Ability Focus [General]Choose one of your special attacks, such as a class feature, innate ability, or other ability which requires a saving throw. This attack becomes more potent than usual.
Prerequisite: Special attack.
Benefit: Add +2 to the DC for all saving throws against the chosen special attack.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new special attack.
Acid Focus [General]Your acid spells are more potent than normal.
Benefit: Add +1 to the DC for all saving throws against spells you cast with the “Acid” descriptor. This bonus stacks with similar bonuses, such as those granted by the Spell Focus and Greater Spell Focus feats.
Acrobatic Strike [General]You may use your acrobatic skill to put an enemy off-guard, striking at his vulnerable point.
Prerequisites: Dex 13, Tumble 5 ranks.
Benefit: As a full-round action, you may make a Tumble check (DC 25). If you succeed, you may make a single melee attack at your highest attack bonus against an opponent, who is considered flat-footed for the purposes of this attack only. If you fail the Tumble check, you stumble to the ground, fall prone, and may not attack.
Alluring [General]Others have an inexplicable urge to believe your every word.
Prerequisites: Cha 13, Bluff 4 ranks, Diplomacy 4 ranks.
Benefit: You gain a +2 bonus on Diplomacy checks and add +2 to the save DCs of all your mind-affecting, language-dependant spells.
Ancestral Relic [General]You own an ancestral heirloom and can invest it with increasing power.
Benefit: Choose an item you own. The item must be of masterwork quality, and it must be an item that once belonged to a member of your family. Alternatively, you can have the item belong to another person to whom you are somehow connected, such as another member of your religious order.
At any time, you may retreat to a consecrated or hallowed location and spend your time in prayer in order to awaken the spirits in your ancestral relic. This requires a sacrifice of valuable items worth the difference between the market value of the magic item your relic will become and the market price of your current relic. This sacrifice does not have to be gold – you can sacrifice magic items or other goods worth the required amount, rather than selling your goods (at half value) to pay for the sacrifice. You must spend one day per 1,000 gp you sacrifice. During this time, you must spend at least 8 hours each day in prayer or meditation, not stopping to eat or rest.
A character’s level dictates the maximum value of his or her ancestral relic, as seen below.
Character Level Maximum Relic Value 1st-3rd 1,350 gp 4th 2,700 gp 5th 4,500 gp 6th 6,500 gp 7th 9,500 gp 8th 13,500 gp 9th 18,000 gp 10th 24,500 gp 11th 33,000 gp 12th 44,000 gp 13th 55,000 gp 14th 75,000 gp 15th 100,000 gp 16th 130,000 gp 17th 170,000 gp 18th 220,000 gp 19th 290,000 gp 20th 380,000 gp
No character may own more than one ancestral relic.
Animal Control [General]You can channel the power of nature to gain mastery over animal creatures.
Prerequisites: Animal Defiance.
Benefit: You can rebuke or command animals as an evil cleric rebukes or commands undead. To command an animal, you must be able to issue it verbal commands, or make your intentions known to it in some other way.
The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you rebuke animals (minimum one).
Animal Defiance [General]You can channel the power of nature to drive off animals.
Prerequisite: Ability to cast detect animals or plants.
Benefit: You can turn (but not destroy) animals as a good cleric turns undead. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you turn animals (minimum one).
Anti-Psionic Magic [General]Your spells are more potent when used against psionic characters and creatures.
Prerequisite: Spellcraft 5 ranks.
Benefit: You get a +2 bonus on caster level checks to overcome a psionic creature’s spell or power resistance. This bonus stacks with the bonus conferred by Spell Penetration and Greater Spell Penetration.
Furthermore, when a psionic creature attempts to dispel a spell you cast, it makes its manifester level check against a DC of 16 + your caster level. You receive a +5 bonus on your caster level checks when attempting to dispel psionic powers or effects.
The benefits of this feat apply only to power resistance. The bonus does not apply to spell resistance.
Special: You cannot take this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).
If you later gain the ability to use psionic powers or psi-like abilities, your manifester level is considered to be four levels lower than normal (minimum 1st level).
Appraise Magic Value [General]Your ability to determine an item’s worth and your knowledge of magic allow you to determine the exact properties of a magic item.
Prerequisites: Appraise 5 ranks, Knowledge (arcana) 5 ranks, Spellcraft 5 ranks.
Benefit: If you know that an item is magical, you can use the Appraise skill to identify the item’s properties. This use of the Appraise skill requires 8 hours of uninterrupted work, and you must succeed on an Appraise check against a DC of 10 + the caster level of the item.
Arcane Armor Proficiency (Heavy) [General]You can cast arcane spells while wearing the heaviest of armors while greatly lessening the chance of spell failure.
Prerequisites: Arcane Armor Proficiency (light), Arcane Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium).
Benefit: While wearing heavy armor, you may opt to cast a spell as a full-round action rather than a standard action. You carefully concentrate on the somatic components as you complete your spell, reducing the arcane spell failure by 30%.
Arcane Armor Proficiency (Light) [General]You have trained to wear armor as you cast your spells, lessening the chance of spell failure.
Prerequisites: Armor Proficiency (light).
Benefit: While wearing light armor, you may opt to cast a spell as a full-round action rather than a standard action. You carefully concentrate on the somatic components as you complete your spell, reducing the arcane spell failure by 10%.
Arcane Armor Proficiency (Medium) [General]You can cast arcane spells while wearing the heaviest of armors while greatly lessening the chance of spell failure.
Prerequisites: Arcane Armor Proficiency (light), Armor Proficiency (light), Armor Proficiency (medium).
Benefit: While wearing medium armor, you may opt to cast a spell as a full-round action rather than a standard action. You carefully concentrate on the somatic components as you complete your spell, reducing the arcane spell failure by 20%.
Arcane Defense [General]Choose a school of magic, such as illusion. You can resist spells from that school better than normal.
Prerequisite: Spell Focus in the chosen school.
Benefit: You gain a +3 bonus on your saving throws against spells from the chosen school.
Special: You may select this feat multiple times. Each time, it applies to a new school of magic.
Arcane Mastery [General]You are quick and certain in your efforts to defeat the arcane defenses and spells of others.
Prerequisite: Ability to cast arcane spells or use spell-like abilities.
Benefit: You can take 10 on caster level checks.
Arcane Preparation [General]You can prepare an arcane spell ahead of time, just as a wizard does.
Prerequisite: Ability to cast arcane spells without preparation.
Benefit: Each day you can use one or more of your spell slots to prepare spells you know, usually for the purpose of applying a metamagic feat to the spell without an increase in its casting time.
Arcane Shield Proficiency [General]You are able to handle a shield without disrupting your spells.
Prerequisite: Shield Proficiency.
Benefit: While carrying a shield, reduce its arcane spell failure by 10%. You gain the armor class bonus granted by a shield while casting spells.
Arcane Strike [General]You can channel arcane energy into your melee attacks.
Prerequisites: Ability to cast 3rd level arcane spells, base attack bonus +4.
Benefit: When you activate this feat (a free action that does not provoke an attack of opportunity), you may sacrifice one of your spells for the day (of 1st level or higher). By doing so, you gain a bonus on all your attack rolls for one round equal to the level of the spell sacrificed, and each successful attack during that round deal an additional 1d4 points of damage per level of the spell sacrificed.
Arcane Thesis [General]You have studied a single spell in-depth. Your expertise grants you formidable, though narrowly focused, arcane mastery.
Prerequisites: Knowledge (arcana) 9 ranks, ability to cast arcane spells.
Benefit: Choose one arcane spell that you can cast to become your thesis spell. When casting a thesis spell, you do so at +2 caster level.
When you apply a metamagic feat other than Heighten Spell to a thesis spell, the enhanced spell uses up a spell slot one level lower than normal.
Special: You can select this feat multiple times. Each time you select this feat, it applies to a new spell.
Armor Proficiency (Heavy) [General]You are proficient with heavy armor.
Prerequisites: Armor Proficiency (Light), Armor Proficiency (Medium).
Benefit: When you wear heavy armor, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Normal: When wearing armor with which you are not proficient, you apply its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.
Armor Proficiency (Light) [General]You are proficient with light armor.
Benefit: When you wear light armor, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Normal: When wearing armor with which you are not proficient, you apply its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.
Armor Proficiency (Medium) [General]You are proficient with medium armor.
Prerequisite: Armor Proficiency (Light).
Benefit: When you wear medium armor, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Normal: When wearing armor with which you are not proficient, you apply its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.
Arterial Strike [General]Your sneak attacks target large blood vessels, leaving wounds that cause massive blood loss.
Prerequisites: Base attack bonus +4, sneak attack ability.
Benefit: If you hit with a sneak attack, you may choose to forgo +1d6 points of extra sneak attack damage to deliver a wound that won’t stop bleeding. Each wound so inflicted saps an extra 1 point of damage per round from the victim, until the victim receives the benefit of a DC 15 Heal check or any cure spell or other magical healing.
Wounds from multiple arterial strikes result in cumulative bleeding loss (two successful arterial wounds cause an extra 2 points of damage per round until healed). You may choose to forgo multiple +1d6 points of sneak attack damage to create a wound that bleeds for a proportional amount of damage each round.
Ascetic Hunter [General]You have honed your hatred for a particular type of enemy, and have focused your training towards bringing your foes down quickly.
Prerequisites: Improved Unarmed Strike, favored enemy.
Benefit: When you make an unarmed strike to deliver a stunning attack against a favored enemy, you can add one-half your favored enemy bonus against that type of creature on damage rolls to the DC of your stunning attempt.
If you have levels in both ranger and monk, those levels stack for the purposes of determining your unarmed strike damage.
Ascetic Knight [General]You have blended your religious devotion and your training as a monk into a seamless whole.
Prerequisites: Improved Unarmed Strike, smite ability.
Benefit: If you have levels in both crusader and monk, those levels stack for the purposes of determining your unarmed strike damage and the extra damage dealt by your smite ability.
Ascetic Mage [General]You have blended your innate spellcasting and unarmed combat style together.
