.* **Prerequisite:** non-good alignment, Tomb-Tainted Soul **Benefit:** You have a 25% chance to resist critical hits. When a critical hit or sneak attack is scored against you, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. In addition, you do not risk death from massive damage. Your skin takes on the pallor and texture of a dead creature of your race. ``` @@ --- Feat: Tomb-Born Resilience Tags: Summ: The power of undeath taints you, deadening your mind and body to the effects of mind controlling magic, poison, and disease. Prereq: non-good alignment, Tomb-Tainted Soul --- !! ``` ## Tomb-Born Resilience *The power of undeath taints you, deadening your mind and body to the effects of mind controlling magic, poison, and disease.* **Prerequisite:** non-good alignment, Tomb-Tainted Soul **Benefit:** You gain a +2 bonus on saving throws made to resist mind-affecting spells and abilities, poison, and disease. Your nails or claws grow yellow and rotten. Although this change has no effect on the damage of your unarmed or natural attacks, most individuals find such creatures horrid-looking. ``` @@ --- Feat: Tomb-Born Vitality Tags: Summ: The power of undeath taints you, body and soul. Its power has removed your need to sleep and eat. Prereq: non-good alignment, Tomb-Tainted Soul --- !! ``` ## Tomb-Born Vitality *The power of undeath taints you, body and soul. Its power has removed your need to sleep and eat.* **Prerequisite:** non-good alignment, Tomb-Tainted Soul **Benefit:** You do not need to sleep, and you are immune to magic sleep effects. If you are a spellcaster, you still require 8 hours of uninterrupted rest (but not sleep) to prepare your spells. In addition, you no longer need to eat. Your body grows unnaturally thin, your flesh stretching tightly over your bones to give you a freakish, skeletal appearance. ``` @@ --- Feat: Tomb-Tainted Soul Tags: Summ: Your soul is tainted by the foul touch of undeath. Prereq: non-good alignment --- !! ``` ## Tomb-Tainted Soul *Your soul is tainted by the foul touch of undeath.* **Prerequisite:** non-good alignment **Benefit:** You are healed by negative energy and harmed by positive energy as if you were an undead creature. This feat gives no other penalties or benefits of the undead type. ``` @@ --- Feat: Totem Companion Tags: Summ: Instead of an animal companion, you have your totem magical beast as a companion. Prereq: Wild empathy class feature, Beast Totem, ability to acquire a new animal companion, minimum level requirement (see below) --- !! ``` ## Totem Companion *Instead of an animal companion, you have your totem magical beast as a companion.* **Prerequisite:** Wild empathy class feature, Beast Totem, ability to acquire a new animal companion, minimum level requirement (see below) **Benefit:** When choosing an animal companion, you may choose a magical beast of the same kind as your beast totem. Even though your companion is a magical beast, you can cast spells on it that normally target animals as though it were an animal. | Totem companions | Minimum Effective Druid Level | | -------------------- | ----------------------------- | | Cockatrice Krenshar | 7th | | Displacer beast | 7th | | Basilisk Unicorn | 10th | | Digester Winter wolf | 10th | | Chimera | 13th | | Gorgon Yrthak | 16th | The totem companion has all the normal abilities of a typical creature of its kind, as well as the characteristics of an animal companion determined by your druid or ranger level. ``` @@ --- Feat: Toothed Blow Tags: Summ: You are able to hammer your foes more effectively underwater. Prereq: Str 13, Improved Unarmed Strike --- !! ``` ## Toothed Blow *You are able to hammer your foes more effectively underwater.* **Prerequisite:** Str 13, Improved Unarmed Strike **Benefit:** When making unarmed strikes, your attacks count as piercing weapons as well as bludgeoning weapons. This allows you to avoid the penalties for using bludgeoning weapons underwater when making unarmed strikes. **Normal**:: Without a _freedom of movement_ effect, you take a –2 penalty on attacks with bludgeoning weapons and deal only half normal damage. ``` @@ --- Feat: Tormented Knight Tags: Vile, Combat Summ: 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. Prereq: Scion of Sorrow, base attack bonus +4 --- !! ``` ## Tormented Knight (Vile, Combat) *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.* **Prerequisite:** Scion of Sorrow, base attack bonus +4 **Benefit:** Any weapon you wield is treated as evil-aligned for the purpose of overcoming damage reduction. Any chaotic or lawful outsider you successfully damage with a melee or ranged weapon must succeed on a Fortitude save (DC 10+ damage dealt) or take 1d4 points of Charisma damage. **Special:** This feat can only be taken once. A character who takes this feat cannot also take the Demonsworn Knight or Hellbound Knight feat. A fighter can select this feat as one of his fighter bonus feats. In addition, as soon as you take this feat, your flesh turns pale and becomes unnaturally cold to the touch. ``` @@ --- Feat: Touch Of Golden Ice Tags: Exalted Summ: Your touch is poisonous to evil creatures. Prereq: Con 13 --- !! ``` ## Touch Of Golden Ice (Exalted) *Your touch is poisonous to evil creatures.* **Prerequisite:** Con 13 **Benefit:** Any evil creature you touch with your bare hand, fist, or natural weapon is ravaged by golden ice. ``` @@ --- Feat: Touch Of Benevolence Tags: Summ: Despite your evil alignment, you are prone to moments of benevolence and mercy. Prereq: Any evil alignment. --- !! ``` ## Touch Of Benevolence *Despite your evil alignment, you are prone to moments of benevolence and mercy.* **Prerequisite:** Any evil alignment. **Benefit:** Although you are evil and spells such as detect evil reveal your true alignment, you have a 50% chance of ignoring any effect that specifically targets or damages evil creatures. **Special:** To keep this feat, a character must demonstrate periodic acts of kindness and mercy. A DM can revoke this feat if the character fails to act in an appropriately conflicted manner. ``` @@ --- Feat: Touch Of Distraction Tags: Reserve Summ: Your touch briefly clouds the mind of a foe, impeding its efforts. Prereq: Ability to cast 3rd-level spells --- !! ``` ## Touch Of Distraction (Reserve) *Your touch briefly clouds the mind of a foe, impeding its efforts.* **Prerequisite:** Ability to cast 3rd-level spells **Benefit:** As long as you have an enchantment spell of 3rd level or higher available to cast, you can cloud the mind of a creature within 30 feet as a standard action. The target takes a -2 penalty on its next single attack roll or Reflex saving throw. If the target makes no attacks or Reflex saves within a number of rounds equal to the level of the highest-level enchantment spell you have available to cast, the effect ends. Multiple uses of this feat don't stack. This is an enchantment (compulsion), mind-affecting effect. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting enchantment spells. ``` @@ --- Feat: Touch Of Hate Tags: Vile Summ: Because you are favored by Bane, you can transform animals into evil minions Prereq: Violate Spell, able to cast 5th-level divine spells, patron deity Bane. --- !! ``` ## Touch Of Hate (Vile) Because you are favored by Bane, you can transform animals into evil minions **Prerequisite:** Violate Spell, able to cast 5th-level divine spells, patron deity Bane. **Benefit:** Once per ten-day, you can touch an animal and transform it into a beast of Bane (same as the Beast of Xvim entry in monster Compendium). The animal can have no more Hit Dice prior to transformation than you have cleric levels. The target creature can resist the transformation by making a successful Will save (DC 10 + 1/2 your cleric level + your Wis modifier). If the animal is the bonded companion of another character, it can use that character's base Will save bonus instead of its own, applying its own ability modifiers. If it fails the save, it instantaneously transforms into a beast of Bane and follows your commands. The beast of Bane that you create deals vile damage with its smite good ability. Vile damage can be healed only by magic cast within the area of a consecrate or hallow spell. ``` @@ --- Feat: Touch Of Taint Tags: Monstrous Summ: One of your attack forms that normally deals ability damage, ability drain, or energy drain can also deal corruption or depravity. Prereq: Natural attack that deals ability damage (including poison), ability drain, or energy drain --- !! ``` ## Touch Of Taint (Monstrous) One of your attack forms that normally deals ability damage, ability drain, or energy drain can also deal corruption or depravity. **Prerequisite:** Natural attack that deals ability damage (including poison), ability drain, or energy drain **Benefit:** Choose one of your natural attacks that deals ability damage or ability drain or bestows negative levels. That attack now increases the target's corruption or depravity score by 1 point along with the ability damage or drain it deals. If your attack deals ability damage or drain to a physical ability score (Strength, Dexterity, or Constitution), it now also increases the target's corruption score. If the attack deals ability damage or drain to a mental ability score (Intelligence, Wisdom, or Charisma), it now also increases the target's depravity score. If the attack bestows negative levels, you can choose whether it increases a specific target's corruption or depravity score. If the attack you choose bestows more than one negative level, it now increases the target's taint score by 2 points. You can choose to have it increase a target's corruption by 2 points, increase a target's depravity by 2 points, or increase each score by 1 point. ``` @@ --- Feat: Touch Spell Specialization Tags: Summ: You deal extra damage with touch spells. Prereq: Weapon Focus (touch spell), caster level 4th --- !! ``` ## Touch Spell Specialization *You deal extra damage with touch spells.* **Prerequisite:** Weapon Focus (touch spell), caster level 4th **Benefit:** Damage-dealing spells that require a melee touch attack roll gain a +2 bonus on the damage they deal. This extra damage applies only to the first successful attack of spells that allow multiple touch attacks (such as _chill touch_). Only spells that deal hit point damage can be affected by this feat. ``` @@ --- Feat: Touchstone Tags: Summ: You forge a link with a power-rich location, referred to as a touchstone site. Prereq: Knowledge (local) 8 ranks for the area in which the touchstone lies, or possession of a touchstone key (a portable object native to the touchstone's area and worth at least 250 gp). To forge a link between yourself and the touchstone, you must spend a day in meditation, spending 10 XP and 250 gp in material components. Alternatively, the key object for the touchstone can be destroyed as part of the ritual, in place of the material components. --- !! ``` ## Touchstone *You forge a link with a power-rich location, referred to as a touchstone site.* **Prerequisite:** Knowledge (local) 8 ranks for the area in which the touchstone lies, or possession of a touchstone key (a portable object native to the touchstone's area and worth at least 250 gp). To forge a link between yourself and the touchstone, you must spend a day in meditation, spending 10 XP and 250 gp in material components. Alternatively, the key object for the touchstone can be destroyed as part of the ritual, in place of the material components. **Benefit:** You gain the base ability associated with the touchstone to which you are linked. If you physically visit the location to which you have forged a link, you can also gain a higher-order ability with a limited number of uses, as described for that touchstone. You can swap sites any time you visit a new one and fulfill its higher-order recharge condition. See Touchstone Sites for more information. **Special:** You can take this feat more than once. Each time you do, you are able to retain one more touchstone site's base ability. You also gain the capacity to retain uses of one more touchstone's higher-order ability. Thus, by taking this feat twice, you could retain the base abilities for both the Shrine at Kahar and the Sunken City of Pazar simultaneously, as well as both sites’ higher-order abilities and uses. If you then visit a third touchstone site and fulfill its recharge condition, unless you have taken this feat three times, you must choose which of your two previous touchstone site abilities to lose as you gain the abilities of the new touchstone site. ``` @@ --- Feat: Toughening Transmutation Tags: Summ: Casting a transmutation spell briefly transforms your skin or that of an ally into sterner stuff. Prereq: Spell Focus (transmutation) or transmuter level 1st --- !! ``` ## Toughening Transmutation *Casting a transmutation spell briefly transforms your skin or that of an ally into sterner stuff.* **Prerequisite:** Spell Focus (transmutation) or transmuter level 1st **Benefit:** Whenever you cast a transmutation spell, you can choose to grant yourself or any one creature targeted by the spell damage reduction 5/magic. If the creature already has damage reduction (of any type) from another source, you increase that damage reduction by 5 instead. This effect lasts for 1 round. **Special:** A transmuter can select this feat as a wizard bonus feat. ``` @@ --- Feat: Transdimensional Power Tags: Metapsionic Summ: You can manifest powers that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the power's area. Prereq: You must expend your psionic focus to manifest a transdimensional power. A transdimensional power has its full normal effect on incorporeal creatures, creatures on the Ethereal Plane or the Plane of Shadow, and creatures within an extradimensional space in the power's area. This includes ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a _rope trick, portable hole,_ or other portable extradimensional space. --- !! ``` ## Transdimensional Power (Metapsionic) *You can manifest powers that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the power's area.* **Benefit:** You must expend your psionic focus to manifest a transdimensional power. A transdimensional power has its full normal effect on incorporeal creatures, creatures on the Ethereal Plane or the Plane of Shadow, and creatures within an extradimensional space in the power's area. This includes ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a _rope trick, portable hole,_ or other portable extradimensional space. You must be able to perceive a creature to target it with a transdimensional power, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread. Using this feat does not increase the power point cost of the power. **Normal**:: Only force effects can affect ethereal creatures, and no Material Plane attack affects creatures on the Plane of Shadow or in an enclosed extradimensional space. There is a 50% chance that any power other than a force effect fails against an incorporeal creature. ``` @@ --- Feat: Transdimensional Spell Tags: Metamagic Summ: You can cast spells that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the spell's area. Prereq: A transdimensional spell has its full normal effect on incorporeal creatures, creatures on the Ethereal Plane or the Plane of Shadow, and creatures within an extradimensional space in the spell's area. Such creatures include ethereal creatures, creatures that are _blinking_ or _shadow walking_, manifested ghosts, and creatures within the extradimensional space of a _rope trick, portable hole, or familiar pocket_ (see page 106). --- !! ``` ## Transdimensional Spell (Metamagic) *You can cast spells that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the spell's area.* **Benefit:** A transdimensional spell has its full normal effect on incorporeal creatures, creatures on the Ethereal Plane or the Plane of Shadow, and creatures within an extradimensional space in the spell's area. Such creatures include ethereal creatures, creatures that are _blinking_ or _shadow walking_, manifested ghosts, and creatures within the extradimensional space of a _rope trick, portable hole, or familiar pocket_ (see page 106). You must be able to perceive a creature to target it with a transdimensional spell, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread. A transdimensional spell uses up a spell slot one level higher than the spell's actual level. **Normal**:: Only force spells and effects can affect ethereal creatures, and no Material Plane attack affects creatures on the Plane of Shadow or in an enclosed extradimensional space. There is a 50% chance that any spell other than a force effect fails against an incorporeal creature. ``` @@ --- Feat: Transfer Legacy Tags: Legacy Summ: You can temporarily transfer one of your legacy item's abilities to another magic item. Prereq: Least Legacy, legacy ability with a daily use limit. --- !! ``` ## Transfer Legacy (Legacy) *You can temporarily transfer one of your legacy item's abilities to another magic item.