Prerequisites: Improved Unarmed Strike, ability to spontaneously cast 2nd level arcane spells.
Benefit: As a swift action that does not provoke attacks of opportunity, you can sacrifice one of your daily allotment of spells to add a bonus to your unarmed strike attack rolls and damage rolls for 1 round. The bonus is equal to the level of the spell sacrificed.
If you have levels of both sorcerer and monk, those levels stack for the purposes of determining your AC bonus. If you would normally be allowed to add your Wisdom bonus to your AC, you instead add your Charisma bonus to your AC.
Ascetic Rogue [General]You have incorporated new modes of stealthy combat into your fighting style.
Prerequisites: Improved Unarmed Strike, sneak attack.
Benefit: When you use an unarmed strike with a sneak attack to deliver a stunning attack, you add 2 to the DC of the stunning attempt.
If you have levels in both rogue and monk, those levels stack for the purposes of determining your unarmed strike damage.
Attune Magic Weapon [General]Through your study of magic weapons, you have become adept at eking every advantage out of their enchanted qualities.
Prerequisites: Craft Magic Arms and Armor.
Benefit: When you wield a magic weapon, you gain a +2 insight bonus on attack rolls and damage rolls.
Special: You must spend 24 hours with a newly acquired weapon before you can gain this benefit when wielding it.
Augment Healing [General]Your healing spells are more potent than normal.
Prerequisite: Heal 4 ranks.
Benefit: Add +1 hit point per caster level to the amount of damage healed by any Necromancy [Healing] spell that you cast.
Augment Summoning [General]Your summoned creatures are more powerful than normal.
Prerequisite: Spell Focus (conjuration).
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Awakened Talent [General]Your mind has awakened to a previously unrealized talent for psionics.
Benefit: Your latent psionic potential flares to life, conferring upon you the designation of a psionic character. You gain a reserve of 2 power points.
When you take this feat, choose one 1st level power from any psionic class list. This power becomes one of your powers known. You can manifest this power using the power points provided by this feat, provided you have a Charisma score of 11 or higher. You manifest this power at your highest manifester level (minimum 1st level). If you have no psionic class levels, use Charisma to determine how difficult your power is to resist.
Axiomatic Strike [General]You can turn your fist into an instrument of law.
Prerequisites: Ki Strike (lawful), Stunning Fist.
Benefit: Against a chaotic opponent, you can make an unarmed attack that does an extra 2d6 points of damage. You must declare that you are using this feat before you make your attack roll (thus, a failed attack ruins the attempt). Each attempt counts as one of your uses of the Stunning Fist feat for the day. Creatures immune to stunning can be affected by the extra damage.
Ayna’s Wrath [General]You may call upon the anger of Ayna to transform into a feral killing machine.
Prerequisite: Wild Shape ability.
Benefit: When you assume a wild shape form, you may opt to cause the shape assumed to be a hulking, feral form of the creature. Doing so grants the new form a +2 racial bonus to Strength, a +2 bonus to its natural armor, and causes the new form’s natural weapons to behave as if they were one size category larger.
The feral form granted through the use of this feat is taxing upon your body, however, and the duration of your wild shape ability is reduced to 1 round per level of the class that granted you the wild shape ability.
Bane Magic [General]Your spells deal extra damage to a particular type of creature.
Benefit: When you cast a spell that deals damage to a particular creature type, you add an extra 2d6 points of damage.
This feat has no effect on spells that do not deal hit point damage, and the source and type of damage remain the same.
Special: This feat can be taken multiple times. Each time, you must select an additional creature type. If you choose humanoids, you must select a particular type of humanoid, such as dwarf or elf.
Battle Caster [General]Building on your existing training allows you to avoid the chance of arcane spell failure when you wear armor heavier than normal.
Prerequisites: Ability to ignore arcane spell failure chance from armor.
Benefit: You are able to wear armor one category heavier than you can normally wear while still avoiding the chance of arcane spell failure. This ability does not extend to shields, nor does it apply to spells gained from spellcasting classes other than the class that provided the ability to cast arcane spells while in armor.
Battle Casting [General]You have a knack for staying out aof harm's way while casting spells.
Prerequisites: Dex 13, Concentration 5 ranks, Combat Casting. Benefit: While casting a spell, you gain a +2 dodge bonus to your Armor Class. This bonus lasts until the beginning of your next turn. You cannot make attacks of opportunity while claiming the dodge bonus from this feat.
Battle Hardened [General]Your extensive battle experience has left you incredibly calm and composed, even in the heat of battle.
Prerequisites: Dwarf, base attack bonus +4.
Benefit: You receive a +4 bonus on saving throws against fear effects. You also gain a +2 bonus on initiative checks.
Beckon the Frozen [General]Creatures you summon are infused with cold energy and have the cold subtype.
Prerequisites: Augment Summoning, Spell Focus (conjuration).
Benefit: When you summon a creature using any summon creature, you can grant that creature the “Cold” subtype. If you do so, its natural attacks deal an additional 1d6 points of cold damage.
Creatures with the “Fire” subtype can never be enhanced in this manner.
Blindsight [General]You can sense opponents in the darkness.
Prerequisites: Wis 19, Blind Fight, base attack bonus +4.
Benefit: Using senses such as acute hearing and sensitivity to vibrations, you detect the location of opponents who are no more than five feet away from you. Blindsight never allows you to distinguish color or visual contrast and does not subject you to gaze attacks. Blinding attacks do not penalize you withing the range of your blindsight, and you may ignore the miss chance from concealment within the same range.
Blood Artisan [General]You have mastered the method of creating a certain kind of magic item.
Benefit: When you make using the Craft Magic Arms and Armor or Craft Wondrous Item feats, you pay only 50% of the base cost to create the item, and need not pay the XP cost.
However, the item created is always cursed; with the curse randomly determined by the DM. You cannot create normal items by foregoing this discount.
Blood of the Warlord [General]You can influence a large number of orcs.
Prerequisites: Orc or Half-Orc, base Leadership score of 10+.
Benefit: You are seen as a natural leader among orcs. You gain a +4 bonus on all Diplomacy and Intimidate checks made to influence orcs. Additionally, as long as you are visibly leading them, all your orc and half-orc followers gain a +2 morale bonus on their attack rolls and Will saving throws.
Blood-Soaked Intimidate [General]Your bloody and vicious approach to combat makes you a fearsome foe.
Prerequisite: Snatch Trophy.
Benefit: When you collect a trophy using the Snatch Trophy feat, you can make an Intimidate check as a swift action against an adjacent opponent who witnesses your savage act.
Bolster Resistance [General]Undead you raise or create are more resistant to turning than normal.
Prerequisite: Corpsecrafter.
Benefit: Each undead you raise or create with an necromancy spell gains +4 turn resistance.
Boost Innate Ability [General]One of your innate abilities is harder to resist than it otherwise would be.
Benefit: Choose one of your spell-like or psi-like abilities. The saving throw DC of this ability is increased by +2. This ability can be boosted three times per day, though this feat does not allow you to exceed your normal usage limit for any ability.
Special: This feat can be taken multiple times. Each time it is taken, you may apply it to a different spell-like or psi-like ability.
Brachiation [General]You move through the trees like a monkey.
Prerequisites: Climb 4 ranks, Jump 4 ranks.
Benefit: You 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, and it functions only in medium and dense forests.
Caster’s Curse [General]Your curses are particularly effective against spellcasters.
Prerequisite: Hexblade’s curse.
Benefit: When an opponent with the ability to cast spells fails a saving throw against your hexblade’s curse, the curse has its normal effect, and reduces the opponent’s effective caster level by -1.
If you have the greater hexblade’s curse ability, the opponent’s effective caster level is reduced by -2. If you possess the dire hexblade’s curse ability, the opponent’s effective caster level is reduced by -4.
Channel the Divine [General]You can channel some divine energy to turn or rebuke undead.
Prerequisites: God Touched, patron deity.
Benefit: Once per day, you can turn or rebuke undead as a cleric of one-half your character level. If you are good-aligned (or a neutral worshiper of a good deity), this feat lets you turn undead. If you are evil-aligned (or a neutral worshiper of an evil deity), it lets you rebuke undead. If you are neutral worshiper of a neutral deity, you can choose to either turn or rebuke undead upon taking this feat, but you cannot later change that decision.
Special: You can take this feat multiple times, gaining one extra use per day of the turn or rebuke ability each time.
Chant of Fortitude [General]You can channel the power of your bardic music to sustain your allies, allowing them to function after receiving wounds that would cause others to falter.
Prerequisites: Bardic music, Concentration 9 ranks, Perform 9 ranks.
Benefit: You can expend one daily use of your bardic music 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 to keep yourself and your allies conscious over multiple rounds.
This feat does not function in an area of magical silence.
Chaotic Mind [General]The turbulence of your thoughts prevents others from gaining insight into your actions.
Prerequisites: Cha 15, any chaotic alignment.
Benefit: Opponents that have insight bonuses to their attack rolls, armor class, or skill or ability checks do not gain those bonuses against you.
Charming [General]You are particularly convincing when attempting to command targets of your mind-affecting spells.
Prerequisites: Cha 13.
Benefit: When you make a Charisma check to exert control over the target of a mind-affecting spell you cast, you gains a +4 bonus on this roll. This applies to checks to convince the target of a spell from the charm person spell chain to take an action it normally wouldn’t, as well as to opposed Charisma checks made by two casters whose spells affect the same target and who give it conflicting orders.
Cheat Death [General]Your understanding of anatomy and healing is so great that you can bring drag souls back from beyond the brink of death.
Prerequisites: Heal 6 ranks, Knowledge (religion) 4 ranks.
Benefit: You are able to revive a target creature who has died (been reduced to -10 hit points or below) within a number of rounds equal to your ranks in the Heal skill.
To do so requires a full-round action and the application of either magical healing or a successful Heal check (DC equal to their negative hit point total). The target must then succeed at a Fortitude saving throw (DC equal to their negative hit point total). If successful, the target is stabilized at -9 hit points. If the saving throw fails, the target remains dead.
The target must possess a corporeal body for this feat to be successful. You may attempt to revive a target only once per death.
Child of Vastra [General]Like all drow, you know that hatred is the only true emotion. This knowledge lends you a certain bloodthirsty readiness.
Prerequisite: Dark Elf.
Benefit: If you kill a living creature with Intelligence 3 or higher with a melee attack, you gain a +1 bonus on attack rolls, damage rolls, and saving throws for the duration of the encounter. If you kill such a creature with a coup de grace or with a touch spell, you gain a +2 bonus on attack rolls, damage rolls, and saving throws for the duration of the encounter.
To qualify for this bonus, you must either reduce the target to -10 hit points with your blow or kill it with a touch spell (such as slay living).
Cloak Dance [General]You are skilled at using optical tricks to make yourself seem to be where you are not.
Prerequisites: Hide 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 position. Until your next action, you have total concealment.
Cold Focus [General]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 the Spell Focus and Greater Spell Focus feats.
Combat Casting [General]You are adept at casting spells in combat.
Benefit: You gain a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
Combat Charm [General]Your charm spells are equally effective in combat and noncombat situations.
Prerequisite: Wis 13.
Benefit: When casting a charm spell (such as charm animal, charm person, or charm monster) on a creature being threatened by you or your allies, it does not gains the usual +5 bonus to its save against the spell.
Commanding [General]The targets of your compulsion spells find them difficult to resist.
Prerequisites: Cha 13.
Benefit: Add +1 to the DC of all saving throws against your compulsion spells. This bonus stacks with the bonuses from Spell Focus and Greater Spell Focus.
Commerce’s Champion [General]You devotion to Parma has been rewarded with access to otherwise restricted spells.
Prerequisites: Crusader level 1st, patron deity Parma.
Benefit: You add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Trade and Wealth domains to your crusader spell list. You cast these spells as if they were crusader spells of the appropriate level.
Communicator [General]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.
Consecrate Spell-like Ability [General]You can channel holy power into your spell-like abilities.
Prerequisite: Any good alignment.
Benefit: Choose one of your spell-like abilities. This ability gains the “Good” descriptor, and half of any damage it deals results from divine power and cannot be reduced by resistance or immunity to energy-based attacks. This spell-like ability can be consecrated three times per day, though this feat does not allow you to exceed your normal usage limit for any ability.
Special: This feat can be taken multiple times. Each time it is taken, you may apply it to a different spell-like ability.
Construct Familiar [General]Your familiar is a construct, rather than a living being.
Benefit: Rather than a living creature, your familiar is a construct, a mechanical creature animated by magic. You must still specify a specific animal to call as a familiar; the familiar that appears, however, is a construct version of that creature.
See the Monster Manual for construct traits. You cannot convert an existing familiar to a construct familiar by taking this feat.
Coordinated Strike [General]You and your animal companion or special mount can coordinate your melee attacks to gain an advantage in combat.
Prerequisites: 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 again the same target.
Corpsecrafter [General]Undead you raise or create are tougher than normal.
Benefit: Each undead you raise or create with an necromancy spell gains a +4 enhancement bonus to Strength and +2 hit points per Hit Die.
Corrupt Spell-like Ability [General]One of your spell-like abilities is powered by evil.
Prerequisite: Any evil alignment.
Benefit: Choose one of your spell-like abilities. This ability gains the “Evil” descriptor, and half of any damage it deals is unholy damage. This spell-like ability can be corrupted three times per day, though this feat does not allow you to exceed your normal usage limit for any ability.
Special: This feat can be taken multiple times. Each time it is taken, you may apply it to a different spell-like ability.
Corruption’s Champion [General]You devotion to Kalosh has been rewarded with access to otherwise restricted spells.
Prerequisites: Crusader level 1st, patron deity Kalosh.
Benefit: You add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Corruption and Pestilence domains to your crusader spell list. You cast these spells as if they were crusader spells of the appropriate level.
Craven [General]You are a dangerous coward, but fight viciously once you have the upper hand.
Prerequisites: Sneak attack, cannot be immune to fear.
Benefit: You take a -2 penalty on saves against fear effects. However, when making a sneak attack, you deal an extra 1 point of damage per character level.
Creation’s Champion [General]You devotion to Walgrim has been rewarded with access to otherwise restricted spells.
Prerequisites: Crusader level 1st, patron deity Walgrim.
Benefit: You add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Craft and Metal domains to your crusader spell list. You cast these spells as if they were crusader spells of the appropriate level.
Cumbrous Dodge [General]You have a greater chance to dodge attacks against you, but at a cost.
Prerequisites: Dodge, Tumble 4 ranks.
Benefit: You may activate this feat as a free action. You gain a +2 bonus to your Armor Class for the duration of the current encounter. At the end of the encounter, you are fatigued.
Cumbrous Fortitude [General]You have a greater chance than normal to resist attacks against your vitality, but at a cost.
Prerequisite: Great Fortitude.
Benefit: After you roll a Fortitude save, you may decide to activate this feat, which gives you a +6 bonus on your saving throw. You may choose to activate this ability after learning the result of the Fortitude save, possibly changing a failed saving throw into a successful one.
After the saving throw is resolved, regardless of the result, you are staggered until the end of the encounter. A staggered character can only take a partial action when he or she would normally be able to take a standard action.
Cumbrous Reflexes [General]You have a greater chance than normal to resist attacks against your agility, but at a cost.
Prerequisite: Lightning Reflexes.
Benefit: After you roll a Reflex save, you may decide to activate this feat, which gives you a +6 bonus on your saving throw. You may choose to activate this ability after learning the result of the Reflex save, possibly changing a failed saving throw into a successful one.
After the saving throw is resolved, regardless of the result, you are rendered prone, and are dazed for the duration of the encounter.
Cumbrous Will [General]You have a greater chance than normal to resist attacks against your willpower, but at a cost.
Prerequisite: Iron Will.
Benefit: After you roll a Will save, you may decide to activate this feat, which gives you a +6 bonus on your saving throw. You may choose to activate this ability after learning the result of the Will save, possibly changing a failed saving throw into a successful one.
After the saving throw is resolved, regardless of the result, you are shaken for the duration of the encounter. A shaken character takes a -2 morale penalty on attack rolls, checks, and saving throws.
Cutpurse [General]You area able to pick the pockets of your melee opponents.
Prerequisites: Sleight of Hand 5 ranks.
Benefit: When engaged in combat, you can attempt to use the Sleight of Hand skill to pickpocket an enemy without provoking an attack of opportunity. This feat allows you to disguise your Sleight of Hand attempt as a combat maneuver.
Dash [General]You move faster than normal.
Benefit: If you are wearing light or no armor and are carrying a light load, your base land speed is 10 feet faster than normal.
Deadly Chill [General]Undead you raise or create deal more damage than normal.
Prerequisite: Corpsecrafter.
Benefit: Each undead you raise or create with an necromancy spelld eals an extra 1d6 points of cold damage with its natural weapons.
Deadly Precision [General]You can empty your mind of all distracting emotion, becoming an instrument of deadly precision.
Prerequisites: 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.
Death’s Champion [General]You devotion to Marrok has been rewarded with access to otherwise restricted spells.
Prerequisites: Crusader level 1st, patron deity Marrok.
Benefit: You add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Death and Undead domains to your crusader spell list. You cast these spells as if they were crusader spells of the appropriate level.
Deep Poisoning [General]Your poison attacks deal more damage than normal.
Prerequisites: Poison use, sneak attack ability.
Benefit: When making a sneak attack with a poisoned weapon, you may elect to exchange +1d6 sneak attack damage for a +1 increase to the DC of the victim’s Fortitude saving throw (maximum +5d6 exchanged for DC +5). You may do this any number of times per attack, increasing the save DC of the poison by an appropriate amount.
Deep Reservoir [General]You can expend your personal essence with fewer ill effects.
Benefit: You gain 750 experience points for each character level you currently possess. You gain an additional 750 experience points whenever you gain another level.
These experience points cannot be used to advance character levels, but can be used for any other purpose, such as creating magic items, casting spells with xp components, and so on.
Deft Strike [General]You can place attacks at weak points in your opponent’s defenses.
Prerequisites: Int 13, Combat Expertise, Spot 10 ranks, sneak attack ability.
Benefit: As a move action, you can attempt to find a weak point in a visible target’s armor. You may make a Spot check against a DC equal to your opponent’s Armor Class. If you succeed, your next attack against that target (which must occur 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, the opponent must be within 30 feet of you in order for you to benefit from this feat.
Destiny’s Champion [General]You devotion to Sortec has been rewarded with access to otherwise restricted spells.
Prerequisites: Crusader level 1st, patron deity Sortec.
Benefit: You add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Fate and Time domains to your crusader spell list. You cast these spells as if they were crusader spells of the appropriate level.
Destruction Retribution [General]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 an necromancy spell releases a burst of negative energy upon its destruction, dealing 1d6 points of damage plus an additional 1d6 damage per 2 Hit Dice the undead creature possessed to every creature within a 10-foot spread (Reflex DC 15 half). This damage comes from negative energy, and therefore heals undead creatures.
Destruction’s Champion [General]You devotion to Erican has been rewarded with access to otherwise restricted spells.
Prerequisites: Crusader level 1st, patron deity Erican.
Benefit: You add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Destruction and Lightning domains to your crusader spell list. You cast these spells as if they were crusader spells of the appropriate level.
Destructive Rage [General]You 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 to break inanimate, immobile objects.
Devoted Inquisitor [General]You have learned to deal devastating smite attacks against your enemies.
Prerequisites: Smite ability, sneak attack.
Benefit: When you successfully use your smite ability and your sneak attack ability against the same foe in a single attack, you can potentially stun your foe. An opponent affected by both abilities must make a Fortitude saving throw (DC 10 + half your character level + your Charisma modifier) or be stunned for 1 round.