* **Prerequisite:** Least Legacy, legacy ability with a daily use limit. **Benefit:** Choose one of your item's available legacy abilities with a daily use limit. Once per day, you can transfer that ability from your legacy item to another magic item. This transfer requires you to touch the legacy item to the recipient magic item (a standard action). For the next 24 hours, you cannot activate the transferred ability. However, the wielder of the recipient magic item can activate the transferred ability as the legacy item's wielder, for as many uses as remain in the day. The recipient wielder need not meet any prerequisites for activating or using the donor legacy item. **Special:** You cannot transfer a legacy ability that does not have at least one daily use remaining. You choose the ability when you use this feat. If you have the Lesser Legacy feat, you can use this ability two times per day. If you have the Greater Legacy feat, you can use this ability three times per day. Each time you do so, you must choose a different ability. ``` @@ --- Feat: Trapmaster Tags: Ancient Summ: You have studied the funereal architecture and lethal traps of a dozen long-dead cultures. Your familiarity with ancient tombs, vaults, and other such sites has instilled in you an uncanny knack for avoiding traps. Prereq: Int 13, trap sense +2. --- !! ``` ## Trapmaster (Ancient) *You have studied the funereal architecture and lethal traps of a dozen long-dead cultures. Your familiarity with ancient tombs, vaults, and other such sites has instilled in you an uncanny knack for avoiding traps.* **Prerequisite:** Int 13, trap sense +2. **Benefit:** The bonus for your trap sense ability increases by 4. In addition, you gain a +2 bonus on all Disable Device checks. ``` @@ --- Feat: Treefriend Tags: Summ: You are adapted to a forest environment. Prereq: Forest terrain --- !! ``` ## Treefriend *You are adapted to a forest environment.* **Prerequisite:** Forest terrain **Benefit:** You are completely at home in the forest. You gain a +2 competence bonus on Climb checks and on Survival checks to avoid becoming lost in the forest. ``` @@ --- Feat: Treetopper Tags: Regional Summ: Your people are at home in trees and high places. You can dare climbs that few other folk would care to try. Prereq: --- !! ``` ## Treetopper (Regional) *Your people are at home in trees and high places. You can dare climbs that few other folk would care to try.* **Prerequisite:** **Benefit:** You get a +2 bonus on Balance and Climb checks. You do not lose your Dexterity bonus to AC while climbing, and attackers do not gain any bonuses to attack you while you are climbing. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ``` @@ --- Feat: Trivial Knowledge Tags: Racial Summ: You have the ability to dredge up obscure knowledge in appropriate situations. Prereq: Koth subtype, Int 13 --- !! ``` ## Trivial Knowledge (Racial) You have the ability to dredge up obscure knowledge in appropriate situations. **Prerequisite:** Koth subtype, Int 13 **Benefit:** Whenever you make a Knowledge check or a bardic knowledge check, roll twice and use the better of the two results. ``` @@ --- Feat: Trophy Collector Tags: Summ: A belt of minotaur fur, a hood of cloaker wing-skin, and an amulet fashioned from a petrified dragon's eye—these are the intimidating symbols of your trade. You are skilled in preserving portions of defeated enemies and turning them into trophies. The memory of your past accomplishments drives you onward, instilling in you the confidence needed to face still greater foes. Prereq: Craft (taxidermy) 6 ranks --- !! ``` ## Trophy Collector *A belt of minotaur fur, a hood of cloaker wing-skin, and an amulet fashioned from a petrified dragon's eye—these are the intimidating symbols of your trade. You are skilled in preserving portions of defeated enemies and turning them into trophies. The memory of your past accomplishments drives you onward, instilling in you the confidence needed to face still greater foes.* **Prerequisite:** Craft (taxidermy) 6 ranks **Benefit:** When you defeat a foe in combat, you can preserve a part of its body and create a trophy that you can wear or brandish. In order to be worthy of your efforts, the opponent must have a Cr greater than your current level. A trophy has a value equal to the defeated creature's Cr × 100 gp. You must spend time using the Craft (taxidermy) skill to create the trophy as normal. Once you create a trophy, you can sell it for its market price or wear it. When you create a trophy, you must design it to occupy space on your body as one of these kinds of magic items: amulet, belt, boots, or cloak. You cannot gain the benefit of both a magic item and a trophy if both occupy the same space on your body; in such a case, the object you donned last becomes functional and the other object does not work. While wearing a trophy, you gain a +2 bonus on Intimidate checks per trophy against creatures of the same type as the trophy, except for outsiders and humanoids. In these two cases, the target must share the same subtype as the creature from which you crafted the trophy. You take a –4 penalty on Diplomacy checks against creatures of the same type or subtype as one or more of your worn trophies. For each trophy you wear, you gain a +1 bonus on saves against fear effects. Once per day, you gain a morale bonus on a single Will save equal to the number of trophies you wear. In this case, you draw upon the memories of past victories to strengthen your resolve. If you choose to take this morale bonus on a save against a fear effect, it stacks with the usual +1 bonus on saves per trophy won. **Special:** You can only craft trophies from corporeal creatures that you actively helped defeat. You cannot craft trophies from oozes. ``` @@ --- Feat: True Believer Tags: Summ: Your deity rewards your unquestioning faith and dedication. Prereq: Must choose a single deity to worship. Must be within one step of that god's alignment. --- !! ``` ## True Believer *Your deity rewards your unquestioning faith and dedication.* **Prerequisite:** Must choose a single deity to worship. Must be within one step of that god's alignment. **Benefit:** Once per day when you are about to make a saving throw you may declare that you are using this feat to gain a +2 insight bonus on that saving throw. This feat also allows you to use a relic (see relics, page 88) of the deity you worship. ``` @@ --- Feat: Circling Spirit Tags: Spirit Summ: *You have a stronger connection to your Basheire spirit, allowing you to move more effectively underwater. Prereq: Bash subtype, Circling Shark spirit --- !! ``` ## Circling Spirit (Spirit) *You have a stronger connection to your Basheire spirit, allowing you to move more effectively underwater. **Prerequisite:** Bash subtype, Circling Shark spirit **Benefit:** While invoking your spirit, your swim speed improves by 10 feet. In addition, you can make melee attacks underwater without the normal penalties. **Special:** Without this feat, a character with a swim speed takes a –2 penalty on melee attack rolls made with bludgeoning or slashing weapons while underwater. ``` @@ --- Feat: Truename Rebuttal Tags: Summ: You are particularly good at negating other truenamers’ power with well-chosen truenames. Prereq: Ability to speak utterances --- !! ``` ## Truename Rebuttal *You are particularly good at negating other truenamers’ power with well-chosen truenames.* **Prerequisite:** Ability to speak utterances **Benefit:** You gain a +4 bonus on Truespeak checks made to counter or dispel the utterances of other truespeakers. **Normal**:: Countering and dispelling attempts use opposed Truespeak checks between the original truenamer and the one trying to end the utterance. ``` @@ --- Feat: Truename Research Tags: Summ: You have a knack for uncovering the personal truenames of friends and foes alike through study and investigation. Prereq: Truespeak 9 ranks --- !! ``` ## Truename Research *You have a knack for uncovering the personal truenames of friends and foes alike through study and investigation.* **Prerequisite:** Truespeak 9 ranks **Benefit:** You gain a +2 bonus on Knowledge checks made to discover a creature's personal truename (as described in Truename Research, page 196). In addition, the cost to research a personal truename is reduced by half. ``` @@ --- Feat: Truename Training Tags: Summ: Unlike most of your peers, you have discovered the secret power of truenames. Prereq: The Truespeak skill is considered a class skill for you, no matter what class you actually choose. If you purchased ranks in Truespeak as a cross-class skill, you immediately gain additional ranks in Truespeak as if it had always been a class skill for you. --- !! ``` ## Truename Training *Unlike most of your peers, you have discovered the secret power of truenames.* **Benefit:** The Truespeak skill is considered a class skill for you, no matter what class you actually choose. If you purchased ranks in Truespeak as a cross-class skill, you immediately gain additional ranks in Truespeak as if it had always been a class skill for you. **Normal**:: The Truespeak skill is a class skill only for truenamers. ``` @@ --- Feat: Tumbling Feint Tags: Summ: When you move near an opponent, your acrobatic maneuvers leave him confused and unable to properly defend himself. Prereq: Bluff 4 ranks, Tumble 4 ranks --- !! ``` ## Tumbling Feint *When you move near an opponent, your acrobatic maneuvers leave him confused and unable to properly defend himself.* **Prerequisite:** Bluff 4 ranks, Tumble 4 ranks **Benefit:** As a swift action at the start of your turn, you designate a single opponent as the target of this feat. If you successfully use your Tumble skill to avoid provoking an attack of opportunity from that opponent, you gain a +5 bonus on your next Bluff check to feint against him. You must use this benefit on or before your next turn. For example, Lidda designates a nearby ogre as the target of this feat. She tumbles into the ogre's threatened area and continues to tumble past the creature, moving to a square from which she plans to make a melee attack against the ogre. Lidda succeeds on her Tumble check to avoid provoking an attack of opportunity from the ogre, and she moves into her destination square. She can now use a standard action to feint the ogre, applying the benefit of this feat on her Bluff check, or she can take any other sort of standard action, including making a normal melee attack against the ogre. If she chooses not to feint immediately, she can wait until her next turn and still gain this feat's benefit. **Special:** A fighter can select Tumbling Feint as one of his fighter bonus feats. ``` @@ --- Feat: Tunnel Fighting Tags: Summ: You are adept at maneuvering and fighting in tight spaces and underground passages. Prereq: Base attack bonus +1 --- !! ``` ## Tunnel Fighting *You are adept at maneuvering and fighting in tight spaces and underground passages.* **Prerequisite:** Base attack bonus +1 **Benefit:** You do not take a penalty on your attack rolls or to Armor Class when squeezing into or through a tight space. **Normal**:: Each movement into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space a character takes a –4 penalty on attack rolls and a –4 penalty to AC. **Special:** A fighter may select Tunnel Fighting as one of his fighter bonus feats ``` @@ --- Feat: Tunnel Riding Tags: Summ: You are particularly adept at maneuvering mounts through tight spaces and underground passages. Prereq: Mounted Combat, Tunnel Fighting --- !! ``` ## Tunnel Riding *You are particularly adept at maneuvering mounts through tight spaces and underground passages.* **Prerequisite:** Mounted Combat, Tunnel Fighting **Benefit:** You and your mount do not take penalties on attack rolls or to Armor Class when squeezing into or through tight spaces. You can fight in any space large enough for the mount to squeeze through. Your having this feat does not allow a mount to squeeze through a space it would not normally be able to pass through. ``` @@ --- Feat: Tunnelrunner Tags: Summ: You can move naturally in the cramped quarters of caves and tunnels. Prereq: Chitine or grimlock. --- !! ``` ## Tunnelrunner *You can move naturally in the cramped quarters of caves and tunnels.* **Prerequisite:** Chitine or grimlock. **Benefit:** You ignore the speed reduction for hampered movement when moving in a narrow space (an area smaller than but at least one-half of your space) or a low space (an area shorter than but at least one-half of your height). You also retain your Dexterity bonus to your Armor Class. If the space is both narrow and low, you function as if only one of those conditions applied. **Normal**:: In a narrow or low space, a creature without this feat is reduced to one-half normal speed and loses its Dexterity bonus to Armor Class. In a space that is both narrow and low, speed is reduced to one-quarter normal. ``` @@ --- Feat: Turtle Dart Tags: Style Summ: You have mastered the style of fighting with a short sword while wearing extremely heavy armor and carrying a large shield. Prereq: Exotic Armor Proficiency (battle plate or mountain plate), Exotic Shield Proficiency (extreme shield) or Tower Shield Proficiency, Weapon Focus (short sword) --- !! ``` ## Turtle Dart (Style) *You have mastered the style of fighting with a short sword while wearing extremely heavy armor and carrying a large shield.* **Prerequisite:** Exotic Armor Proficiency (battle plate or mountain plate), Exotic Shield Proficiency (extreme shield) or Tower Shield Proficiency, Weapon Focus (short sword) **Benefit:** To gain the benefit of this feat, you must be wearing exotic heavy armor and carrying an extreme shield or tower shield. When using this style, you do not provoke attacks of opportunity for moving away from any creature that you attack with your short sword in the same round. ``` @@ --- Feat: Twin Power Tags: Metapsionic Summ: You can manifest a power simultaneously with another power just like it. Prereq: To use this feat, you must expend your psionic focus. You can twin a power. Manifesting a power altered by this feat causes the power to take effect twice on the area or target, as if you were simultaneously manifesting the same power two times on the same location or target. Any variables in the power (such as duration, number of targets, and so on) are the same for both of the resulting powers. The target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each. In some cases, such as a twinned _psionic charm_, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect). --- !! ``` ## Twin Power (Metapsionic) *You can manifest a power simultaneously with another power just like it.* **Benefit:** To use this feat, you must expend your psionic focus. You can twin a power. Manifesting a power altered by this feat causes the power to take effect twice on the area or target, as if you were simultaneously manifesting the same power two times on the same location or target. Any variables in the power (such as duration, number of targets, and so on) are the same for both of the resulting powers. The target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each. In some cases, such as a twinned _psionic charm_, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect). Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level. ``` @@ --- Feat: Twin Spell Tags: Metamagic Summ: You can simultaneously cast a single spell twice. Prereq: Any metamagic feat --- !! ``` ## Twin Spell (Metamagic) *You can simultaneously cast a single spell twice.