Devoted Performer [General]You have turned your performing skills towards the worship of your deity.
Prerequisites: Smite ability, bardic music.
Benefit: Your bard and crusader levels stack for the purposes of determining the bonus damage dealt by your smite ability and determining the number of times per day that you can use your bardic music.
Devoted Tracker [General]You have found a balance between your woodland training and your devotion to your deity, blending the two aspects into one seamless whole.
Prerequisites: Smite ability, Track, wild empathy.
Benefit: Your crusader and ranger levels stack for the purposes of determining the bonus damage dealt by your smite ability and determining the bonus for your wild empathy class feature.
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.
Disease Immunity [General]Whether due to prolonged exposure or natural hardiness, you have grown immune to some diseases and resistant to others.
Prerequisite: Con 13.
Benefit: You are immune to one specific type of disease, such as red ache or mummy rot. In addition, you receive a +2 circumstance bonus on saving throws against other diseases. You recover ability points lost to diseases at twice the normal rate.
Special: This feat may be taken multiple times. Each time, you become immune to an additional disease. The +2 bonus provided by this feat does not stack with itself.
Disguise Spell [General]You can cast spells without observers noticing.
Prerequisites: Perform (any), bardic music.
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 is not). 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 cannot 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.
Dive for Cover [General]You can dive behind cover or drop to the ground fast 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.
Divine Blessing [General]Your dedication and reverence for your deity has allowed you to master a single divine spell.
Prerequisite: Patron deity, ability to cast arcane spells.
Benefit: Choose a single spell from the cleric or druid spell lists whose level is up to one less than the highest level arcane spell you can cast. This spell cannot be a spell containing an alignment component which opposes the alignment of your deity. You may add the spell to your spellbook or your list of known spells. This spell is treated as an arcane spell for you.
Domain Focus [General]You’ve mastered the subtle intricacies of the divine power you’ve devoted yourself to.
Prerequisite: Access to a relevant domain.
Benefit: You can cast spells associated with one of your domains at +1 caster level. This bonus 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 this feat multiple times. Each time, it applies to a new domain you have access to.
Doomspeak [General]You can demoralize an enemy with horrible condemnations and terrible portents of doom.
Prerequisites: Bardic music, Intimidate 8 ranks, Perform (oratory) 8 ranks.
Benefit: You can spend one of your bardic music uses per day to curses one enemy within 120 feet. The intended target must be able to hear and comprehend your damning remarks.
A target that fails a Will saving throw (DC 10 + half your character level + your Charisma modifier) is cursed with a -10 penalty on attack rolls, saves, ability checks, and skill checks for 1 round.
Dorje Mastery [General]Psionic dorjes are more potent in your hands.
Prerequisite: Craft Dorje.
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.
Double Wand Wielder [General]You can fight with 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, with one designated as your primary wand and the other designated as your secondary wand. Each use of the secondary wand expends two charges instead of one.
Duel Dorje [General]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 a dorje in each hand, with one designated as your primary dorje and the other designated as your secondary dorje. Each use of the secondary dorje expends two charges instead of one.
Electricity Focus [General]Your electricity spells are more potent than normal.
Benefit: Add +1 to the DC for all saving throws against spells you cast with the “Electricity” descriptor. This bonus stacks with similar bonuses, such as those granted by the Spell Focus and Greater Spell Focus feats.
Elemental Familiar [General]When you are ready and able to acquire a new familiar, you may choose to gain an elemental familiar.
Prerequisites: Ability to acquire a new familiar, ability to cast three or more spells of the appropriate type (see below).
Benefit: When choosing a familiar, you may choose an elemental familiar. An elemental familiar is, for all intents and purposes, a small elemental of the appropriate type. Depending upon the type of elemental desired, you must be able to cast a certain number of spells of varying types, as noted below.
Air: Ability to cast three or more spell with the “Air” or “Electricity” descriptors.
Earth: Ability to cast three or more spell with the “Acid” or “Earth” descriptors.
Fire: Ability to cast three or more spell with the “Fire” descriptor.
Water: Ability to cast three or more spell with the “Cold” or “Water” descriptors.
An elemental familiar is magically linked to its master in the same manner as a normal familiar. It uses the base statistics for a normal creature of its kind, except as noted below.
Hit Dice: An elemental familiar has a d8 Hit Dice. 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 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 higher.
Saving Throws: For each saving throw, use either the familiar’s base save bonus or the master’s, 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 a normal familiar. Elemental familiars do not grant their masters any of the benefits that appear on the first table in that sidebar. Instead, the master gain energy resistance 5 against the familiar’s corresponding energy type (electricity for air, acid for earth, fire for fire, and cold for water).
Elf Hunter [General]Because of your cultural hatred for elves, you have had specific training in how best to fight them.
Prerequisite: Dark Elf.
Benefit: Choose one subrace of elves. When fighting elves of this kind, you gain a +2 competence bonus on melee damage rolls and on ranged attacks made at distances up to 30 feet.
You also gain the benefit of the Improved Critical feat for any weapon you are using in the attack. This benefit does not stack with any other ability that improves the threat range of your weapons.
Empower Innate Ability [General]You can use one of your spell-like or psi-like abilities with greater effect.
Prerequisite: Spell-like or psi-like ability.
Benefit: Choose one of your spell-like or psi-like abilities, which cannot duplicate a spell or psionic power with a level greater than half your character level.
You may use that ability as an empowered spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
All variable, numeric effects of an empowered spell-like ability are increased by one-half.
Special: This feat can be taken multiple times. Each time, it applies to a different spell-like ability.
Empower Turning [General]You can turn or rebuke greater numbers of undead with a successful turning or rebuke attempt.
Prerequisite: Turn or rebuke undead ability.
Benefit: After adding your cleric level and Charisma modifier to the turning damage roll, increase the final result by one-half.
Enchanting Song [General]You can channel the power of your bardic music to temporarily increase the power of your enchantment spells.
Prerequisites: Perform (any one) 5 ranks, Spell Focus (enchantment), bardic music.
Benefit: As you cast a spell of the enchantment school, you may spend one daily use of your bardic music 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.
Enemy Focus [General]Your spells are deadly against a particular race or creature type.
Benefit: Choose a creature type from the Ranger Favored Enemies table. Whenever one of your spells affects a creature of the chosen type, they suffer a -2 penalty to their saving throw.
Special: You can gain this feat multiple times. Its effects do not stack. Each time, choose a new creature type to suffer penalties on your spell’s saving throws.
Enspell Familiar [General]You can cast spells on your familiar over a distance.
Benefit: You are always considered to be in contact with your familiar for the purpose of casting shared spells. Thus any spell you cast on yourself also affects your familiar, as long as it is within 1 mile of you.
Normal: The familiar must be within 5 feet of the caster at the time such a spell is cast.
Erican’s Embrace [General]You gain a boost in spellcasting power during storms.
Benefit: All spells you cast while in the area of a storm (either natural or magical) are at +2 caster level.
Eschew Materials [General]You can cast spells without material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing the component. If a spell requires a material component with a cost of more than 1 gp, you still need that component on hand to cast the spell, as normal.
Exceptional Artisan [General]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%.
Executioner [General]Your killing strokes strike fear into the hearts of the enemy.
Prerequisite: Intimidate 8 ranks.
Benefit: Whenever you perform a coup de grace action, all allies within 30 feet of you gain a +2 morale bonus to attack and damage rolls as well as saving throws for 1d4+1 rounds. In addition, if any enemies witness the execution, you make an Intimidate check against each of them as a free action; those enemies must succeed at a Will saving throw (as per the Intimidate skill) or become shaken for the same number of rounds. This does not affect opponents with more Hit Dice or levels than you or opponents who are immune to fear.
Expanded Aura of Courage [General]Your aura of courage protects more allies than usual.
Prerequisite: Aura of courage class ability.
Benefit: Your aura of courage now affects allies within 60 feet of you.
Expanded Aura of Fear [General]Your aura of fear terrifies more opponents than usual.
Prerequisite: Aura of fear class ability.
Benefit: Your aura of fear now affects enemies within 60 feet of you.
Expert Tumbler [General]You can tumble with exceptional deftness.
Prerequisite: Tumble 5 ranks.
Benefit: You may use the Tumble skill at normal speed without suffering a penalty.
Normal: Using the Tumble skill at full speed incurs a -10 penalty.
Extend Rage [General]Your rage lasts longer than it normally would.
Prerequisite: Rage or Frenzy ability.
Benefit: Each of your rages or frenzies lasts 5 rounds longer than its normal duration.
Extra Domain Spell [General]You are more specialized in a particular domain.
Prerequisites: Wis 15, access to one domain spell.
Benefit: Choose one domain spell that you can cast. You may cast this spell one extra time per day. Once this spell is chosen, it may not be changed.
Special: You may take this feat multiple times. Each time you, you select a different domain spell to which it applies.
Extra Edge [General]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.
Extra Familiar [General]You have an additional familiar.
Benefit: You gain an additional familiar. You gain the benefits of both familiars.
Special: You may take this feat multiple times. Each time, you may call another familiar.
Extra Favored Enemy [General]You select an additional favored enemy.
Prerequisites: Base attack bonus +5, favored enemy ability.
Benefit: You gain an additional favored enemy.
Extra Followers [General]Your charismatic magnetism attracts even more followers to your banner.
Prerequisites: Cha 13, Leadership.
Benefit: You can lead twice as many followers as indicated by your Leadership score.
In addition, your Leadership score improves by +1.
Extra Hexing [General]You can use your hexblade's curse ability more frequently than normal.
Prerequisite: Hexblade's curse.
Benefit: Each time you take this feat, you gain the ability to use your hexblade's curse ability one more time per day.
Special: You may select this feat multiple times; its effects stack. Each time you select the feat, you may use your hexblade's curse one additional time per day.
Extra Invocation [General]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.
Special: You may select this feat multiple times. Each time, you gain an extra invocation of any grade lower that the highest grade of invocation you can currently use.
Extra Music [General]You can use your bardic music more often than you otherwise could.
Prerequisite: Bardic music.
Benefit: You can use bardic music four extra times per day.
Normal: Bards can use their bardic music once per day per level.
Special: You can take this feat multiple times. Its effects stack.
Extra Rage [General]You rage more frequently than normal.
Prerequisite: Rage or Frenzy ability.
Benefit: You can rage or frenzy two more times per day than you otherwise could.
Special: You can take this feat multiple times. Its effects stack.
Extra Rings [General]Your familiarity with forging magic rings allows you to make use of more rings than normal.
Prerequisites: Forge Ring.
Benefit: You can wear up to four magic rings, two on each hand, and all function normally.
Normal: Without this feat, you can only wear and use two magic rings at one time.
Extra Slot [General]You can cast an extra spell.
Prerequisite: Spellcaster level 4th.
Benefit: You gain one extra spell slot in your daily allotment. The extra slot can be any level up to one level lower than the highest-level spell you can cast. Once selected, the spell slot never changes level.
Special: You can gain this feat multiple times. Each time, you gain another spell slot up to one level lower than the highest-level spell you can cast.
Extra Smiting [General]You can make more smite attacks.
Prerequisites: Smite ability, base attack bonus +4.
Benefit: You gain two extra attempts to smite per day. Use whatever smite ability you have (the paladin’s smite evil ability or the hunter of the dead’s ability to smite undead, for example).
Special: You may take this feat multiple times. Its effects stack.
Extra Spell [General]You can learn one more spell.
Prerequisite: Spellcaster level 3rd.
Benefit: You learn one additional spell of any level up to one level lower than the highest-level spell you can cast.
Special: You can gain this feat multiple times. Each time, you learn a new spell at any level up to one less than the highest-level spell you can cast.
Extra Stunning [General]You gain extra stunning attacks.
Prerequisites: Stunning Fist, base attack bonus +2.
Benefit: You gain the ability to make three extra stunning attacks per day.
Special: You may take this feat multiple times. Its effects stack.
Extra Turning [General]You can turn or rebuke creatures more often than normal.
Prerequisite: Turn or rebuke ability.
Benefit: You gain the ability to turn or rebuke creatures four more times per day. If you have the ability to turn or rebuke more than one kind of creature, each of your turning or rebuking abilities gains four additional uses per day.
Special: You may take this feat multiple times. Its effects stack.
Extraordinary Artisan [General]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%.
Extraordinary Spell Aim [General]You can shape a spell’s area to exclude one creature from its effects.
Prerequisite: Spellcraft 15 ranks.
Benefit: Whenever you cast a spell with an area, you can attempt to shape the spell’s area so that one creature within the area is unaffected by the spell. To accomplish this, you must succeed on a Spellcraft check (DC 25 + spell level).
Casting a spell affected by this feat requires a full-round action unless the spell’s normal casting time is longer, in which case the casting time is unchanged.
Fade into Violence [General]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.
Prerequisites: 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.
Familiar Spell [General]You are so well acquainted with the spells you have mastered that you can store the prepared spells in the mind of your familiar.
Prerequisites: Spell Mastery, must possess a familiar.
Benefit: You may prepare one spell of any level that you have mastered with Spell Mastery in the mind of your familiar 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 five feet of you. Once cast, the spell is used up, just as if you had held it in your own mind.
Additionally, your familiar may choose to cast the spell itself, though doing so is a full-round action. The spell takes effect exactly as if you were casting the spell in your familiar’s place.
Special: You may take this feat multiple times. Each time, your familiar’s mind can hold one additional prepared mastered spell per day.
Family’s Champion [General]You devotion to Brandalla has been rewarded with access to otherwise restricted spells.
Prerequisites: Crusader level 1st, patron deity Branddalla.
Benefit: You add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Family and Protection domains to your crusader spell list. You cast these spells as if they were crusader spells of the appropriate level.
Far Look [General]You have looked deep into the Far Realm, and an unknown entity has granted you power...but at what cost?
Prerequisite: Ability to cast arcane spells.
Benefit: You gain one extra arcane spell slot in your daily allotment that you can use to cast any spell you know. This extra slot can be at any level up to the highest level spell you can cast. If you prepare your spells, you must decide at the time of preparation what level and what spell you would like for that day. If you cast your spells spontaneously, you have an extra "floating" slot that can be used at any time at any level with a spell you know.
The strain this feat places upon your mortal brain imposes a -2 penalty to your Wisdom score.
Special: You may select this feat multiple times. Each time, you gain an extra spell slot at any level, and you suffer an additional -2 penalty to your Wisdom score. If at any time your Wisdom score reaches 0 (for whatever reason), the strain on your mind breaks wide and you must succeed on a Will saving throw (DC 10 + half your character level + either your Intelligence or Charisma modifier, whichever is higher). If you fail the saving throw, you are instantly transported to the Far Realms, never to be seen again.
You must attempt this saving throw each time your Wisdom reaches 0, but no more than once per incident.
Fast Healing [General]Your wounds heal rapidly.
Prerequisite: Con 13.
Benefit: You heal twice as many hit points as normal through natural healing.
Favored Critical [General]You know how to hit your favored enemies where it hurts.
Prerequisites: Base attack bonus +5, favored enemy ability.
Benefit: Select one of your favored enemies that is normally subject to critical hits. Whenever you attack this type of creature, the treat range of whatever weapon you’re using is doubled.
Special: You can take this feat multiple times. Each time you do, it applies to a new favored enemy.
This feat is treated as if it were the Improved Critical feat for the purposes of abilities, effects, and feat or prestige class prerequisites. Its effects do not stack with any other ability that enhances the threat range of your weapons.
Favored Power Attack [General]You are able to deal more damage against your favored enemies.
Prerequisites: 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.
Special: This feat is treated as if it were Power Attack feat for the purposes of abilities, effects, and feat or prestige class prerequisites. Its effects do not stack with that feat.
Fearful Gaze [General]Your presence is so imposing and terrifying that your fear effects are intensified.
Prerequisite: Cha 15.
Benefit: When you cast any spell that causes fear as a primary or secondary effect, the DC to resist the spell increases by +2.
Feral Animal Companion [General]Your animal companion is feral and rabid.
Prerequisites: Animal companion, evil alignment.
Benefit: Your animal companion becomes feral and rabid, and foams noticeably at the mouth. Any creature harmed by your animal companion’s bite attack must succeed on a DC 15 Fortitude save or contract red ache. The disease has no harmful effect on your animal companion.
In addition, your 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.
Fire Focus [General]Your fire spells are more potent than normal.
Benefit: Add +1 to the DC for all saving throws against spells you cast with the “Fire” descriptor. This bonus stacks with similar bonuses, such as those granted by the Spell Focus and Greater Spell Focus feats.
Flash Casting [General]Your passion for magic manifests visibly when you cast a spell.
Prerequisites: Cha 13, ability to cast a spell with the “Fire” or “Light” descriptor.
Benefit: A fiery nimbus surrounds you whenever you cast a spell with the “Fire” or “Light” descriptor. This makes it almost impossible to hide while spellcasting, but it makes you difficult to look at as well. For one round after casting a “Fire” or “Light” spell, creatures suffer a -2 penalty on attack rolls against you, and you suffer a -20 penalty on all Hide checks you make.
Creatures must be able to see you to be affected by Flash Casting, and creatures with blindsight, tremorsense, or creatures that cannot see are immune to the effects of this feat.
Flick of the Wrist [General]With a single motion, you can draw a light weapon and make a devastating attack.
Prerequisites: Dex 17, Quick Draw, Sleight of Hand 5 ranks.
Benefit: If you draw a light weapon and make a melee attack with it in the same round, your opponent is considered to be flat-footed against your attacks for that round.
You may use this feat only once per opponent during any single combat encounter.
Floatation [General]You can float on water with ease.
Prerequisites: Swim 6 ranks.
Benefit: You can float on the surface of calm water as a free action. You are considered prone and cannot move for the duration of that round, but may otherwise attack, cast spells, or take other actions as if you were lying on solid ground. You can actually sleep while floating on water using this feat.
Flow with the Current [General]You use the current around you to enhance your reactions.
Prerequisites: Floatation, Swim 9 ranks.
Benefit: By coordinating your actions and movements with the waves, currents, and eddies in the water around you, your ability to react quickly is enhanced. As long as you are swimming, you gain a +2 bonus to initiative checks, Armor Class, and Reflex saving throws.
Foe Specialist [General]You are trained at how to damage a particular type of foe.
Prerequisites: Sneak attack ability, base attack bonus +4.
Benefit: Choose a type of creature from the Ranger Favored Enemies table in the Player’s Handbook. You deal an extra 1d6 points of damage on successful sneak attacks against that type of creature (the selected creature cannot be construct, elemental, ooze, plant, or undead, since those types are not subject to critical hits).
Special: You may gain this feat multiple times. Each time, you may apply it to a new creature type among those that remain eligible.
Font of Life [General]Your life-force is strong enough to render you highly resistance 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 are normally entitled).
Force of Personality [General]You have cultured 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.
Forceful Magic [General]You are adept at manipulating magical energy.
Benefit: Once per day, when preparing any one spell augmented by a metamagic feat (or when applying such a feat to a spell you are casting, if you cast spells spontaneously), you may reduce the required spell slot increase of the metamagic feat by one.
Special: You may take this feat more than once. Each time you take it, you can apply the effect to one additional spell per day. You may apply multiple uses of this feat to the same spell, lowering the required spell slot increase accordingly.
Frightful Presence [General]Like a dragon, your mere presence can terrify those around you.
Prerequisites: 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 Charisma modifier. This effect is negated with a Will save (DC 10 + half your character level + your Charisma modifier).
A successful save indicates that the opponent is immune to your frightful presence for 24 hours. This ability cannot affect creatures with an Intelligence of 3 or lower.
Frustrated Penetration [General]You channel your frustration into magical power.
Prerequisites: Cha 13, Greater Spell Penetration, Spell Penetration.