* **Prerequisite:** Any metamagic feat **Benefit:** Casting a twinned spell causes the spell to take effect twice in the same area or on the same target simultaneously. Any variable characteristics (including attack rolls) or decisions you would make about the spell (including target and area), are applied to both spells, with affected creatures receiving all the effects of each spell individually (including getting two saving throws if applicable). A spell whose effects wouldn’t stack if it was cast twice under normal circumstances will create redundant effects if successfully twinned (see Combining Magical Effects, page 171 of the _Player's Handbook_). For example, a twinned _charm person_ doesn’t create a more potent or long-lasting effect, but any ally of the target would have to succeed on two dispel attempts in order to free the target from the charm. As with other metamagic feats, twinning a spell does not affect its vulnerability to counterspelling, so a single successful counterspell negates both instances of a twinned spell. A twinned spell uses up a spell slot four levels higher than the spell's actual level. ``` @@ --- Feat: Twin Sword Style Tags: Regional Summ: You have mastered a defensive style based on wielding a blade in each hand. Prereq: Elf (Menzoberranyr or Waterdeep), half-elf (Waterdeep), or human (Sembia or Waterdeep), proficient with martial weapons. --- !! ``` ## Twin Sword Style (Regional) You have mastered a defensive style based on wielding a blade in each hand. **Prerequisite:** Elf (Menzoberranyr or Waterdeep), half-elf (Waterdeep), or human (Sembia or Waterdeep), proficient with martial weapons. **Benefit:** When fighting with two blades (dagger, longsword, rapier, scimitar, or short sword, in any combination), you can designate a melee opponent during your action and receive a +2 shield bonus to your Armor Class against attacks from that opponent. This bonus stacks with the shield bonus from a buckler or animated shield. You can select a new melee opponent as a free action on your turn. You lose this bonus if you are caught flat-footed or lose your Dexterity bonus to AC for any reason. **Special:** You may select this feat only as a 1st-level character. You may have only one regional feat. ``` @@ --- Feat: Twist The Knife Tags: Summ: You can make a vicious attack that leaves your victim gasping in pain. Prereq: Sneak attack +2d6, Improved Critical (melee weapon). --- !! ``` ## Twist The Knife *You can make a vicious attack that leaves your victim gasping in pain.* **Prerequisite:** Sneak attack +2d6, Improved Critical (melee weapon). **Benefit:** Whenever you confirm a critical hit while wielding a melee weapon for which you have the Improved Critical feat, you can forego the extra damage and wrack the target with pain instead. For a number of rounds equal to the weapon's critical multiplier, the target takes a –3 penalty on attack rolls, weapon damage rolls, saving throws, ability checks, and skill checks. ``` @@ --- Feat: Two-Bladed Mind Blade Tags: Psionic Summ: When you reshape your mind blade, you can change it into an exotic weapon: a two-bladed sword. Prereq: Ability to generate a mind blade, shape mind blade class feature --- !! ``` ## Two-Bladed Mind Blade (Psionic) *When you reshape your mind blade, you can change it into an exotic weapon: a two-bladed sword.* **Prerequisite:** Ability to generate a mind blade, shape mind blade class feature **Benefit:** Any time you wish to reshape your mind blade using your shape mind blade class feature, you can add the two-bladed sword to your shape repertoire. You are proficient with your two-bladed sword mind blade—you are treated as if you possess the Exotic Weapon Proficiency (two-bladed sword mind blade). The weapon is sized appropriately for you and deals damage as a two-bladed sword. ``` @@ --- Feat: Two-Weapon Defense Tags: Summ: *Prerequisite:* Dex 15, Two-Weapon Fighting Prereq: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. --- !! ``` ## Two-Weapon Defense **Prerequisite:** Dex 15, Two-Weapon Fighting **Benefit:** When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2. **Special:** A fighter may select Two-Weapon Defense as one of his fighter bonus feats. ``` @@ --- Feat: Two-Weapon Pounce Tags: Summ: 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. Prereq: Dex 15, Two-Weapon Fighting, base attack bonus +6 --- !! ``` ## Two-Weapon Pounce *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.* **Prerequisite:** Dex 15, Two-Weapon Fighting, base attack bonus +6 **Benefit:** When you are making a charge and wielding weapons in both hands, you can attack with both of your weapons. If you do so, you lose the bonus on attack rolls normally granted by a charge. The –2 penalty to AC from charging still applies. **Normal**:: When making a charge, you get a single attack at the end of your movement. **Special:** A fighter can select Two-Weapon Pounce as one of his fighter bonus feats. A ranger who has chosen the two-weapon combat style can select Two-Weapon Pounce as long as he has a base attack bonus of +6 and is wearing light armor or no armor. ``` @@ --- Feat: Two-Weapon Rend Tags: Summ: You wield two weapons with an artisan's precision. Each strike builds on the next, allowing you to deal more damage. Prereq: Dex 15,Two-Weapon Fighting, base attack bonus +11 --- !! ``` ## Two-Weapon Rend *You wield two weapons with an artisan's precision. Each strike builds on the next, allowing you to deal more damage.* **Prerequisite:** Dex 15,Two-Weapon Fighting, base attack bonus +11 **Benefit:** If you successfully hit an opponent with both of the weapons you wield, you deal extra damage equal to 1d6 + 1-1/2 times your Strength bonus. This extra damage is treated as the same type that your off-hand weapon deals normally for the purpose of overcoming damage reduction and other effects related to damage type. You can gain this extra damage once per round against a given opponent. **Special:** A fighter can select Two-Weapon Rend as one of his fighter bonus feats. A ranger who has chosen the two weapon combat style can select Two-Weapon Rend as long as he has a base attack bonus of +11 and is wearing light armor or no armor. ``` @@ --- Feat: Umbral Spell Tags: Metamagic Summ: You add the darkness descriptor to a spell you cast. Prereq: You can alter a burst-, emanation-, or spread-shaped spell so that it gains the darkness descriptor. The altered spell automatically dispels any spells with the light descriptor of the spell's level or lower whose effects overlap or are within --- !! ``` ## Umbral Spell (Metamagic) *You add the darkness descriptor to a spell you cast.* **Benefit:** You can alter a burst-, emanation-, or spread-shaped spell so that it gains the darkness descriptor. The altered spell automatically dispels any spells with the light descriptor of the spell's level or lower whose effects overlap or are within the altered spell's area. For example, an umbral _lightning bolt_ would dispel any ongoing light spell of 3rd level or lower in the area of the line. An umbral spell uses up a spell slot one level higher than the spell's actual level. ``` @@ --- Feat: Unavoidable Strike Tags: Psionic Summ: You can make an unarmed strike or use a natural weapon against your foe as if delivering a touch attack. Prereq: Str 13, Psionic Fist, base attack bonus +5 --- !! ``` ## Unavoidable Strike (Psionic) *You can make an unarmed strike or use a natural weapon against your foe as if delivering a touch attack.* **Prerequisite:** Str 13, Psionic Fist, base attack bonus +5 **Benefit:** To use this feat, you must expend your psionic focus. You can resolve your unarmed strike or attack with a natural weapon as a touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. ``` @@ --- Feat: Uncanny Forethought Tags: Summ: You cunningly prepare your spells for any exigency. Prereq: Int 17, Spell Mastery --- !! ``` ## Uncanny Forethought *You cunningly prepare your spells for any exigency.* **Prerequisite:** Int 17, Spell Mastery **Benefit:** When preparing your daily allotment of spells, you can reserve a number of spell slots equal to your Intelligence modifier. As a standard action, you can use one of these slots to cast a spell that you selected for the Spell Mastery feat. The level of the slot used must be equal to or greater than the level of the spell you intend to cast. Alternatively, as a full-round action, you can use a reserved slot to cast any spell that you know. The spell is resolved as normal, but for the purpose of the spell, your caster level is reduced by two. The level of the slot used must be equal to or greater than the level of the spell you intend to cast. ``` @@ --- Feat: Uncanny Scent Tags: Summ: You can pinpoint scents at a greater distance. Prereq: Scent ability, Improved Scent --- !! ``` ## Uncanny Scent *You can pinpoint scents at a greater distance.* **Prerequisite:** Scent ability, Improved Scent **Benefit:** You can pinpoint the location of a scent when within 20 feet. **Normal**:: You can pinpoint the location of a scent when within 5 feet. ``` @@ --- Feat: Unconditional Power Tags: Metapsionic Summ: Disabling conditions do not hold you back. Prereq: To use this feat, you must expend your psionic focus. Your mental strength is enough to overcome some otherwise disabling conditions. You can manifest an unconditional power when you are dazed, _confused,_ nauseated, shaken, or stunned. --- !! ``` ## Unconditional Power (Metapsionic) *Disabling conditions do not hold you back.* **Benefit:** To use this feat, you must expend your psionic focus. Your mental strength is enough to overcome some otherwise disabling conditions. You can manifest an unconditional power when you are dazed, _confused,_ nauseated, shaken, or stunned. Only personal powers and powers that affect your person can be manifested as unconditional powers. Using this feat increases the power point cost of the power by 8. The power's total cost cannot exceed your manifester level. ``` @@ --- Feat: Undead Empathy Tags: Summ: You are adept at communicating with and influencing the undead. Prereq: Charisma 13 --- !! ``` ## Undead Empathy *You are adept at communicating with and influencing the undead.* **Prerequisite:** Charisma 13 **Benefit:** You gain a +4 bonus on Diplomacy checks made to influence the reactions of intelligent undead. You can also use Diplomacy to influence the actions of mindless undead, though in this case you do not gain the +4 bonus on your check. Generally, mindless undead begin an encounter with a hostile attitude; a Diplomacy check sufficient to make them indifferent is usually enough to stave off attack. If the undead have been specifically commanded to guard something, a Diplomacy check sufficient to make them friendly is required to make them back off from combat, and a check sufficient to make them helpful is needed to make them abandon what they are guarding. To influence the behavior of a mindless undead, the character and the undead must be within 30 feet of one another. Generally, influencing an undead in this way takes 1 minute, but as with influencing the living, it might take more or less time. ``` @@ --- Feat: Undead Leadership Tags: Summ: You gain the service of loyal undead followers. Prereq: Character level 6th, non-good alignment, Knowledge (religion) 1 rank --- !! ``` ## Undead Leadership *You gain the service of loyal undead followers.* **Prerequisite:** Character level 6th, non-good alignment, Knowledge (religion) 1 rank **Benefit:** You attract followers and a cohort as if you had taken the Leadership feat. Your leadership score is treated as 2 higher than it otherwise would be for the purposes of attracting undead followers and treated as 4 lower than it otherwise would be for the purposes of attracting living followers. If you choose to attract an undead cohort rather than a living cohort, you can attract an undead cohort with a maximum effective character level equal to two less than your Ecl. **Special:** Like the standard Leadership feat, you must check with your DM before selecting this feat, and work with your DM to determine an appropriate cohort and followers for your character. See the Undead Cohorts and Followers section, below, for more information on choosing an undead creature as a cohort or follower. ``` @@ --- Feat: Undead Meldshaper Tags: Monstrous Summ: Despite having no soul of your own, you maintain the ability to channel incarnum through force of will alone. Prereq: Int 3, undead type --- !! ``` ## Undead Meldshaper (Monstrous) *Despite having no soul of your own, you maintain the ability to channel incarnum through force of will alone.* **Prerequisite:** Int 3, undead type **Benefits**:: Use your Wisdom score to determine the maximum number of soulmelds you can shape. If you would use your Constitution score to determine a soulmeld's save Dc, use your Wisdom score instead. ``` @@ --- Feat: Underfoot Combat Tags: Summ: You can enter the space that a foe at least two size categories bigger than you occupies. Prereq: Small or smaller, Tumble 10 ranks --- !! ``` ## Underfoot Combat *You can enter the space that a foe at least two size categories bigger than you occupies.* **Prerequisite:** Small or smaller, Tumble 10 ranks **Benefit:** You can move into or through a square occupied by a creature at least two size categories larger than you. You do not provoke attacks of opportunity for doing so. While you are in a square occupied by a creature at least two size categories larger than you, you gain the benefit of soft cover (+4 bonus toAC) against all attacks, including those of the creature whose space you occupy. **Normal**:: Without this feat, you can move through squares occupied by a creature at least three size categories larger than you, or a creature three size categories smaller than you (or any creature, if you are Tiny or smaller). ``` @@ --- Feat: Undo Resistance Tags: Summ: You learn to use cold iron weapons to unravel your opponent's magical defenses with a well-placed sneak attack. Prereq: Sneak attack, sudden strike, or skirmish ability --- !! ``` ## Undo Resistance *You learn to use cold iron weapons to unravel your opponent's magical defenses with a well-placed sneak attack.* **Prerequisite:** Sneak attack, sudden strike, or skirmish ability **Benefit:** If you successfully deal sneak attack damage with a cold iron weapon, you reduce the target's spell resistance by 1 point per die of sneak attack damage. Multiple uses of this feat stack. Undo Resistance can reduce a target's spell resistance to 0, but not below 0. Spell resistance reduced in this manner returns to normal 1 hour after the last sneak attack. **Special:** You also gain this benefit with skirmish and sudden strike damage. Your DM might also allow you to use this feat with similar special abilities that grant you extra dice of damage against flat-footed or flanked opponents. ``` @@ --- Feat: Undying Fate Tags: Initiate Summ: You have pledged your unswerving obedience to Wee Jas, and she in turn has granted you special insight into life and death. Prereq: Cleric level 3rd, deity Wee Jas --- !! ``` ## Undying Fate (Initiate) *You have pledged your unswerving obedience to Wee Jas, and she in turn has granted you special insight into life and death.* **Prerequisite:** Cleric level 3rd, deity Wee Jas **Benefit:** As a swift action, you can determine how close creatures are to death. This extraordinary ability can be used at will but otherwise functions like the _deathwatch_ spell. In addition, you may add the following spells to your cleric spell list: 2nd _False Life_ 3rd _Halt Undead_ 5th _Blight_ 7th _Finger of Death_ ``` @@ --- Feat: Unnatural Will Tags: Summ: You have learned to focus your force of personality and inner strength to stand against fearful circumstances. Prereq: Charisma 12, Iron Will --- !! ``` ## Unnatural Will *You have learned to focus your force of personality and inner strength to stand against fearful circumstances.* **Prerequisite:** Charisma 12, Iron Will **Benefit:** Add your Charisma modifier to all Will saves against fear effects. This bonus stacks with any Wisdom bonus you might have to Will saves. **Special:** This feat is used by dread witches to resist the negative effects of fear while still empowering their mystical abilities. ## Unnerving Calm *You know that the secret to defeating your enemies lies within the still center of your own mind. When your enemies meet* your eyes, they see only calm and certain death awaiting them. **Prerequisite:** Concentration 1 rank, one Diamond Mind strike **Benefit:** You can use your Concentration skill instead of your Intimidate skill when you engage in a duel of wills (see page 27). You gain a +4 bonus on skill checks made to resolve a duel of wills. If your enemy chooses to ignore your challenge, you gain a +2 morale bonus on attack rolls against that opponent for 1 round. **Normal**:: Resolving a duel of wills requires an Intimidate check. You gain a +1 morale bonus on attack rolls against an opponent who ignores your challenge. ``` @@ --- Feat: Unquenchable Flame Of Life Tags: Summ: You are hardened to the attacks of the undead. Prereq: You gain a +2 bonus on all saves against the extraordinary or supernatural abilities of undead creatures. --- !! ``` ## Unquenchable Flame Of Life *You are hardened to the attacks of the undead.* **Benefit:** You gain a +2 bonus on all saves against the extraordinary or supernatural abilities of undead creatures. **Special:** If you have selected undead as your favored enemy, your bonus on saving throws is instead equal to your favored enemy bonus against undead. ``` @@ --- Feat: Unseen Arrow Tags: Summ: Developed by shadowblades, this feat allows a member of that class to apply his unseen weapon abilities to thrown or projectile weapons. Prereq: Unseen weapon class feature --- !! ``` ## Unseen Arrow *Developed by shadowblades, this feat allows a member of that class to apply his unseen weapon abilities to thrown or projectile weapons.