Benefit: You can choose one creature whose spell resistance you failed to overcome in the last round with your caster level check. The next time you try to overcome that creature’s spell resistance, you gain a +1 morale bonus to the level check to overcome the creature’s spell resistance.
This bonus increases by +1 after each such failed check (to a maximum bonus of +10). You can apply the bonus from this feat to only one creature at a time. This bonus stacks with that provided by both Spell Penetration and Greater Spell Penetration, and lasts until the end of the current encounter.
Fury’s Focus [General]Your rage grants you extra speed in combat.
Prerequisite: Rage or Frenzy ability.
Benefit: When in a rage or frenzy, you may add +10 feet to your base speed.
Ghost Scarred [General]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.
Go For the Eyes [General]You've added a blinding attack to your arsenal of dirty combat tricks.
Prerequisite: Weapon Finesse, Weapon Focus (any light weapon), sneak attack +3d6, base attack bonus +4.
Benefit: When you make a melee sneak attack with a light weapon for which you have selected the Weapon Focus feat, you can exchange 2d6 points of bonus sneak attack damage for a chance to make a blinding attack. The opponent is allowed a Fortitude save to negate this attack (DC equal to 10 + half your character level + your Strength modifier); on a failure, the opponent is permanently blinded.
Creatures immune to critical hits, creatures with no eyes, or creatures with multiple eyes (such as beholders), are immune to the effects of this feat.
God Touched [General]Your deity has recognized your devotion and gifted you with a small spark of divine power.
Prerequisite: Patron deity.
Benefit: Once per day, while performing an act relating to one of your deity’s portfolios, you can call upon your deity as a free action to add a +3 luck bonus on any one die roll.
Additionally, you may choose to expend your daily use of this feat to pay the cost of using a feat or ability that requires the expenditure of a daily use of the turn or rebuke undead ability.
Special: The God Touched feat is incompatible with the Disciple of Darkness, Favored of the Companions, Knight of Stars, Servant of the Heavens, and Thrall of Demon feats. Your allegiance is only yours to give only once.
Graveborn Expert [General]You form a rudimentary consciousness within a mindless undead creature, allowing it to perform a few simple tasks requiring a particular skill.
Prerequisite: Spell Focus (necromancy).
Benefit: Undead creatures you create gain ranks equal to twice their Hit Dice in any number of skills of your choice, divided as you see fit.
In addition, you may grant any mindless undead you create an Intelligence score of 1.
Graveborn Warrior [General]By carefully guiding the magic that animates a mindless undead, you can impart it with the knowledge of long-dead warriors.
Prerequisites: Graveborn Expert, Spell Focus (necromancy).
Benefit: Undead creatures you create gain a bonus feat of your choice in addition to any feats they normally possesses. The undead must still meet any prerequisites for the selected feats.
Great Fortitude [General]You are tougher than normal.
Benefit: You get a +2 bonus on all Fortitude saving throws.
Greater Acid Focus [General]Your acid spells are now even more potent than before.
Prerequisite: Acid Focus.
Benefit: Add +1 to the DC for all saving throws against spells with the acid descriptor. This bonus stacks with similar bonuses, such as those from Acid Focus, Spell Focus, and Greater Spell Focus.
Greater Cold Focus [General]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.
Greater Electricity Focus [General]Your electricity spells are now even more potent than before.
Prerequisite: Electricity Focus.
Benefit: Add +1 to the DC for all saving throws against spells with the electricity descriptor. This bonus stacks with similar bonuses, such as those from Electricity Focus, Spell Focus, and Greater Spell Focus.
Greater Fire Focus [General]Your fire spells are now even more potent than before.
Prerequisite: Fire Focus.
Benefit: Add +1 to the DC for all saving throws against spells with the fire descriptor. This bonus stacks with similar bonuses, such as those from Fire Focus, Spell Focus, and Greater Spell Focus.
Greater Ki Shout [General]Your ki shout can panic your opponents.
Prerequisites: Cha 13, Ki Shout, base attack bonus +9.
Benefit: When you make a ki shout, your opponents are panicked for 2d6 rounds unless they succeed on Will saves (DC 10 + half your level + your Charisma modifier). The ki shout affects only opponents with fewer Hit Dice or levels than you have.
Greater Sonic Focus [General]Your sonic spells are now even more potent than before.
Prerequisite: Sonic Focus.
Benefit: Add +1 to the DC for all saving throws against spells with the sonic descriptor. This bonus stacks with similar bonuses, such as those from Sonic Focus, Spell Focus, and Greater Spell Focus.
Greater Spell Focus [General]Choose a school of magic to which you have already applied the spell focus feat. Your spells of that school are now even more potent than before.
Prerequisite: Spell Focus (chosen school).
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Special: You can gain this feat multiple times. Each time, it applies to a new school of magic to which you have applied the Spell Focus feat.
Greater Spell Penetration [General]Your spells are remarkable potent, breaking through spell resistance more readily than normal.
Prerequisite: Spell Penetration.
Benefit: You gain a +2 bonus on caster level checks made to overcome a creature’s spell resistance. This bonus stacks with the bonus provided by Spell Penetration.
Greater Undead Legion [General]You can control even greater numbers of undead.
Prerequisites: Cha 15, Knowledge (religion) 10 ranks, Undead Legion.
Benefit: You can create and control an additional 8 HD of undead creatures when casting the animate dead spell.
If you are a cleric attempting to command undead by virtue of a turning check, you can also control an additional 4 HD of undead. You may control a single undead creature with 4 HD more than your cleric level, but doing so requires your constant concentration, or the undead creature breaks free from your control.
Special: The effects of this feat replace (and do not stack with) those of Undead Legion.
Greed’s Champion [General]You devotion to Illidair has been rewarded with access to otherwise restricted spells.
Prerequisites: Crusader level 1st, patron deity Illidair.
Benefit: You add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Greed and Thievery domains to your crusader spell list. You cast these spells as if they were crusader spells of the appropriate level.
Green Ear [General]Your bardic music and virtuoso performances affect plants and plant creatures.
Prerequisites: Perform 10 ranks, bardic music.
Benefit: You can alter any of your mind-affecting bardic music 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 mind-influencing effects.
Hamstring [General]You can wound an opponent’s legs, hampering his or her movement.
Prerequisites: 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.
The speed reduction ends after a successful DC 15 Heal check or the application of any cure spell or other form of magical healing is made.
Creatures immune to sneak attack damage and creatures with no legs cannot be slowed down with a hamstring attack, and you must succeed on a number of successful hamstring attacks equal to or greater than half the number of legs a creature has in order to reduce its land speed.
Other movement speeds (fly, burrow, and so on) are unaffected. You may use this ability once per round.
Hardened Flesh [General]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.
Hatred’s Champion [General]You devotion to Vastra has been rewarded with access to otherwise restricted spells.
Prerequisites: Crusader level 1st, patron deity Vastra.
Benefit: You add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Hatred and Spite domains to your crusader spell list. You cast these spells as if they were crusader spells of the appropriate level.
Haunting Melody [General]You can use your music to inspire fear as well as courage.
Prerequisites: Bardic music, Perform 9 ranks.
Benefit: When you sing or use some other Perform skill, you can unnerve enemies within 30 feet of you. Any opponent within range must succeed at a Will saving throw (DC 10 + ½ your bard level + your Charisma modifier) or become shaken for a number of rounds equal to your ranks in the Perform skill. This is a mind-affecting fear ability.
Using this ability counts as one of your daily uses of bardic music. This feat does not function in an area of magical silence.
Hear the Unseen [General]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.
Prerequisites: 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 cannot 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.
Heighten Spell-Like Ability [General]You can use one of your spell-like abilities 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 that duplicates a spell of a level less than or equal to half your caster level, minus 2. The spell-level equivalent of the heightened spell-like ability is two higher than normal, with all effects dependant on spell level (including saving throw DCs) calculated at the higher level.
You may apply this feat to a spell-like ability three times per day, though this feat does not allow you to exceed your normal usage limit for any ability.
Special: This feat can be taken multiple times. Each time it is taken, you may apply it to a different spell-like ability.
Heighten Turning [General]You can affect more powerful undead with your turning or rebuking attempts.
Prerequisites: Cha 13, Turn or rebuke undead ability.
Benefit: When you turn or rebuke undead, choose a number no higher than your effective cleric level. Add that number to your turning check, while subtracting it from your turning damage roll.
Honorable Presence [General]The code of conduct you follow causes respect in your peers.
Prerequisite: Must follow a code of conduct, such as a crusader or druid.
Benefit: You gain a +5 bonus on Charisma checks made when interacting with those who share the same alignment as yourself, or when dealing with those who follow the same code as you do.
You gain a +3 bonus to your Charisma checks made when interacting with those within one step of your alignment who do not follow the same code as yourself.
Honor’s Champion [General]You devotion to Evaine has been rewarded with access to otherwise restricted spells.
Prerequisites: Crusader level 1st, patron deity Evaine.
Benefit: You add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Courage and Glory domains to your crusader spell list. You cast these spells as if they were crusader spells of the appropriate level.
Hostile Mind [General]Your mind lashes out violently against those who use psionics against you.
Prerequisites: 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 + half your character level + your Charisma modifier or take 2d6 points of damage.
The benefit of this feat applies only to psionic powers and psi-like abilities.
Special: You cannot take this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).
If you later gain the ability to use psionic powers or psi-like abilities, your manifester level is considered to be four levels lower than normal (minimum 1st level).
Hostile Mind, Improved [General]Your mind lashes out violently against those who use psionics against you.
Prerequisites: Cha 15, Hostile Mind.
Benefit: You deal an additional 2d6 points of damage to manifesters who fail their saving throws against your Hostile Mind feat.
Special: You cannot take this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).
If you later gain the ability to use psionic powers or psi-like abilities, your manifester level is considered to be four levels lower than normal (minimum 1st level).
Improved Counterspell [General]You understand the nuances of spellcasting to such an extent that you can counter an opponent’s spells with great efficiency.
Benefit: When counterspelling, you may use a spell of the same school that is one or more levels higher than the target spell.
Improved Familiar [General]You may acquire a familiar from a nonstandard list.
Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficient arcane caster level and base attack bonus.
Benefit: When choosing a familiar, the creatures listed below are available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil). The spellcaster must have at least the arcane spellcaster level and base attack bonus indicated below in order to acquire the familiar.
Familiar Alignment Caster Level Flying Snake Neutral 3rd Krenshar Neutral 3rd Lynx Neutral 3rd Worg Neutral Evil 3rd Blink Dog Lawful Good 5th Elemental, Small Neutral 5th Hell Hound Lawful Evil 5th Osquip Neutral Evil 5th Shocker Lizard Neutral 5th Stirge Neutral 5th Formian Worker Lawful Neutral 7th Hippogriff Neutral 7th Howler Chaotic Evil 7th Imp Lawful Evil 7th Pseudodragon Neutral Good 7th Quasit Chaotic Evil 7th Winter Wolf Neutral Evil 7th
Improved familiars may also be assigned by the master’s type or subtype, as shown below.
Familiar Type/Subtype Caster Level Celestial Animal Good 3rd Fiendish Animal Evil 3rd Elemental, Small As per Element 5th Mephit As per Element 7th Undead Animal Undead 7th Construct Animal Construct 7th
Improved familiars otherwise use the rules for normal familiars.
Improved Favored Enemy [General]You know how to hit your favored enemies where it hurts.
Prerequisites: Favored enemy ability, base attack bonus +5.
Benefit: You deal an extra 3 points of damage to your favored enemies. This ability stacks with any existing favored enemy bonus.
Improved Smiting [General]Your smite attacks deal more damage to specific foes, and can damage creatures with alignment-based damage reduction.
Prerequisite: Cha 13, smite ability.
Benefit: Whenever you make a smite attack, your attack overcomes damage reduction as if it had an alignment, and you deal an extra +1d6 points of damage to targets of a specific alignment.
If the smite attack has an alignment associated with it, it deals its extra damage to foes of that alignment and it is treated as having the opposite alignment for overcoming damage reduction.
If the smite has no alignment associated with it, you must choose an alignment component (chaotic, evil, good, or lawful) when you select this feat. Your attack overcomes damage reduction as if they had that alignment, and deal +1d6 points of damage to foes of the opposite alignment.
You cannot choose an alignment component that is not part of your own alignment, and once this choice is made, it cannot be changed. If you later change alignment so that the chosen alignment component is no longer part of your alignment, you lose the benefits of this feat.
Special: If you have the smite ability from more than one class, the effects of this feat apply to each of your smite abilities.
Improved Soft Step [General]You are able to move more quickly while maintaining your light step.
Prerequisites: Dex 13, Move Silently 5 ranks, Soft Step.
Benefit: You may move your full base speed while using the Soft Step feat. In addition, skill check DCs for extreme movement are only increased by 5 when using the Stop Step feat.
Improved Swimming [General]You swim faster than you normally could.
Prerequisite: Swim 6 ranks.
Benefit: You swim at half 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 half your speed as a full-round action.
Improved Turning [General]Your turning or rebuking powers are more powerful than normal.
Prerequisite: Turn or rebuke ability.
Benefit: You turn or rebuke creatures as if you were two levels higher in the class that grants you the ability.
Special: This ability applies to each of your turn or rebuke abilities, even if they turn or rebuke creatures of different types.
Instantaneous Rage [General]You activate your rage instantly.
Prerequisite: Rage or Frenzy ability.
Benefit: Your rage begins at any time you wish, even if it is not your turn or when you’re surprised. You can activate your rage in response to another’s action. Thus, you can gain the benefits of your rage in time to prevent or lessen an undesirable effect.
Innate Spell [General]You have mastered a spell so thoroughly that you can 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 pain each time you use it.
In addition, you must have any focus required by the spell in order to use it as a spell-like ability, and if the spell has a costly material component, you must use an item worth 50 times that component as an additional focus for the spell-like ability.
Special: You can take this feat multiple times, gaining a new spell-like ability (with the appropriate costs) each time.
Innovation’s Champion [General]You devotion to Lunskor has been rewarded with access to otherwise restricted spells.
Prerequisites: Crusader level 1st, patron deity Lunskor.
Benefit: You add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Artifice and Technology domains to your crusader spell list. You cast these spells as if they were crusader spells of the appropriate level.
Insanity’s Champion [General]You devotion to Elkolvir has been rewarded with access to otherwise restricted spells.
Prerequisites: Crusader level 1st, patron deity Elkolvir.
Benefit: You add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Darkness and Madness domains to your crusader spell list. You cast these spells as if they were crusader spells of the appropriate level.
Insightful [General]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.
Intimidating Rage [General]Your rage engenders fear in your opponents.
Prerequisite: Rage or Frenzy ability.
Benefit: While you are raging, you designate a single foe within 30 feet of you that you can attempt to demoralize as a free action (as per the Intimidate skill). A foe that you successfully demoralize remains shaken for as long as you continue to rage. You may only use this feat against a single foe in any particular encounter.
Iron Will [General]You have a stronger will than normal.
Benefit: You gain a +2 bonus on all Will saving throws.
Ironskin Chant [General]You can channel the power of your bardic music to enable you to ignore minor injuries.
Prerequisites: Bardic music, Concentration 12 ranks, Perform 12 ranks.
Benefit: As a swift action that does not provoke attacks of opportunity, you can expend one daily use of your bardic music ability to provide damage reduction of 5/– to yourself or to one ally within 30 feet who can hear you until the start of your next turn.
This ability does not function in areas of magical silence.
Item Lore [General]Your knowledge of magic item creation allows you to inspect an enchanted piece of equipment and determine the nature of its magical qualities.
Prerequisites: Any item creation feat, arcane caster level 5th.
Benefit: If you possess the item creation feats necessary to create an item, you may inspect that item and determine its magical qualities. After spending an hour examining an item, you may make a Spellcraft check with a DC of 20 + the item’s required caster level. If your check succeeds, you learn the least powerful unknown item feature.
Jack of All Trades [General]You have picked up a smattering of even the most obscure skills.
Prerequisite: Int 13.
Benefit: You can use any skill as if you had a half rank in that skill. This benefit allows you to attempt checks with skills that normally don’t allow untrained skill checks (such as Decipher Script and Knowledge skills). If a skill doesn’t allow skill checks (such as Speak Language), this feat has no effect with regards to that skill.
Ki Shout [General]You can bellow forth a shout that strikes terror in your enemies.
Prerequisites: Cha 13, base attack bonus +1.
Benefit: Making a ki shout is a standard action. Opponents who can hear your shout and are within 30 feat of you may become shaken for 1d6 rounds, unless they succeed on a Will saving throw (DC 10 + half your character level + your Cha modifier).
The ki shout affects only opponents with fewer Hit Dice or levels than yourself. You can use this feat three times per day.
Leadership [General]You are the sort of person others want to follow, and you have done some work attempting to recruit cohorts and followers.
Prerequisite: Character level 6th.
Benefit: You can attract loyal companions and devoted followers, subordinates who assist you.
See the Leadership feat section in the Dungeon Master's Guide for more information on followers and cohorts.
Legendary Artisan [General]You have mastered the method of creating magic items.
Prerequisite: Any item creation feat.
Benefit: When determining your XP cost for creating any magic item, reduce the base cost by 25%.
Light of the Fading Star [General]You may fight as if you were in your prime.
Prerequisite: Age older than adult.
Benefit: Once per day, for up to 1 round per character level, you may ignore all physical penalties due to aging.
Lightning Reflexes [General]You have faster than normal reflexes.
Benefit: You gain a +2 bonus on all Reflex saving throws.
Lingering Song [General]Your bardic music stays with the listeners long after the last note has died away.
Prerequisite: Bardic music.
Benefit: If you use bardic music to inspire competence, inspire courage, or inspire greatness, the effects last twice as long as normal.
Lionhearted [General]You possess an incredible level of bravery and determination.
Prerequisite: Iron Will.
Benefit: You gain a +1 bonus to Will saves and an additional +4 bonus to Will saves against fear effects.
Luck’s Champion [General]You devotion to Hedvara has been rewarded with access to otherwise restricted spells.
Prerequisites: Crusader level 1st, patron deity Hedvara.
Benefit: You add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Luck and Trickery domains to your crusader spell list. You cast these spells as if they were crusader spells of the appropriate level.
Lyric Spell [General]You can channel the power of your bardic music into your magic, allowing you to expend uses of your bardic music ability to cast spells.
Prerequisites: Bardic music, Perform 9 ranks, ability to spontaneously cast 2nd level arcane spells.
Benefit: You can expend daily uses of your bardic music 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 this feat counts as part of the spellcasting action.
Casting the spell requires one use of your bardic music, plus one additional use per day per level of the spell.
If you use an instrument with your bardic music, it becomes an additional arcane focus for the spell.
You cannot use this feat to cast a spell improved by the Silent Spell feat.
Mage Slayer [General]You have studied the ways and weaknesses of spellcasters and can time your attacks and defenses against them expertly.
Prerequisites: Spellcraft 2 ranks, base attack bonus +3.
Benefit: You gain a +1 bonus on all Will saving throws. You may make attacks of opportunity against spellcasters who attempt to cast spells while you threaten them, even if they do so defensively.
Magic of the Land [General]Your intimate understanding of the natural world allows you to imbue your spells with life-giving magical power from the land itself.
Prerequisites: Concentration 5 ranks, Knowledge (nature) 5 ranks, Spellcraft 5 ranks, caster level 1st.
Benefit: When in a natural setting, you can draw upon 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.
To use this feat, you must succeed on a Knowledge (nature) check (DC 15 + spell level), made as a free action while casting a spell. You cannot 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. The natural world favors balance in all things, and thus does not support specific alignment-based magic.
Magic of the Wastes [General]You have uncovered the ancient Sethsarri secrets of defiling magic, the art of siphoning power from the natural world to power your spellcasting.