* **Prerequisite:** Unseen weapon class feature **Benefit:** You can apply the unseen weapon class feature, and all its abilities, to a thrown or missile weapon. If you use the far shadow ability (see page 130) with a ranged weapon, it adds 30 feet to the distance the weapon can travel before you take the first range increment penalty. ``` @@ --- Feat: Unsettling Enchantment Tags: Summ: Your enchantment spells cloud the minds of even those who would otherwise resist their effects. Prereq: Spell Focus (enchantment) or enchanter level 1st --- !! ``` ## Unsettling Enchantment *Your enchantment spells cloud the minds of even those who would otherwise resist their effects.* **Prerequisite:** Spell Focus (enchantment) or enchanter level 1st **Benefit:** Any foe required to save against an enchantment spell you cast takes a -2 penalty on attack rolls and to AC for 1 round, regardless of the result of the save. This is a mindaffecting effect. **Special:** An enchanter can select this feat as a wizard bonus feat. ``` @@ --- Feat: Up The Walls Tags: Psionic Summ: You can run on walls for brief distances. Prereq: Wis 13 --- !! ``` ## Up The Walls (Psionic) *You can run on walls for brief distances.* **Prerequisite:** Wis 13 **Benefit:** While you are psionically focused, you can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall. **Special:** You can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows you to make an attack from the wall against a foe standing on the ground who is within the area you threaten; however, if you are somehow prevented from completing your move, you fall. Likewise, you could tumble along the wall to avoid attacks of opportunity. ``` @@ --- Feat: Urban Stealth Tags: Summ: You are particularly adept at moving quietly and unnoticed through the city. Prereq: Knowledge (local) 2 ranks --- !! ``` ## Urban Stealth *You are particularly adept at moving quietly and unnoticed through the city.* **Prerequisite:** Knowledge (local) 2 ranks **Benefit:** You gain a +3 bonus on Stealth checks in a small city or larger community. This bonus applies only when you are outside—trying to hide in a bedroom or office does not benefit from this feat, since your knowledge of urban environments is no help in such confined spaces. ``` @@ --- Feat: Urban Tracking Tags: Summ: You can track down the location of missing persons or wanted individuals within communities. Prereq: To find an individual's trail, or to follow a trail for 1 hour, requires a Diplomacy check. You must make another Diplomacy check every hour you search, as well as each time the trail becomes more difficult to follow, such as when it takes you to a different part of town. The DC of the check, and the number of checks required to track down your quarry, depends on the community size and the prevailing conditions. If you fail a check, you can retry after 1 hour of questioning; the DM should roll the number of checks required secretly, so that the player doesn’t know exactly how much time the task will require. You can cut the time between Diplomacy checks in half (from 1 hour to 30 minutes), but you take a –5 penalty on the check. Obviously, this feat will not allow you to locate someone who has gone beyond the boundaries of the community, but it could inform you that they’ve done so. --- !! ``` ## Urban Tracking *You can track down the location of missing persons or wanted individuals within communities.* **Benefit:** To find an individual's trail, or to follow a trail for 1 hour, requires a Diplomacy check. You must make another Diplomacy check every hour you search, as well as each time the trail becomes more difficult to follow, such as when it takes you to a different part of town. The DC of the check, and the number of checks required to track down your quarry, depends on the community size and the prevailing conditions. If you fail a check, you can retry after 1 hour of questioning; the DM should roll the number of checks required secretly, so that the player doesn’t know exactly how much time the task will require. You can cut the time between Diplomacy checks in half (from 1 hour to 30 minutes), but you take a –5 penalty on the check. Obviously, this feat will not allow you to locate someone who has gone beyond the boundaries of the community, but it could inform you that they’ve done so. | Community Size* | DC | Checks Required | | ------------------------- | --- | --------------- | | Thorp, hamlet, or village | 5 | 1d3 | | Small town or large town | 10 | 1d4+1 | | Small city or large city | 15 | 1d6+1 | | Metropolis | 20 | 1d8+2 | | | | |---|---| |Conditions|DC Modifier| |Every three creatures in group being sought|–2| |Every 24 hours group has been missing/sought|+1| |Tracked group “lies low”|+2| |Tracked group matches community's primary racial demographic|+2| |Tracked group does not match community's primary racial demographic|–2| |* See _Dmg_ 139.|| **Normal**:: Characters without this feat can use Diplomacy to find out about specific individuals, but each check takes 1d4+1 hours and doesn’t allow for effective trailing. **Special:** A character with 5 ranks in Knowledge (local) gains a +2 bonus on the Diplomacy check to use this feat. ``` @@ --- Feat: Utterance Of The Evolving Mind Tags: Summ: Your further mastery of Truespeech allows you to wield its power more effectively against creatures. Prereq: Truespeak 9 ranks, ability to speak two utterances --- !! ``` ## Utterance Of The Evolving Mind *Your further mastery of Truespeech allows you to wield its power more effectively against creatures.* **Prerequisite:** Truespeak 9 ranks, ability to speak two utterances **Benefit:** You learn one 2nd-level utterance from the Lexicon of the Evolving Mind. **Special:** You can take this feat more than once. ``` @@ --- Feat: Utterance Of The Crafted Tool Tags: Summ: As you strive for ever more mastery of Truespeech, you gain more power over the universe around you. You can now use the power of Truespeech to affect objects. Prereq: Truespeak 12 ranks, Truename Training, ability to speak three utterances --- !! ``` ## Utterance Of The Crafted Tool As you strive for ever more mastery of Truespeech, you gain more power over the universe around you. You can now use the power of Truespeech to affect objects. **Prerequisite:** Truespeak 12 ranks, Truename Training, ability to speak three utterances **Benefit:** You learn one 1st-level utterance from the Lexicon of the Crafted Tool. **Special:** You can take this feat more than once. ``` @@ --- Feat: Utterance Of The Perfected Map Tags: Summ: The power of the Truespeech can alter the state of reality itself. Reaching toward this great power, you have mastered an utterance from the Lexicon of the Perfected Map. Prereq: Truespeak 15 ranks, Truename Training, ability to speak four utterances --- !! ``` ## Utterance Of The Perfected Map The power of the Truespeech can alter the state of reality itself. Reaching toward this great power, you have mastered an utterance from the Lexicon of the Perfected Map. **Prerequisite:** Truespeak 15 ranks, Truename Training, ability to speak four utterances **Benefit:** You learn one 1st-level utterance from the Lexicon of the Perfected Map. **Special:** You can take this feat more than once. ``` @@ --- Feat: Utterance Focus Tags: Summ: You have a particular utterance you favor above others, and your enemies are less able to resist the power of your words. Prereq: Ability to speak utterances --- !! ``` ## Utterance Focus You have a particular utterance you favor above others, and your enemies are less able to resist the power of your words. **Prerequisite:** Ability to speak utterances **Benefit:** Add 1 to the Difficulty Class for all saving throws against a specific utterance you know (such as the _eldritch attraction_ utterance). This benefit also applies to the reverse of your favored utterance, if applicable. **Normal**:: The DC to resist your utterances is usually 10 + 1/2 truenamer level + Cha modifier. **Special:** You can gain this feat multiple times. Its effect do not stack. Each time you take the feat, it applies to a new utterance. ``` @@ --- Feat: Vampire Hunter Tags: Summ: Your knowledge of vampires has given you the extraordinary ability to detect subtle signs of their presence and to resist their dominating gaze ability. Prereq: Knowledge (religion) 6 ranks --- !! ``` ## Vampire Hunter *Your knowledge of vampires has given you the extraordinary ability to detect subtle signs of their presence and to resist their dominating gaze ability.* **Prerequisite:** Knowledge (religion) 6 ranks **Benefits**:: You can take a move action to unfailingly determine whether a vampire or vampire spawn is within 30 feet of you. In addition, you are immune to the dominating gaze ability of vampires and vampire spawn. ``` @@ --- Feat: Vatic Gaze Tags: Summ: Your arcane studies have brought forth your nascent talent to sense magical auras and the power that others are capable of wielding. Prereq: Arcane caster level 9th --- !! ``` ## Vatic Gaze *Your arcane studies have brought forth your nascent talent to sense magical auras and the power that others are capable of wielding.* **Prerequisite:** Arcane caster level 9th **Benefit:** You can use _detect magic_ at will. Also, as a swift action, you can attempt to determine an opponent's spellcasting ability. You make a Sense Motive check (DC 5 + target's caster level). If this check succeeds, you learn the highest-level spells the target is capable of casting. This benefit grants you no insight into spell-like or supernatural abilities. ``` @@ --- Feat: Veil Of Cyric Tags: Summ: You have reconciled yourself to the unfortunate truth that hard decisions and regrettable actions are necessary in the service of your deity. You intrinsically rationalize any non-good act, believing your actions to be just and pure. Prereq: Any evil alignment, not an outsider, cannot worship an evil god. --- !! ``` ## Veil Of Cyric You have reconciled yourself to the unfortunate truth that hard decisions and regrettable actions are necessary in the service of your deity. You intrinsically rationalize any non-good act, believing your actions to be just and pure. **Prerequisite:** Any evil alignment, not an outsider, cannot worship an evil god. **Benefit:** You do not register as evil to detect evil spells, spell-like abilities, or supernatural abilities unless the aura power of the detector exceeds your own. For example, the aura power of a paladin 7/blackguard 1 is moderate, so a good-aligned cleric would need to be 9th level to detect his evil nature. **Special:** This feat provides no benefit against attempts to smite evil or spells such as _holy smite_ or _holy word_. You are evil, you simply do not register as such to most _detect evil_ attempts. ``` @@ --- Feat: Vermin Companion Tags: Summ: Instead of an animal companion, you have a vermin creature as a companion. Prereq: Druid level 3rd, non-good alignment, Child of Winter, animal companion class feature. --- !! ``` ## Vermin Companion *Instead of an animal companion, you have a vermin creature as a companion.* **Prerequisite:** Druid level 3rd, non-good alignment, Child of Winter, animal companion class feature. **Benefit:** When choosing an animal companion, you may choose a vermin instead. Even though your companion is a vermin, you can cast spells on it that normally target animals as though it were an animal. Your companion gains an Intelligence score of 1 but does not gain any skills or feats. Apply the indicated adjustment to the character's level (in parentheses) to determine the companion's special powers. | Vermin Companions | Minimum Druid Level | | --------------------------- | ------------------- | | Giant ant, worker | 3rd | | Giant fire beetle | 3rd | | Giant ant, soldier | 3rd | | Monstrous centipede, Medium | 3rd | | Giant bee | 3rd | | Monstrous scorpion, Small | 3rd | | Giant bombardier beetle | 3rd | | Monstrous spider, Small | 3rd | | Giant praying mantis | 4th | | Giant wasp | 4th | | Giant stag beetle | 7th | A vermin companion has all the normal abilities of a typical creature of its kind, as well as the characteristics of an animal companion determined by your druid level. ``` @@ --- Feat: Vermin Shape Tags: Summ: You can use your wild shape ability to assume vermin forms instead of animal forms. Prereq: Druid level 5th, non-good alignment, Child of Winter --- !! ``` ## Vermin Shape You can use your wild shape ability to assume vermin forms instead of animal forms. **Prerequisite:** Druid level 5th, non-good alignment, Child of Winter **Benefit:** You can turn yourself into a Small or Medium vermin. You gain the ability to take the shape of a Large vermin when your druid level reaches 8th, a Tiny vermin at 11th level, and a Huge vermin at 15th level. In no case can the vermin form's Hit Dice exceed your druid level. **Special:** You can’t use wild shape to turn yourself into an animal if you have this feat. ``` @@ --- Feat: Verminfriend Tags: Vile Summ: Vermin regard the character better than they would normally. Prereq: Cha 15 --- !! ``` ## Verminfriend (Vile) *Vermin regard the character better than they would normally.* **Prerequisite:** Cha 15 **Benefit:** If a vermin is about to attack the character, she may make a Charisma check (DC 20). If the check succeeds, that vermin refuses to attack her for 24 hours. ``` @@ --- Feat: Vengeful Spirit Tags: Summ: Your watchful spirit takes revenge on foes that have harmed you. Prereq: Watchful spirit class feature --- !! ``` ## Vengeful Spirit *Your watchful spirit takes revenge on foes that have harmed you.* **Prerequisite:** Watchful spirit class feature **Benefit:** If you use an initiative reroll from your watchful spirit class feature, the first creature to deal damage to you in the encounter immediately takes half the damage it dealt to you. This damage is untyped, so damage reduction and resistance or immunity does not apply. Also, you gain one extra initiative reroll from your watchful spirit class feature. ``` @@ --- Feat: Vengeful Surge Tags: Summ: Opponents who target you with magical effects risk sparking your ire. Prereq: Iron Will --- !! ``` ## Vengeful Surge Opponents who target you with magical effects risk sparking your ire. **Prerequisite:** Iron Will **Benefit:** Whenever you make a successful saving throw against a spell, spell-like ability, or supernatural effect, for 1 round you gain a +2 bonus on damage rolls against the creature that targeted you. ``` @@ --- Feat: Vermin Trainer Tags: Summ: Your service to the Spider Queen gives you insight into training vermin. Prereq: Drow, Handle Animal 4 ranks, Knowledge (religion) 4 ranks --- !! ``` ## Vermin Trainer *Your service to the Spider Queen gives you insight into training vermin.* **Prerequisite:** Drow, Handle Animal 4 ranks, Knowledge (religion) 4 ranks **Benefit:** You can use the Handle Animal skill to handle and train vermin as if they were animals with Intelligence scores of 1. **Normal**:: Without this feat, only animals and magical beasts with Intelligence scores of 1 or 2 can be handled and trained with the Handle Animal skill, and using Handle Animal on a magical beast is done with a –4 penalty on the check. **Special:** The size of vermin directly affects the ability of the trainer to instruct them (see page 46). ``` @@ --- Feat: Verminfriend Tags: Summ: Thanks to your racial connection to their kind, vermin regard you as one of their own. Prereq: Drow --- !! ``` ## Verminfriend Thanks to your racial connection to their kind, vermin regard you as one of their own. **Prerequisite:** Drow **Benefit:** Whenever a vermin is about to attack you, you can attempt a Charisma check (DC 15 + 1/4 the vermin's HD) as an immediate action. If you succeed, the vermin cannot attack you for 24 hours. If you attack a vermin that has been affected by this feat, you lose the feat's benefit for 24 hours. ``` @@ --- Feat: Versatile Combatant Tags: Summ: You have learned to combine attacks with the favored weapons of the drow. Prereq: Dex 15, Proficiency with rapier and hand crossbow --- !! ``` ## Versatile Combatant You have learned to combine attacks with the favored weapons of the drow. **Prerequisite:** Dex 15, Proficiency with rapier and hand crossbow **Benefit:** Whenever you are armed with a rapier in your primary hand and a hand crossbow in your off hand, you are treated as having the Two-Weapon Fighting feat for the purpose of calculating attack penalties. In addition, you do not provoke attacks of opportunity from adjacent opponents when you make ranged attacks with a hand crossbow. **Special:** A fighter can select Versatile Combat as a fighter bonus feat. ``` @@ --- Feat: Versatile Performer Tags: Summ: You are skilled at many kinds of performances. Prereq: Perform (any) 5 ranks --- !! ``` ## Versatile Performer *You are skilled at many kinds of performances.* **Prerequisite:** Perform (any) 5 ranks **Benefit:** Pick a number of Perform categories equal to your Intelligence bonus (minimum 1). For the purpose of making Perform checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any Perform category. You cannot change these categories once you have picked them, but your score in them automatically increases if you later add additional ranks in your highest ranked Perform category. You gain new categories of your choice if your Intelligence bonus permanently increases. In addition, you gain a +2 bonus on a combined Perform check when using two or more forms of performance at the same time, such as a bard strumming a lyre while singing. In such cases, add the bonus to the higher of your two Perform skill modifiers. ``` @@ --- Feat: Versatile Spellcaster Tags: Summ: You can use two lower-level spell slots to cast a spell one level higher. Prereq: Ability to spontaneously cast spells --- !! ``` ## Versatile Spellcaster *You can use two lower-level spell slots to cast a spell one level higher.* **Prerequisite:** Ability to spontaneously cast spells **Benefit:** You can use two spell slots of the same level to cast a spell you know that is one level higher. For example, a sorcerer with this feat can expend two 2nd-level spell slots to cast any 3rd-level spell he knows. ``` @@ --- Feat: Versatile Unarmed Strike Tags: Summ: You employ a variety of unarmed fighting styles, allowing you to alter the type of damage your attacks deal. Prereq: Improved Unarmed Strike --- !! ``` ## Versatile Unarmed Strike *You employ a variety of unarmed fighting styles, allowing you to alter the type of damage your attacks deal.* **Prerequisite:** Improved Unarmed Strike **Benefit:** As a swift action, you can opt for your unarmed strikes to deal your choice of bludgeoning, piercing, or slashing damage. Once you make this choice, your unarmed strikes continue to deal the chosen damage type until you use another swift action to change it. **Special:** A fighter can select Versatile Unarmed Strike as one of his fighter bonus feats. ``` @@ --- Feat: Vestigial Wings Tags: Abyssal Heritor Summ: A pair of vestigial wings sprouts from your shoulders. Prereq: Your wings aren’t formed enough to allow true flight, but they do enhance your ability to jump. You gain a bonus on Acrobatics checks equal to +3 per Abyssal heritor feat you possess. --- !! ``` ## Vestigial Wings (Abyssal Heritor) *A pair of vestigial wings sprouts from your shoulders.* **Benefit:** Your wings aren’t formed enough to allow true flight, but they do enhance your ability to jump. You gain a bonus on Acrobatics checks equal to +3 per Abyssal heritor feat you possess. Your wings can also slow your fall. As long as you can take move actions, you can control a fall so that you land without taking damage. You cannot, however, alter the direction you fall. **Special:** Because your wings create additional drag while you swim, you take a –2 penalty on Swim checks. ``` @@ --- Feat: Veteran Knowledge Tags: Summ: You are capable of seeing potential battlefield advantages where others cannot. Prereq: Base attack bonus +2, Knowledge (history) 1 rank. --- !! ``` ## Veteran Knowledge *You are capable of seeing potential battlefield advantages where others cannot.* **Prerequisite:** Base attack bonus +2, Knowledge (history) 1 rank. **Benefit:** You gain a +5 bonus on Knowledge checks made to gain a strategic advantage **Special:** A fighter can select Veteran Knowledge as one of his fighter bonus feats (see page 38 of the _Player's_Handbook_). ``` @@ --- Feat: Vexing Flanker Tags: Summ: You excel at picking apart an opponent's defenses when your allies also threaten him. Prereq: Combat Reflexes --- !! ``` ## Vexing Flanker *You excel at picking apart an opponent's defenses when your allies also threaten him.* **Prerequisite:** Combat Reflexes **Benefit:** You gain a +4 bonus on your attack rolls when flanking. **Normal**:: Flanking grants a +2 bonus on attack rolls. **Special:** A fighter can select Vexing Flanker as one of his fighter bonus feats. ``` @@ --- Feat: Via Negativa Tags: Summ: You can channel greater amounts of negative energy into your inflict spells. Prereq: Channel energy class feature. --- !! ``` ## Via Negativa *You can channel greater amounts of negative energy into your inflict spells.* **Prerequisite:** Channel energy class feature. **Benefit:** As a swift action, you can spend one of your rebuke attempts to deal additional harm with an inflict spell. You must spend the rebuke attempt before making the attack roll. If the attack roll succeeds, the inflict spell deals an extra 1 point of damage per character level (maximum +20). If the attack roll fails, the rebuke attempt is spent and wasted. ``` @@ --- Feat: Vicious Wound Tags: Summ: Damage you deal causes wounds that bleed excessively. Prereq: Expertise, wounding special attack --- !! ``` ## Vicious Wound *Damage you deal causes wounds that bleed excessively.* **Prerequisite:** Expertise, wounding special attack **Benefit:** When using an attack that has a wounding special ability, the wounds you cause bleed for an additional +1 point of damage each round. For instance, a hit from a barbazu's glaive causes the victim to bleed for 3 points of damage each round, not 2. ``` @@ --- Feat: Victor's Luck Tags: Luck Summ: You strike with devastating accuracy more often. Prereq: You can expend one luck reroll as a swift action to reroll a critical threat confirmation roll. You gain a bonus to the reroll equal to the number of luck feats you have. --- !! ``` ## Victor's Luck (Luck) *You strike with devastating accuracy more often.* **Benefit:** You can expend one luck reroll as a swift action to reroll a critical threat confirmation roll. You gain a bonus to the reroll equal to the number of luck feats you have. You gain one luck reroll per day. ``` @@ --- Feat: Vile Ki Strike Tags: Vile Summ: You can focus evil power into your unarmed strike. Prereq: Cha 15, Improved Unarmed Strike --- !! ``` ## Vile Ki Strike (Vile) *You can focus evil power into your unarmed strike.* **Prerequisite:** Cha 15, Improved Unarmed Strike **Benefit:** Each time you deal damage with your unarmed strike, you deal an extra 1 point of vile damage. ``` @@ --- Feat: Vile Martial Strike Tags: Vile Summ: You can focus evil power into your weapon blows. Prereq: Cha 15, Weapon Focus with the specified weapon --- !! ``` ## Vile Martial Strike (Vile) *You can focus evil power into your weapon blows.* **Prerequisite:** Cha 15, Weapon Focus with the specified weapon **Benefit:** Each time you deal damage with a specific kind of weapon, you deal an extra 1 point of vile damage. **Special:** You can take this feat more than once, selecting a different weapon each time. ``` @@ --- Feat: Vile Natural Attack Tags: Vile Summ: You can focus evil power into your natural attacks. Prereq: Natural attack that deals at least 1d8 points of damage, base attack bonus +5 --- !! ``` ## Vile Natural Attack (Vile) *You can focus evil power into your natural attacks.* **Prerequisite:** Natural attack that deals at least 1d8 points of damage, base attack bonus +5 **Benefit:** Each time you deal damage with your natural attack, you deal an extra 1 point of vile damage. ``` @@ --- Feat: Violate Spell Tags: Metamagic Summ: The character can transform one of his spells into an evil spell, and the wounds the spell inflicts are tainted with the foulest evil. Prereq: Any evil alignment --- !! ``` ## Violate Spell (Metamagic) The character can transform one of his spells into an evil spell, and the wounds the spell inflicts are tainted with the foulest evil. **Prerequisite:** Any evil alignment **Benefit:** This feat adds the evil descriptor to a spell. Furthermore, if the spell deals damage, half of the damage dealt is vile damage. For example, a violated _lightning bolt_ cast by an 8th-level wizard deals 8d6 points of damage: 4d6 points of electricity damage and 4d6 points of vile electricity damage (but creatures immune to electricity take no damage). A violated spell uses up a spell slot one level higher than the spell's actual level. **Special:** A character may take this feat multiple times, choosing a different spell each time. ``` @@ --- Feat: Violate Spell-Like Ability Tags: Summ: The creature's spell-like abilities are particularly tainted with evil. Prereq: This feat adds the evil descriptor to a spell-like ability. Furthermore, if the spell-like ability deals damage, half of that damage (rounded down) is vile damage. For example, if a violated _lightning bolt_ from a cornugon deals a total of 35 points of damage, half of that amount (18 points) is electricity damage and the other half (17 points) is vile damage. Creatures immune to electricity take no damage from a violated _lightning bolt._ Each of a creature's spell-like abilities can be violated twice per day, though the feat does not allow the creature to exceed its normal usage limit for any ability. Thus, if a cornugon chooses to violate its _lightning bolt_ ability, it can use a violated _lightning bolt_ up to two times that day. Thereafter, it could use its _lightning bolt_ ability again normally once (since it can use _lightning bolt_ three times per day), or it could violate another of its spell-like abilities, such as _fireball._ --- !! ``` ## Violate Spell-Like Ability *The creature's spell-like abilities are particularly tainted with evil.* **Benefit:** This feat adds the evil descriptor to a spell-like ability. Furthermore, if the spell-like ability deals damage, half of that damage (rounded down) is vile damage. For example, if a violated _lightning bolt_ from a cornugon deals a total of 35 points of damage, half of that amount (18 points) is electricity damage and the other half (17 points) is vile damage. Creatures immune to electricity take no damage from a violated _lightning bolt._ Each of a creature's spell-like abilities can be violated twice per day, though the feat does not allow the creature to exceed its normal usage limit for any ability. Thus, if a cornugon chooses to violate its _lightning bolt_ ability, it can use a violated _lightning bolt_ up to two times that day. Thereafter, it could use its _lightning bolt_ ability again normally once (since it can use _lightning bolt_ three times per day), or it could violate another of its spell-like abilities, such as _fireball._ **Special:** This feat can be taken multiple times. Each time it is taken, the creature can apply it to each of its spell-like abilities two additional times per day. ``` @@ --- Feat: Virulent Poison Tags: Monstrous Summ: Your poison attack is more effective. Prereq: Poison attack as an extraordinary ability --- !! ``` ## Virulent Poison (Monstrous) *Your poison attack is more effective.* **Prerequisite:** Poison attack as an extraordinary ability **Benefit:** Add +2 to the DC for Fortitude saving throws against your poison attack. ``` @@ --- Feat: Vital Recovery Tags: Summ: Preparing yourself to execute more of your maneuvers gives you the chance to catch a quick second wind and recover from damage you have sustained in the fight. Prereq: Two martial maneuvers --- !! ``` ## Vital Recovery *Preparing yourself to execute more of your maneuvers gives you the chance to catch a quick second wind and recover from damage you have sustained in the fight.* **Prerequisite:** Two martial maneuvers **Benefit:** When you recover one or more expended maneuvers, you heal 3 points of damage + 1 point per character level. You can gain this benefit only once per encounter. ``` @@ --- Feat: Volatile Escalation Tags: Psionic Summ: When you are attacked with a telepathic power, your innate wildness forces a higher mental price on your attacker. Prereq: Volatile mind class feature --- !! ``` ## Volatile Escalation (Psionic) When you are attacked with a telepathic power, your innate wildness forces a higher mental price on your attacker. **Prerequisite:** Volatile mind class feature **Benefit:** While you are psionically focused and have not consciously lowered your volatile mind ability, the number of power points it costs a manifester to affect you is higher. A manifester who uses a telepathic power upon you while these conditions apply must pay an additional 1d4 power points on top of his normal cost. This effect stacks with that of the volatile mind class feature. ``` @@ --- Feat: Volatile Leech Tags: Psionic Summ: You gain the power points your attacker wastes attacking you with a telepathic power. Prereq: Volatile mind class feature --- !! ``` ## Volatile Leech (Psionic) *You gain the power points your attacker wastes attacking you with a telepathic power.* **Prerequisite:** Volatile mind class feature **Benefit:** While you are psionically focused and have not consciously lowered your volatile mind ability, you absorb extra power points that manifesters of telepathic powers are forced to pay when they target you. The power points you absorb in this fashion are added to your power point reserve; however, you can never gain more power points in this fashion than your normal power point maximum. It you already possess your maximum power points, your volatile mind ability works normally. ``` @@ --- Feat: Vow Of Abstinence Tags: Exalted Summ: You have taken a sacred vow to abstain from alcoholic beverages, drugs, stimulants such as caffeine, and intoxication. Prereq: Sacred Vow --- !! ``` ## Vow Of Abstinence (Exalted) *You have taken a sacred vow to abstain from alcoholic beverages, drugs, stimulants such as caffeine, and intoxication.* **Prerequisite:** Sacred Vow **Benefit:** You gain a +4 perfection bonus on Fortitude saving throws against poisons and drugs (as long as you are subjected to a drug unwillingly). **Special:** To fulfill your vow, you must not consume intoxicating, stimulating, depressant, or hallucinogenic substances, including alcohol, caffeine, and other drugs. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion, or otherwise unintentionally (a drug slipped into your drink, for example), you lose the benefit of this feat until you perform a suitable penance and receive an _atonement_ spell. ``` @@ --- Feat: Vow Of Chastity Tags: Exalted Summ: You have taken a sacred vow to refrain from marriage and sexual intercourse. Prereq: Sacred Vow --- !! ``` ## Vow Of Chastity (Exalted) *You have taken a sacred vow to refrain from marriage and sexual intercourse.* **Prerequisite:** Sacred Vow **Benefit:** You gain a +4 perfection bonus on Will saving throws against charm and phantasm spells and effects. **Special:** To fulfill your vow, you must abstain from any sexual contact with any other creature. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion, you lose the benefit of this feat until you perform a suitable penance and receive an _atonement_ spell. ``` @@ --- Feat: Vow Of Nonviolence Tags: Exalted Summ: You have taken a sacred vow to avoid violence against humanoids. Prereq: Sacred Vow --- !! ``` ## Vow Of Nonviolence (Exalted) *You have taken a sacred vow to avoid violence against humanoids.* **Prerequisite:** Sacred Vow **Benefit:** The saving throw DC for spells you cast or other special abilities you use against humanoid or monstrous humanoid targets is increased by +4 if the spell does not deal damage (including ability damage but not nonlethal damage), bestow negative levels, or cause death. Spells affected by this feat include most Abjuration, Enchantment, and Illusion spells (though not _phantasmal killer,_ for example), those few Divination spells that have targets and require saving throws (including _detect thoughts_ and _discern lies_), and even Necromancy spells such as _waves of fatigue_ and _ray of exhaustion._ It does not affect most Evocation, Conjuration, and Transmutation spells. The bonus granted by this feat does not stack with the bonus granted by the Spell Focus feat. It affects only saving throw DCs, not caster level checks or other elements of a spell. The benefit of this feat extends to special abilities other than spells that allow a saving throw, but only if the ability does not deal damage and is not dependent on dealing damage. For example, a character with the Stunning Fist feat can increase the saving throw DC to avoid being stunned by +4 if she deals nonlethal damage, rather than regular damage, with her stunning attack. A couatl's venom would not become more virulent because of this feat, however, because it deals ability damage and requires the couatl to deal hit point damage in order to deliver it. **Special:** To fulfill your vow, you must not cause harm or suffering to humanoid or monstrous humanoid foes. You may not deal real damage or ability damage to such foes through spells or weapons, though you may deal nonlethal damage. You may not target them with death effects, _disintegrate,_ pain effects, or other spells that have the immediate potential to cause death, suffering, or great harm. Your purity is so great that any ally of yours who slays a helpless or defenseless foe within 120 feet of you feels great remorse. Your ally takes a –1 morale penalty on his attack rolls for 1 hour per your character level. For each helpless foe slain, the attack penalty increases by 1, to a maximum equal to your character level. The duration of the increased penalty starts from the latest slaying. You may ask your allies to give you an oath that a helpless foe will not be slain. If the oath is sworn, an ally who later breaks the oath takes the penalty for doing so as if you were present. If you leave a helpless foe to be killed by your allies, you have broken your vow. You may ask a defeated creature to give you an oath of surrender or noninterference in exchange for its life. If the creature breaks this oath to you, you can allow your allies to deal with the creature as they see fit without breaking their oaths or your vow of nonviolence. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion, you lose the benefit of this feat until you perform a suitable penance and receive an _atonement_ spell. ``` @@ --- Feat: Vow Of Obedience Tags: Exalted Summ: You have taken a sacred vow to live according to the dictates of another, generally your superior in a religious order or similar organization. Prereq: Sacred Vow --- !! ``` ## Vow Of Obedience (Exalted) *You have taken a sacred vow to live according to the dictates of another, generally your superior in a religious order or similar organization.* **Prerequisite:** Sacred Vow **Benefit:** You gain a +4 perfection bonus on Will saving throws against compulsion spells and effects. **Special:** To fulfill your vow, you must unquestioningly obey your superior and live according to the rules of your organization. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion, you lose the benefit of this feat until you perform a suitable penance and receive an _atonement_ spell. ``` @@ --- Feat: Vow Of Peace Tags: Exalted Summ: You have taken a sacred vow to abstain from harming any living creature. Prereq: Sacred Vow, Vow of Nonviolence --- !! ``` ## Vow Of Peace (Exalted) *You have taken a sacred vow to abstain from harming any living creature.* **Prerequisite:** Sacred Vow, Vow of Nonviolence **Benefit:** This sacred vow grants significant supernatural benefits, but its cost is high. First, you are constantly surrounded by a calming aura to a radius of 20 feet. Creatures within the aura must make a successful Will save (DC 10 + one-half your character level + your Cha modifier) or be affected as by the _calm emotions_ spell. Creatures who leave the aura and reenter it receive new saving throws. A creature that makes a successful saving throw and remains in the aura is unaffected until it leaves the aura and reenters. The aura is a mind-affecting, supernatural compulsion. Second, you gain a +2 natural armor bonus to your Ac, a +2 deflection bonus to your Ac, and a +2 exalted bonus to your AC. This exalted bonus does not apply to touch attacks and does not hinder incorporeal touch attacks. Brilliant energy weapons, however, do not ignore it. It does not stack with an armor bonus. If you also have the Vow of Poverty feat, the natural armor, deflection, and exalted Armor Class bonuses granted by that feat all increase by +2. If a creature strikes you with a manufactured weapon, the weapon must immediately make a successful Fortitude save (DC 10 + one-half your character level + your Con modifier) or shatter against your skin, leaving you unharmed. Finally, you gain a +4 exalted bonus on all Diplomacy checks. **Special:** To fulfill your vow, you must not cause harm to any living creature (constructs and undead are not included in this prohibition). You may not deal real damage or ability damage to such creatures through spells or weapons, though you may deal nonlethal damage. You may not target them with death effects, _disintegrate,_ or other spells that have the immediate potential to cause death or great harm. You also may not use nondamaging spells to incapacitate or weaken living foes so that your allies can kill them—if you incapacitate a foe, you must take him prisoner. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion or otherwise unwittingly, you lose the benefit of his feat until you perform a suitable penance and receive an _atonement_ spell. (Characters who have taken a Vow of Peace are known to drink water through a strainer in order to avoid accidentally swallowing, and thereby causing harm to, a small insect.) ``` @@ --- Feat: Vow Of Poverty Tags: Exalted Summ: You have taken a sacred vow to forswear material possessions. Prereq: Sacred Vow --- !! ``` ## Vow Of Poverty (Exalted) *You have taken a sacred vow to forswear material possessions.* **Prerequisite:** Sacred Vow **Benefit:** You gain bonuses to your Armor Class, ability scores, and saving throws, as well as bonus exalted feats, all depending on your character level. See Voluntary Poverty in Chapter 2 for details. **Special:** To fulfill your vow, you must not own or use any material possessions, with the following exceptions: You may carry and use ordinary (neither magic nor masterwork) simple weapons, usually just a quarterstaff that serves as a walking stick. You may wear simple clothes (usually just a homespun robe, possibly also including a hat and sandals) with no magical properties. You may carry enough food to sustain you for one day in a simple (nonmagic) sack or bag. You may carry and use a spell component pouch. You may not use any magic item of any sort, though you can benefit from magic items used on your behalf—you can drink a _potion of cure serious wounds_ a friend gives you, receive a spell cast from a wand, scroll, or staff, or ride on your companion's _ebony fly._ You may not, however, “borrow” a _cloak of resistance_ or any other magic item from a companion for even a single round, nor may you yourself cast a spell from a scroll, wand, or staff. If you break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. ``` @@ --- Feat: Vow Of Purity Tags: Exalted Summ: You have taken a sacred vow to avoid contact with dead flesh Prereq: Sacred Vow --- !! ``` ## Vow Of Purity (Exalted) *You have taken a sacred vow to avoid contact with dead flesh* **Prerequisite:** Sacred Vow **Benefit:** You gain a +4 perfection bonus on Fortitude saving throws to resist disease and death effects. **Special:** To fulfill your vow, you must avoid all contact with dead creatures, including meat cooked for food. You may not touch fallen foes. You may fight undead foes, but must purify yourself as soon as possible afterward. You may touch dead characters in order to restore them to life (by way of a _raise dead_ or similar spell that requires you to touch the corpse), but for no other purpose. If you fight undead creatures or accidentally touch dead flesh, you must purify yourself in a special ritual that requires 1 hour and a flask of holy water. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion, you lose the benefit of this feat until you perform a suitable penance and receive an _atonement_ spell. ``` @@ --- Feat: Vremyonni Training Tags: Summ: You have had more than the typical amount of training with the vremyonni, the Old Ones who research spells and craft magic items for the Witches of Rashemen. Prereq: Able to cast 1st-level spells. --- !! ``` ## Vremyonni Training *You have had more than the typical amount of training with the vremyonni, the Old Ones who research spells and craft magic items for the Witches of Rashemen.* **Prerequisite:** Able to cast 1st-level spells. **Region**:: Rashemen **Benefit:** You gain a +2 bonus on Knowledge (arcana) and Spellcraft checks. ``` @@ --- Feat: Wand Mastery Tags: Summ: Wands are far more potent in your hands. Prereq: Craft Wand, caster level 9th --- !! ``` ## Wand Mastery *Wands are far more potent in your hands.* **Prerequisite:** Craft Wand, caster level 9th **Benefit:** When you use a wand, the DC of saving throws against the wand's effect is increased by 2 and the wand's effective caster level is increased by 2. ``` @@ --- Feat: Wand Surge Tags: Summ: You can squeeze more magic out of charged items. Prereq: Caster level 3rd --- !! ``` ## Wand Surge *You can squeeze more magic out of charged items.* **Prerequisite:** Caster level 3rd **Benefit:** You can spend an action point instead of a charge when you activate a charged spell trigger item, such as a wand or staff. To use this ability, the item must have at least one charge remaining. **Special:** If two or more charges would normally be subtracted from the charged spell trigger item, then the number of charges required is reduced by one when you spend your action point. ``` @@ --- Feat: Wanderer's Diplomacy Tags: Summ: Many halflings journey far and wide across the world, spending no more than a few months in one place. You have spent time among the halflings, or you are a halfling yourself. Your exposure to that race's nomadic way of life has taught you several useful methods of dealing with strangers. Prereq: Halfling or 4 ranks in Bluff, Diplomacy, and Sense Motive --- !! ``` ## Wanderer's Diplomacy *Many halflings journey far and wide across the world, spending no more than a few months in one place. You have spent time among the halflings, or you are a halfling yourself. Your exposure to that race's nomadic way of life has taught you several useful methods of dealing with strangers.* **Prerequisite:** Halfling or 4 ranks in Bluff, Diplomacy, and Sense Motive **Benefit:** You excel in using your words and wit to make your way in the world. This feat grants you three separate abilities. - _Canny Merchant:_ You can make a Diplomacy check to track down an item that is normally too expensive to be purchased in the town or settlement where you are currently located. The DC of this check is 10 + (the item's gp cost minus the community's gp limit, divided by 1,000). If this check succeeds, you learn of a merchant who can supply the item to you. You must still purchase it as normal. - _Intuitive Communication:_ When you are faced with a creature whose language you do not understand, you can attempt to communicate with it by making a successful Sense Motive check. This check requires that you spend at least 1 minute listening to the creature and watching its gestures and demeanor. The check's base DC is 20. If the creature is not the same type as you, the DC is 30.<br>With a successful check, you learn the basic gist of the creature's speech. This ability gives you no special talent to speak the creature's tongue. - _Social Agility:_ You can temporarily alter a creature's attitude toward you. You can use Bluff against an unfriendly or less hostile creature in the same way you use Diplomacy. Using Bluff in this manner is a standard action that takes no special penalties. The target's attitude remains changed for 1 minute. After this time, it becomes one grade more hostile than where it started for 10 minutes. ``` @@ --- Feat: Wandstrike Tags: Summ: You can channel the magical energy of a wand through your melee attacks. Prereq: Use Magic Device 4 ranks --- !! ``` ## Wandstrike *You can channel the magical energy of a wand through your melee attacks.* **Prerequisite:** Use Magic Device 4 ranks **Benefit:** As a standard action, you can make a melee touch attack with a wand, expending one charge to deal 1d6 points of damage to the creature struck. You apply no extra damage to this attack regardless of its source (including sneak attack, favored enemy, and smite bonuses), but you can activate the wand as part of the attack. If the spell cast from the wand is a ray or a targeted spell, the creature struck is the spell's target (with ray spells hitting automatically). If the spell affects an area or creates a spread, you can designate the spell's point of origin at any grid intersection point of the creature's space (but doing so might put you in the affected area). Spells with an effect that does not cover an area (such as the various _summon monster spells_) cannot be used with a wandstrike attack. ``` @@ --- Feat: Warden Initiate Tags: Summ: 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. Prereq: Ability to spontaneously cast _summon nature's ally_. --- !! ``` ## Warden Initiate *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.* **Prerequisite:** Ability to spontaneously cast _summon nature's ally_. **Benefit:** You gain a +2 deflection bonus to Armor Class when fighting within a forest. Add Climb and Jump to your list of druid class skills. In addition, you can cast the following spells as if they were on the druid spell list at the indicated level. 1st level: _protection from evil_ 2nd level: _detect thoughts_ 3rd level: _displacement_ 4th level: _locate creature_ 5th level: _hold monster_ 6th level: _repulsion_ 7th level: _banishment_ 8th level: _screen_ 9th level: _hold monster, mass_ ``` @@ --- Feat: Warning Shout Tags: Bardic Music Summ: The force of your performance is so potent that it can guide an ally to safety. Prereq: Bardic performance, Perform 9 ranks, evasion --- !! ``` ## Warning Shout (Bardic Music) *The force of your performance is so potent that it can guide an ally to safety.* **Prerequisite:** Bardic performance, Perform 9 ranks, evasion **Benefit:** As an immediate action, you can expend two daily uses of your Bardic performance ability to grant a single ally (other than yourself) a +5 morale bonus on her next Reflex save and evasion (see the monk class feature, _Ph_ 41). The ally must be within 30 feet of you and able to see or hear you. The effect lasts until the target rolls a Reflex save or until the start of your turn, whichever comes first. ``` @@ --- Feat: Warped Mind Tags: Aberrant Summ: Your tainted form has altered the physical nature of your brain, making you resistant to mental effects and more capable of unleashing the power of your mind on others. Prereq: Aberration Blood --- !! ``` ## Warped Mind (Aberrant) Your tainted form has altered the physical nature of your brain, making you resistant to mental effects and more capable of unleashing the power of your mind on others. **Prerequisite:** Aberration Blood **Benefit:** You gain a racial bonus on Will saves against mindaffecting spells and abilities equal to one-half the number of aberrant feats you possess. You gain 1 psionic power point for each aberrant feat you possess. ``` @@ --- Feat: Water Adaptation Tags: Summ: You favor your aquatic elf parent and have developed the ability to breathe and move about in water easily. Prereq: Aquatic half-elf --- !! ``` ## Water Adaptation *You favor your aquatic elf parent and have developed the ability to breathe and move about in water easily.* **Prerequisite:** Aquatic half-elf **Benefit:** You can breathe water as well as air. Your swim speed improves to 20 feet. **Normal**:: Aquatic half-elves without this feat cannot breathe water and have a swim speed of 15 feet. ``` @@ --- Feat: Water Heritage Tags: Heritage Summ: You are descended from creatures native to the Elemental Plane of Water. You share some of your ancestors’ natural aquatic talents. Prereq: You gain a swim speed of 20 feet, or your existing swim speed increases by 20 feet. --- !! ``` ## Water Heritage (Heritage) *You are descended from creatures native to the Elemental Plane of Water. You share some of your ancestors’ natural aquatic talents.* **Benefits**:: You gain a swim speed of 20 feet, or your existing swim speed increases by 20 feet. Also, you gain a +4 bonus on Constitution checks made to hold your breath. **Special:** A creature with a swim speed also gains a +8 racial bonus on Swim checks made to perform some special action or avoid a hazard, and can take 10 on a Swim check even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. ``` @@ --- Feat: Water Splitting Stone Tags: Summ: You channel your ki to splinter the defenses of creatures whose tough hides or magical natures normally allow them to shrug off your blows. Prereq: Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, base attack bonus +9 --- !! ``` ## Water Splitting Stone *You channel your ki to splinter the defenses of creatures whose tough hides or magical natures normally allow them to shrug off your blows.* **Prerequisite:** Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, base attack bonus +9 **Benefit:** You gain a +4 bonus on damage rolls when you make an unarmed strike against an opponent whose damage reduction is effective against your unarmed strikes. This feat's benefit does not apply against a target if its damage reduction does not apply to your attacks. For example, a monk with Ki strike (adamantine) does not gain the bonus on damage rolls against a foe with damage reduction that affects attacks with adamantine weapons. **Special:** A fighter can select Water Splitting Stone as one of his fighter bonus feats. A monk with the Stunning Fist feat can select Water Splitting Stone as long as she has a base attack bonus +9 (other prerequisites can be ignored). ``` @@ --- Feat: Waterspawn Tags: Aberrant Summ: Your abnormal body and heritage has become more pronounced. You have prominent fins and are supremely well adapted to the icy deeps. Prereq: Aberration Blood, one other aberrant feat --- !! ``` ## Waterspawn (Aberrant) *Your abnormal body and heritage has become more pronounced. You have prominent fins and are supremely well adapted to the icy deeps.* **Prerequisite:** Aberration Blood, one other aberrant feat **Benefit:** You gain a Swim speed equal to your land speed. This also grants you a +8 racial bonus on Swim checks, the ability to take 10 on any Swim check, and the ability to use the run action while swimming. You gain resistance to cold 5. You can breathe air and water with equal ease. ``` @@ --- Feat: Weakening Touch Tags: Summ: You can temporarily weaken an opponent with your unarmed strike. Prereq: Wis 17, Improved Unarmed Strike, Stunning Fist, base attack bonus +2 --- !! ``` ## Weakening Touch *You can temporarily weaken an opponent with your unarmed strike.* **Prerequisite:** Wis 17, Improved Unarmed Strike, Stunning Fist, base attack bonus +2 **Benefit:** Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). You can make an unarmed attack that deals no damage, but instead applies a –6 penalty to the target's Strength score for 1 minute. Multiple weakening touches delivered on the same target are not cumulative. Each attempt to deliver a weakening touch counts as one of your Stunning Fist attacks for the day. Creatures with immunity to stun effects cannot be affected by this feat. **Special:** A fighter may select Weakening Touch as one of his fighter bonus feats. ``` @@ --- Feat: Weapon Supremacy Tags: Summ: You are a grandmaster in the use of your chosen weapon. When you hold it in your hands, no foe can stand against you. Prereq: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Greater Weapon Specialization with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, --- !! ``` ## Weapon Supremacy *You are a grandmaster in the use of your chosen weapon. When you hold it in your hands, no foe can stand against you.* **Prerequisite:** Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Greater Weapon Specialization with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, Weapon Mastery with damage type of selected weapon, fighter level 18th **Benefit:** When fighting with the weapon that you choose for this feat, you gain a number of additional advantages. You gain a +4 bonus on all checks made to resist being disarmed. You can wield your weapon against a foe who grapples you without penalty and without first making a grapple check. In this situation, you can take a standard action or a full attack action as normal. When you take a full attack action, you can apply a +5 bonus to any single attack after your first strike. Once per round before making an attack roll, you can instead choose to treat your d20 result as a 10. You gain a +1 bonus to AC. **Special:** You can choose this feat only once, for a single specific kind of weapon. The dedication and focus it requires makes it impossible to gain this feat for more than one weapon. ``` @@ --- Feat: Whirling Steel Strike Tags: Summ: Through monastic weapon training, you have mastered a fighting style that makes use of an unusual monk weapon: the longsword. Prereq: Martial Weapon Proficiency (longsword), Weapon Focus (longsword), flurry of blows class feature --- !! ``` ## Whirling Steel Strike Through monastic weapon training, you have mastered a fighting style that makes use of an unusual monk weapon: the longsword. **Prerequisite:** Martial Weapon Proficiency (longsword), Weapon Focus (longsword), flurry of blows class feature **Benefit:** You can treat a longsword as a special monk weapon, allowing you to perform a flurry of blows with it. ``` @@ --- Feat: Whispered Secrets Tags: Initiate Summ: You revere the Maimed Lord and have devoted your miserable, worthless life to learning but a few of the Whispered One's secrets. Prereq: Cleric level 1st, deity Vecna --- !! ``` ## Whispered Secrets (Initiate) *You revere the Maimed Lord and have devoted your miserable, worthless life to learning but a few of the Whispered One's secrets.* **Prerequisite:** Cleric level 1st, deity Vecna **Benefit:** Add Listen and Spot to your list of cleric class skills. Furthermore, you automatically become aware of any attempt to observe you by means of a divination (scrying) spell or effect. This extraordinary ability does not enable you to discern the scrier, the type of scrying device or spell used, or the scrier's location. In addition, you may add the following spells to your cleric spell list: 1st _Disguise Self_ 2nd _Darkvision_ 3rd _Glibness_ 4th _Arcane Eye_ 5th _Prying Eyes_ 6th _Analyze Dweomer_ 8th _Mind Blank_ ``` @@ --- Feat: White Dragon Lineage Tags: Draconic Summ: Your veins run with the savage blood of white dragons, allowing you to whip yourself into a rage-like state. Prereq: Draconic Heritage (white), sorcerer level 3rd --- !! ``` ## White Dragon Lineage (Draconic) *Your veins run with the savage blood of white dragons, allowing you to whip yourself into a rage-like state.* **Prerequisite:** Draconic Heritage (white), sorcerer level 3rd **Benefit:** As a swift action, you can spend an arcane spell slot to enter a state similar to that of a barbarian's rage. You gain temporary hit points and resistance to cold equal to 5 × the spell's level. Unlike rage, this state doesn't restrict you from casting spells or performing any other actions, though you can't activate the ability again while it is already active. The effect lasts for a number of rounds equal to 1 + your Charisma bonus. ``` @@ --- Feat: White Raven Defense Tags: Summ: The White Raven discipline has taught you to shine as a gleaming beacon of hope and endurance amid the chaos of battle. Not only do you aid your allies, but you also draw strength and support from them. Prereq: One White Raven stance --- !! ``` ## White Raven Defense *The White Raven discipline has taught you to shine as a gleaming beacon of hope and endurance amid the chaos of battle. Not only do you aid your allies, but you also draw strength and support from them.* **Prerequisite:** One White Raven stance **Benefit:** When you are in a White Raven stance and adjacent to at least one ally, you gain a +1 bonus to AC. Furthermore, when you are wielding one of the White Raven discipline's preferred weapons, each ally adjacent to you gains a +1 bonus to AC. These bonuses don’t apply when you’re flat-footed. ``` @@ --- Feat: White Scorpion Strike Tags: Racial Summ: Your fists and feet sting like the dread white scorpion and are particularly effective against undead. Prereq: Drow, ability to use Ki strike (magic) --- !! ``` ## White Scorpion Strike (Racial) *Your fists and feet sting like the dread white scorpion and are particularly effective against undead.* **Prerequisite:** Drow, ability to use Ki strike (magic) **Benefit:** Your unarmed strike has the ghost touch ability (allowing you to ignore the 50% miss chance when attacking incorporeal creatures), and deals an extra 1d6 points of damage to undead. ``` @@ --- Feat: Widen Power Tags: Metapsionic Summ: You can increase the area of your powers. Prereq: To use this feat, you must expend your psionic focus. You can alter a burst, emanation, line, or spread-shaped power to increase its area. (Powers that do not have an area of one of these four sorts are not affected by this feat.) Any numeric measurements of the power's area increase by 100%. --- !! ``` ## Widen Power (Metapsionic) *You can increase the area of your powers.* **Benefit:** To use this feat, you must expend your psionic focus. You can alter a burst, emanation, line, or spread-shaped power to increase its area. (Powers that do not have an area of one of these four sorts are not affected by this feat.) Any numeric measurements of the power's area increase by 100%. Using this feat increases the power point cost of the power by 4. The power's total cost cannot exceed your manifester level. ``` @@ --- Feat: Widen Supernatural Ability Tags: Summ: You can increase the area of your supernatural abilities. Prereq: 8 HD, supernatural ability --- !! ``` ## Widen Supernatural Ability *You can increase the area of your supernatural abilities.* **Prerequisite:** 8 HD, supernatural ability **Benefit:** Once per day, you can widen a supernatural ability. When you use a widened supernatural ability, its area increases by 100%. Thus, a widened line or cone is double the normal length, and a widened burst, emanation, or spread has twice the normal diameter. You must declare use of this feat before you use the ability. Widening a supernatural ability does not require a separate action. **Special:** This feat can be taken multiple times. Each time it is taken, you can widen a supernatural ability one additional time per day. You cannot widen a particular use of a supernatural ability more than once. ``` @@ --- Feat: Wild Talent Tags: Summ: Your mind wakes to a previously unrealized talent for psionics. Prereq: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat. --- !! ``` ## Wild Talent *Your mind wakes to a previously unrealized talent for psionics.* **Benefit:** Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat. ``` @@ --- Feat: Stalking Spirit Tags: Spirit Summ: You have a stronger connection to your Basheire spirit, sharpening your sightless senses. Prereq: Bash subtype, Stalking Bat spirit. --- !! ``` ## Stalking Spirit (Spirit) *You have a stronger connection to your Basheire spirit, sharpening your sightless senses.* **Prerequisite:** Bash subtype, Stalking Bat spirit. **Benefit:** While invoking your spirit, your blindsense range improves to 30 feet. ``` @@ --- Feat: Willing Deformity Tags: Vile Summ: Through scarification, self-mutilation, or supplication to dark powers, you intentionally mar your own body. Prereq: Evil alignment --- !! ``` ## Willing Deformity (Vile) *Through scarification, self-mutilation, or supplication to dark powers, you intentionally mar your own body.* **Prerequisite:** Evil alignment **Benefit:** You gain a +3 bonus on Intimidate checks. ``` @@ --- Feat: Wind-Guided Arrows Tags: Reserve Summ: Your mastery of the wind allows you to alter the flight of a ranged weapon. Prereq: Ability to cast 3rd-level spells --- !! ``` ## Wind-Guided Arrows (Reserve) *Your mastery of the wind allows you to alter the flight of a ranged weapon.* **Prerequisite:** Ability to cast 3rd-level spells **Benefit:** As long as you have an air spell of 3rd level or higher available to cast, you can spend an immediate action to alter slightly the course of an arrow, crossbow bolt, spear, or other ranged weapon already in flight. You can't change the weapon's target, but you can apply a +2 bonus or -2 penalty on its attack roll. You and the target can be no farther apart than 10 feet per level of the highest-level air spell you have available, since the guidance occurs at the end of the weapon's flight. This feat works only on thrown or projectile weapons; it can't affect spells, powers, energy attacks, or the like. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting air spells. ``` @@ --- Feat: Windsinger Tags: Summ: You can use song or a wind instrument to compel the winds to obey you. The bard who possesses this feat is highly favored aboard a sailing vessel; indeed, a bard who demonstrates the ability to control the wind to some degree is usually given an officer's position aboard ship. Prereq: Bardic performance class feature, Perform (sing or wind instruments) 5 ranks --- !! ``` ## Windsinger You can use song or a wind instrument to compel the winds to obey you. The bard who possesses this feat is highly favored aboard a sailing vessel; indeed, a bard who demonstrates the ability to control the wind to some degree is usually given an officer's position aboard ship. **Prerequisite:** Bardic performance class feature, Perform (sing or wind instruments) 5 ranks **Benefit:** By expending a daily Bardic performance use, you can lull the winds around a single ship into well-tamed gusts. They continue to blow into the sails of the ship as normal for their speed, but their effects on the crew are one stage in intensity less (see Table 1–2 on page 23). Thus, a strong wind affected by this ability continues to propel the ship along as normal for a strong wind, but it only affects the crew as though it were a moderate wind. You can also alter the direction of the wind by one compass point (from north to north-west or north-east, from south-west to west or south, etc.). These effects last as long as the bard continues to perform his Bardic performance, plus 10 rounds after the music has ended. ``` @@ --- Feat: Wing Expert Tags: Tactical Summ: You can use your wings to create a variety of effects. Prereq: Flyby Attack, wings and a glide or fly speed --- !! ``` ## Wing Expert (Tactical) You can use your wings to create a variety of effects. **Prerequisite:** Flyby Attack, wings and a glide or fly speed **Benefit:** The Wing Expert feat enables the use of three tactical maneuvers. - _Wing Buffet:_ To use this maneuver, you must charge an opponent. On the round after the charge, you can flutter your wings in a distracting manner while you make a melee attack or attacks against the same opponent you charged. If that opponent fails a DC 20 Reflex save, you gain a +2 bonus for your turn on your melee attack rolls against the distracted opponent. You cannot make a wing buffet again until after you make another charge. - _Wing Defense:_ To use this maneuver, you must have taken the total defense action. On the round after doing so, if you do not use your wings to fly, you can flutter your wings in such a way as to gain concealment for the round. - _Wing Fan:_ To use this maneuver, you must have used at least one move action in the previous round to fly or glide at least 30 feet. As a full-round action in the next round, you can use your wings to produce an effect identical to a _gust of wind_ spell with a range of 30 feet. Using this maneuver makes you fatigued. You cannot use this maneuver if you are exhausted. ``` @@ --- Feat: Winged Warrior Tags: Tactical Summ: You use your wings for more than just flying. Prereq: Hover, must have wings, base attack bonus +4 --- !! ``` ## Winged Warrior (Tactical) *You use your wings for more than just flying.* **Prerequisite:** Hover, must have wings, base attack bonus +4 **Benefit:** The Winged Warrior feat enables the use of three tactical maneuvers. - _Dustup:_ To use this maneuver, you must be standing in, or flying no more than 10 feet above, an area with a lot of loose debris. If you flap your wings hard as a move action, the draft creates a hemispherical cloud with a radius of 20 feet. Clear vision within the cloud is limited to 10 feet. Creatures 11 to 20 feet away have concealment. At over 20 feet, creatures have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 10 + 1/2 your character level) to cast a spell. - _Flying Leap:_ To use this maneuver, you must move a distance greater than your base land speed during the round. If you do, you gain a +4 bonus on Jump, Balance, and Climb checks because your wings give you lift and stabilize you. - _Shroud of Feathers:_ To use this maneuver, you must spend a move action to pull your wings around your body. You cannot be flying during this maneuver. You can then attempt to feint in combat (as described in the Bluff skill description, page 68 of the _Player's Handbook_) as part of your attack, suddenly spreading your wings to reveal your weapon just as it's about to land a blow. The shroud of feathers maneuver works on a given foe only once per combat. **Special:** The Hover feat grants creatures of Large size or larger a bigger dust cloud than that granted with the dustup maneuver. **Special:** A fighter may select Winged Warrior as one of his fighter bonus feats. ``` @@ --- Feat: Wingstorm Tags: Monstrous Summ: You can flatten targets with blasts of air from your wings. Prereq: Str 13, fly speed 20 ft., Large size, Hover, Power Attack. --- !! ``` ## Wingstorm (Monstrous) *You can flatten targets with blasts of air from your wings.* **Prerequisite:** Str 13, fly speed 20 ft., Large size, Hover, Power Attack. **Benefit:** As a full-round action, you can hover in place and use your wings to create a blast of air in a cylinder with a radius and maximum height based on your size. The wind strength also depends on your size, as shown on the table below. | | | | | |---|---|---|---| |Size|Wind Effect|Radius|Max. Height| |Large|Severe|10 feet|40 feet| |Huge|Windstorm|20 feet|80 feet| |Gargantuan|Hurricane|30 feet|100 feet| |Colossal|Tornado|40 feet|120 feet| Because the blast of air only lasts for your turn, creatures ignore the checked effect unless they are airborne (in which case they are blown back 1d6 × 5 feet). **Special:** You can use this feat for a full round instead of as a full-round action. If you do, the wind lasts until your next turn (and you can choose to continue the effect during your next turn). Anyone in or entering the cylinder is affected. Because you are producing a continuous blast of air, the checked effect works normally while the wind lasts (checked creatures cannot move forward against the force of the wind, or they are blown back 1d6×5 feet if airborne). ``` @@ --- Feat: Winter's Blast Tags: Reserve Summ: The frozen magic within you can burst forth in a hail of frost. Prereq: Ability to cast 2nd-level spells --- !! ``` ## Winter's Blast (Reserve) *The frozen magic within you can burst forth in a hail of frost.* **Prerequisite:** Ability to cast 2nd-level spells **Benefit:** As long as you have a cold spell of 2nd level or higher available to cast, you can create a 15-foot cone-shaped burst of cold. This cone deals 1d4 points of cold damage per level of the highest-level cold spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting cold spells. ``` @@ --- Feat: Winter's Champion Tags: Summ: Your paladin spell list is enhanced. Prereq: Paladin level 1st --- !! ``` ## Winter's Champion *Your paladin spell list is enhanced.* **Prerequisite:** Paladin level 1st **Benefit:** When you gain this feat, you may add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Cold and Winter domains as paladin spells of the same levels. You do not gain the ability to cast spells of these domains of 5th level or higher, nor do you gain the granted powers of the domains. **Special:** If you have any levels of cleric, these additional domains are not available to your cleric levels, since they are technically paladin spells in this case. ``` @@ --- Feat: Winter's Child Tags: Summ: You are adapted to a cold environment. Prereq: Cold terrain --- !! ``` ## Winter's Child *You are adapted to a cold environment.* **Prerequisite:** Cold terrain **Benefit:** As an arctic dweller, you are more hardy. The DC of your Fortitude save to avoid nonlethal damage from cold is reduced to 10 (see Cold Dangers in Chapter 3 of the _Dungeonmaster's Guide_). In addition, you can make a saving throw each minute (DC 10, +1 for each previous check) to resist the effects of hypothermia in very cold water. ``` @@ --- Feat: Winter's Mount Tags: Summ: Your special mount is native to the frostfell. Prereq: Special mount ability --- !! ``` ## Winter's Mount *Your special mount is native to the frostfell.* **Prerequisite:** Special mount ability **Benefit:** Your special mount gains the cold subtype. It gains immunity to cold, but has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure. Your special mount is also hardier than a nonfrostfell version; it gains a +2 racial bonus to Constitution. ``` @@ --- Feat: Wisdom Breeds Caution Tags: Summ: Not getting into a dangerous situation is generally the wisest course, but if danger is unavoidable, you're prepared. You rely more on caution and forethought than you do on physical prowess. Prereq: Slyth or svirfneblin. --- !! ``` ## Wisdom Breeds Caution *Not getting into a dangerous situation is generally the wisest course, but if danger is unavoidable, you're prepared. You rely more on caution and forethought than you do on physical prowess.* **Prerequisite:** Slyth or svirfneblin. **Benefit:** At 1st level, you may use your Wisdom modifier instead of your Constitution modifier to determine bonus hit points. At each level thereafter, you use your Constitution modifier normally to determine bonus hit points, but you also gain +1 hit point for every point of permanent Wisdom you gain. **Special:** You may take this feat only as a 1st-level character. **Normal**:: Your Constitution modifier determines your bonus hit points at every character level. ## Woodwise You are trained in fighting in woodlands and know how to use the terrain to best advantage. **Region**:: **Benefit:** You ignore hampered movement penalties from naturally occurring moderate or heavy undergrowth. (You are still hampered by magically enhanced brush and plants.) When fighting in wooded areas, you gain a +1 dodge bonus to AC. **Normal**:: A character without this feat is reduced to three-quarters normal speed in moderate underbrush and half normal speed in heavy underbrush, and gains no defensive bonus for fighting in woodlands. ``` @@ --- Feat: Wolf Berserker Tags: Regional Summ: You have studied the fighting style of the wolf and employ its tactics in combat. Prereq: Ability to rage, --- !! ``` ## Wolf Berserker (Regional) *You have studied the fighting style of the wolf and employ its tactics in combat.* **Prerequisite:** Ability to rage, **Region**:: **Benefit:** You gain a +4 bonus on trip attacks and on checks to resist an opponent's trip attacks. **Special:** Characters with this feat may choose the Improved Trip feat even if they don't meet the other prerequisites for Improved Trip. ``` @@ --- Feat: Wolfpack Tags: Tactical Summ: You can gain an extra advantage when you and your allies can gang up on a foe. Prereq: Dex 15, Dodge, Mobility, Spring Attack, base attack bonus +6 --- !! ``` ## Wolfpack (Tactical) *You can gain an extra advantage when you and your allies can gang up on a foe.* **Prerequisite:** Dex 15, Dodge, Mobility, Spring Attack, base attack bonus +6 **Benefit:** You can use the following maneuvers with this feat. - _Distract Foe:_ You begin this maneuver when you and at least one ally flank a foe. On the first round, you and your allies gain normal flanking bonuses (+2 on attack rolls). Starting in the second round that you and at least one ally flank a foe, you can make a ferocious attack that forces the foe to concentrate on you and largely ignore your allies. You make a melee attack as a full-round action. If you hit, you make a special Bluff check as a free action; the damage your attack dealt applies as a bonus on your check. The foe you attack opposes your attack with a special Sense Motive check, adding her base attack bonus to the check. If you win the opposed check, your foe turns her attention to you, and each of your allies who are in position to give you a flanking bonus can make an attack of opportunity against that foe. - _Drive Back:_ To use this maneuver, you and at least one ally must threaten the same foe, and at least one of those allies must use the aid another action to assist your attack roll. You make a melee attack as a full-round action. If you hit, you make a free bull rush attempt without moving into the defender's space or provoking attacks of opportunity. Resolve the bull rush normally, except that you add the damage your attack dealt as a bonus on the Strength check you make to resolve the bull rush. You can’t push an opponent back more than 5 feet with this maneuver. - _Gang Dodge:_ This maneuver allows you to use the aid another action to assist all allies who threaten the same foe you target with the action. You use a standard action as normal to aid an ally's defense (see the Aid Another special attack, page 154 of the _Player's Handbook_). If you succeed, all your allies who threaten your foe gain a +2 bonus to AC against that foe's attacks until the beginning of your next turn, provided that you continue to threaten that foe for that time. ``` @@ --- Feat: Wolverine's Rage Tags: Wild Summ: You can fly into a berserk rage when injured. Prereq: Wild shape --- !! ``` ## Wolverine's Rage (Wild) *You can fly into a berserk rage when injured.* **Prerequisite:** Wild shape **Benefit:** If you have taken damage during the last round, you may spend a wild shape as a free action on your turn to enter a rage. While in this rage, you gain a +2 bonus to Strength, a +2 bonus to Constitution, and take a –2 penalty to AC. This rage lasts for 5 rounds and cannot be ended voluntarily. ``` @@ --- Feat: Woodland Archer Tags: Tactical Summ: You have honed your archery ability in the wilds of the forest. Prereq: Point Blank Shot, base attack bonus +6 --- !! ``` ## Woodland Archer (Tactical) *You have honed your archery ability in the wilds of the forest.* **Prerequisite:** Point Blank Shot, base attack bonus +6 **Benefit:** The Woodland Archer feat enables the use of three tactical maneuvers. - _Adjust for Range:_ To use this maneuver, you must shoot a projectile weapon against a foe and miss. Subsequent shots you take against that foe this round gain a +4 bonus, because you’re able to quickly adjust your aim to compensate. - _Pierce the Foliage:_ To use this maneuver, you must hit a foe with a ranged attack despite the miss chance caused by concealment. Shots you take against that foe in the next round don’t incur the miss chance because you’re able to exactly duplicate your draw and aim. - _Moving Sniper:_ To use this maneuver, you must succeed on a sniping attack (see the Hide skill description, page 76 of the _Player's Handbook_), both hitting your intended target and successfully hiding thereafter. If no one sees you, you can make a sniping attack again in the following round, taking a single move after your attack and before you hide (characters without this feat can only shoot and hide, not move as well). As long as you continue to hit the target and avoid detection from an enemy, you can make a sniping attack on the move each round. **Special:** A fighter may select Woodland Archer as one of his fighter bonus feats. ``` @@ --- Feat: Words Of Creation Tags: Exalted Summ: You have learned a few of the words that were spoken to create the world. Prereq: Int 15, Cha 15, base Will save bonus +5. --- !! ``` ## Words Of Creation (Exalted) *You have learned a few of the words that were spoken to create the world.* **Prerequisite:** Int 15, Cha 15, base Will save bonus +5. **Benefit:** You can use the Words of Creation to enhance Bardic performance, to help cast good spells and create good magic items, and to enhance the process of creation (see Words of Creation in Chapter 2). **Normal**:: A nonevil creature that tries to utter the Words of Creation without learning them properly is affected as by a _feeblemind_ spell, while an evil character is struck dead. Fortunately, it is impossible to make someone speak the Words of Creation against his will, because their pronunciation is so exacting. ``` @@ --- Feat: Words Of Draconic Power Tags: Ceremony Summ: You tap into the great tradition of draconic magic to enhance the words of your allies. Prereq: Knowledge (religion) 4 ranks, Speak Language (Draconic) --- !! ``` ## Words Of Draconic Power (Ceremony) *You tap into the great tradition of draconic magic to enhance the words of your allies.* **Prerequisite:** Knowledge (religion) 4 ranks, Speak Language (Draconic) **Benefit:** You gain access to ceremonies based on your ranks in Knowledge (religion). Each ceremony requires 5 minutes, but their forms vary as described below. Each ceremony can affect up to six individuals, and the effects last for 24 hours. _Ancient Tongue (4 ranks):_ Using a tindertwig, you burn dragon runes onto a piece of bread (one per participant) and place it on the participant's tongue, thereby sharing your knowledge of the ancient language of dragons. Each participant gains the ability to speak and understand the Draconic language. - _Potent Words (8 ranks):_ You write mystic incantations on a flask of alchemist's fire (one per participant), making it safe to consume. Each participant then drinks the contents of the flask. When a participant casts a language-dependent spell, his caster level is increased by 1. Participants also gain a +1 bonus on saves against language-dependent spells. - _Arcane Syllables (14 ranks):_ You scribe a single draconic rune on a pearl worth at least 1,000 gp (one per participant), which is consumed by the participant. At any one time during the next 24 hours, the participant can choose to activate the ceremony's power as an Immediate action. This has one of two effects, chosen by the participant. - If the character is being subjected to a _power word_ spell, he can treat his current hit points as twice their actual number for the purpose of determining the effect of the spell. For example, a character with 55 hit points who activated this ability in response to a power word kill spell would be unaffected by the spell (since he would effectively have 110 hit points). - If the character is capable of casting a _power word_ spell (that is, he either has such a spell prepared, or he knows one and has a spell slot available to cast it), he can cast that _power word_ spell with no additional action required. Doing this expends the prepared spell or spell slot as normal. ``` @@ --- Feat: Wounding Attack Tags: Psionic Summ: Your vicious attacks wound your foe. Prereq: Base attack bonus +8 --- !! ``` ## Wounding Attack (Psionic) *Your vicious attacks wound your foe.* **Prerequisite:** Base attack bonus +8 **Benefit:** To use this feat, you must expend your psionic focus. You can make an attack with such vicious force that you wound your opponent. A wound deals 1 point of Constitution damage to your foe in addition to the usual damage dealt. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. ``` @@ --- Feat: Wounding Spell Tags: Ancient, Metamagic Summ: 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. Prereq: Knowledge (history) 4 ranks, Empower Spell. --- !! ``` ## Wounding Spell (Ancient, Metamagic) *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.* **Prerequisite:** Knowledge (history) 4 ranks, Empower Spell. **Benefit:** When affected by this feat, a spell that deals damage to a creature also inflicts a bleeding wound that does not heal normally. On each subsequent round, the victim loses 1 hit point at the beginning of your turn. The continuing hit point loss can be stopped with a Heal check (DC equal to the spell's save Dc, or the save DC it would otherwise have in the case of a spell with no save), a cure spell, or a heal spell. You cannot apply this feat to a spell that does not deal damage (such as _charm person_ or _baleful polymorph_). A wounding spell occupies a spell slot two levels higher than the spell's actual level. ``` @@ --- Feat: Wyrmgrafter Tags: Item Creation Summ: You can apply draconic grafts to other living creatures or to yourself. Prereq: Heal 10 ranks, Knowledge (arcana) 5 ranks --- !! ``` ## Wyrmgrafter (Item Creation) *You can apply draconic grafts to other living creatures or to yourself.* **Prerequisite:** Heal 10 ranks, Knowledge (arcana) 5 ranks **Benefit:** You can create draconic grafts and apply them to other living creatures or to yourself. Creating a draconic graft takes one day for each 1,000 gp in its price. To create a graft, you must spend 1/25 of the graft's price in XP and use up raw materials costing half this price. Draconic grafts are described beginning on page 126. ``` @@ --- Feat: Xeph Burst Extra Tags: Psionic, Racial Summ: You can use your burst racial trait more often. Prereq: Xeph --- !! ``` ## Xeph Burst Extra (Psionic, Racial) *You can use your burst racial trait more often.* **Prerequisite:** Xeph **Benefit:** You can use the burst ability granted by your xeph heritage a total of three times per day. **Normal**:: A xeph's burst ability can be used once per day. **Special:** You can gain this feat multiple times. Each time you take the feat, you gain an additional two daily uses of your burst ability. ``` @@ --- Feat: Xeph Celerity Tags: Psionic, Racial Summ: You can use your burst racial trait to gain an extra attack. Prereq: Xeph --- !! ``` ## Xeph Celerity (Psionic, Racial) *You can use your burst racial trait to gain an extra attack.* **Prerequisite:** Xeph **Benefit:** As a swift action, you can expend one or more of your daily uses of burst granted by your xeph heritage to gain one extra attack for 1 round, instead of gaining an increase to your speed. While enjoying your round of celerity, you make one extra attack each round, using your highest base attack bonus, when you take a full attack action. ``` @@ --- Feat: Yondalla's Sense Tags: Summ: You display a shrewd perception of danger. Other Halflings say the blessing of Yondalla is upon you. Prereq: Halfling --- !! ``` ## Yondalla's Sense *You display a shrewd perception of danger. Other Halflings say the blessing of Yondalla is upon you.* **Prerequisite:** Halfling **Benefit:** You add your Wisdom bonus on initiative checks.