Prerequisites: Concentration 5 ranks, Knowledge (nature) 5 ranks, Spellcraft 5 ranks, caster level 1st.
Benefit: Your spellcasting now uses the rules for defiling magic. If you are a druid or a divine spellcaster with Ayna as your patron deity, merely taking this feat is a violation of your vows, and you lose your divine powers as appropriate.
Magic’s Champion [General]You devotion to Selasarae has been rewarded with access to otherwise restricted spells.
Prerequisites: Crusader level 1st, patron deity Selasarae.
Benefit: You add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Magic and Spell domains to your crusader spell list. You cast these spells as if they were crusader spells of the appropriate level.
Martial Weapon Proficiency [General]Choose a type of martial weapon, such as a longbow. You understand how to use that type of weapon in combat.
Benefit: You make attack rolls with the selected weapon normally.
Normal: Using a weapon with which you are not proficient results in a -4 penalty to your attack rolls.
Special: You can take this feat multiple times. Each time, you gain proficiency in a new martial weapon.
Mental Resistance [General]Your mind is armored against mental intrusion.
Prerequisite: Base Will save +2.
Benefit: Against psionic attacks that do not employ an energy type to deal damage, such as mind thrust, 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 benefits of this feat apply only to psionic powers and psi-like abilities.
Special: You cannot take this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).
If you later gain the ability to use psionic powers or psi-like abilities, your manifester level is considered to be four levels lower than normal (minimum 1st level).
Might Makes Right [General]Your great strength draws more followers.
Prerequisites: 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.
Mind over Body [General]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 per ability score equal to 1 + your Constitution bonus.
Misleading Song [General]You can channel the power of your bardic music to temporarily increase the power of your illusion spells.
Prerequisites: Perform (any one) 5 ranks, Spell Focus (illusion), bardic music.
Benefit: As you cast a spell of the illusion school, you may spend one daily use of your bardic music 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.
Mobile Spellcasting [General]You can keep your wits about you and focus on a spell even while running from your enemy or moving to attack.
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. 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 cannot use this ability to cast a spell that takes longer than 1 standard action to cast. You still provoke attacks of opportunity for casting spells from any creatures who threaten you at any point in your movement. You may choose to finish casting your spell at any point of your movement.
You can cast defensively while using this feat, but doing so increases the Concentration DC to 20 + spell level.
Mortalbane [General]You can make one of your innate abilities particularly damaging to mortals.
Benefit: Choose one of your spell-like or psi-like abilities. This ability deals an additional 2d6 points of damage of the same type against living non-outsiders, but only half damage against other creatures.
You may apply this feat to a spell-like or psi-like ability three times per day, though this feat does not allow you to exceed your normal usage limit for any ability.
Special: This feat can be taken multiple times. Each time it is taken, you may apply it to a different spell-like or psi-like ability.
Mortifying Attack [General]Those who witness your brutal death attack are unnerved and jarred by the experience.
Prerequisite: Death attack.
Benefit: All creatures within 30 feet of a target you make a successful death attack against must succeed on a Will save (DC equals death attack damage dealt) or be shaken for 2d4 rounds.
In addition, creatures that fail their saves 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 a save if it survives. This ability is a fear effect.
Mother Cyst [General]You gain the ability to cast necrotic cyst spells by growing a cyst of your own.
Prerequisites: Knowledge (religion) 2 ranks, caster level 1st.
Benefit: You grow an internal cyst of undead flesh and necrotic fluids 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 is not harmful. The mother cyst grants you access to a selection of cyst-related spells listed below. You may cast these spell as if they were any type of spell you can cast (if you are a caster who prepares spells, you can prepare each of these spells without referring to a spellbook, as if you had the Spell Mastery feat with 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.
Multicultural [General]You blend in well with members of a different race.
Prerequisite: Speak Language (chosen race).
Benefit: Choose any one humanoid race other than your own. Whenever you meet members of that race, they are likely to treat you as one of their own. You gain a +4 bonus on Charisma checks made to alter the attitude of creatures of that race.
Music of Growth [General]Your music can enhance the power of animals and plant creatures.
Prerequisites: Bardic music, Perform 12 ranks.
Benefit: By expending one use of your bardic music, you may grant a +4 enhancement bonus to the Strength and Constitution of every creature of the animal or plant creature within 60 feet of you.
This bonus lasts for as long as you continue to play, and for five rounds thereafter. This feat does not function in an area of magical silence.
Music’s Champion [General]You devotion to Naiaral has been rewarded with access to otherwise restricted spells.
Prerequisites: Crusader level 1st, patron deity Naiaral.
Benefit: You add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Archery and Music domains to your crusader spell list. You cast these spells as if they were crusader spells of the appropriate level.
Natural Bond [General]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. This bonus can never make your druid level exceed your character level.
Natural Spell [General]You can cast spells while in a wild shape.
Prerequisites: Wis 13, wild shape ability.
Benefit: You complete the verbal and somatic components of a spell while in a wild shape. For example, while in the form of a hawk, you could substitute screeches and gestures with your talons for the normal verbal and somatic components of a spell. You can use any material components or focuses that you possess, even if such items are melded within your current form.
This feat does not permit the effects of magical items while in a form that ordinarily could not use them, and you do not gain the ability to speak while in a wild shape.
Nature’s Champion [General]You devotion to Ayna has been rewarded with access to otherwise restricted spells.
Prerequisites: Crusader level 1st, patron deity Ayna.
Benefit: You add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Animal and Plant domains to your crusader spell list. You cast these spells as if they were crusader spells of the appropriate level.
Necromantic Might [General]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.
Necromantic Presence [General]Undead you control are harder to turn when they are near you.
Benefit: Whenever undead you control are within 60 feet of you, they gain a +4 bonus to their turn resistance.
Necropolis Born [General]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.
Necrotic Shield [General]An undead servant sustains the worst of attacks against you.
Prerequisite: Dex 13.
Benefit: Anytime you stand within 5 feet of a mindless undead ally, you gain a +2 shield bonus to your AC.
Night Haunt [General]You possess a magical understanding of the essence 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.
Nimble Bones [General]Undead you raise or create are faster and more nimble than normal.
Prerequisite: Corpsecrafter.
Benefit: Each undead you raise or create with an necromancy spell gains a +4 bonus on initiative checks and a 10-foot increase to its base land speed.
Noble Blood [General]You have learned how to tap into the advanced magical abilities available to you through your noble heritage.
Prerequisite: Dark Elf.
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.
Obscure Lore [General]You are a treasure trove of little-known information.
Prerequisite: Bardic knowledge or lore class ability.
Benefit: You gain a +4 insight bonus on checks using your bardic knowledge or lore class ability.
Obtain Familiar [General]You gain a familiar.
Prerequisites: Knowledge (arcana) 4 ranks, arcane caster level 3rd.
Benefit: You can obtain a familiar in the same manner as a sorcerer or wizard. For the purposes of determining familiar abilities that depend on your arcane caster class level, your levels in all classes that allow you to cast arcane spells stack.
Open Minded [General]You have focused on improving your knowledge of certain skills.
Benefit: You immediately gain an extra 5 skill points. You may spend these points as normal. You cannot exceed the normal maximum ranks for your level in any skill.
Special: You can gain this feat multiple times. Each time, you gain another 5 skill points.
Pierce Magical Concealment [General]You ignore the miss chance provided by certain magical effects.
Prerequisites: Wis 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 such as darkness, blur, invisibility, or obscuring mist.
When facing a creature protected by mirror image, you can immediately pick out the real creature from its figments.
Your ability to ignore the miss chance granted by magical concealment does not allow you to ignore the effects of nonmagical concealment.
Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.
Pierce Magical Protection [General]You can overcome the magical protection of your enemies.
Prerequisite: Mage Slayer.
Benefit: Your fierce contempt for magic is so fierce that as a standard action you can make a melee attack that ignores any bonuses to Armor Class granted by spells. If you deal damage to your opponent, you instantly and automatically dispel all that opponent’s spells that grant a bonus to Armor Class.
Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.
Plant Control [General]You can channel the power of nature to gain mastery over plant creatures.
Prerequisite: Plant Defiance.
Benefit: You can rebuke or command plants as an evil cleric rebukes or commands undead. To command a plant, you must be able to issue it verbal commands, or make your intentions known to it in some other way.
The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you rebuke plants (minimum one).
Plant Defiance [General]You can channel the power of nature to drive off plant creatures.
Prerequisite: Ability to cast detect animals or plants.
Benefit: You can turn (but not destroy) plants as a good cleric turns undead. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you turn plants (minimum one).
Pleasure’s Champion [General]You devotion to Avenal has been rewarded with access to otherwise restricted spells.
Prerequisites: Crusader level 1st, patron deity Avenal.
Benefit: You add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Charm and Pleasure domains to your crusader spell list. You cast these spells as if they were crusader spells of the appropriate level.
Poison Immunity [General]After prolonged exposure to a poison or toxin, you have rendered yourself immune to it.
Benefit: You are immune to one specific poison. You also gain a +2 circumstance bonus on all saving throws against other poisons.
Special: You can take this feat multiple times, choosing a different poison each time. The +2 bonus against other poisons does not stack.
Poison Specialization [General]Poisons you craft are more deadly than normal.
Prerequisite: Craft (poison) 5 ranks.
Benefit: Choose a type of poison, such as injury, ingested, contact, or inhaled. Whenever you create a poison of the chosen type, the Fortitude save DC to resist the poison’s effects increases by +2. This adjustment applies to both the initial and secondary saving throws.
Special: You may select this feat more than once. Each time you select this feat, it applies to a different type of poison.
Practiced Spellcaster [General]Choose a spellcasting class that you possess. Your spells cast from that class are more powerful.
Prerequisite: Spellcraft 4 ranks.
Benefit: Your caster level for the chosen spellcasting class increases by +4. This cannot increase your caster level beyond your HD. However, even if you can’t benefit from the full bonus immediately, if you later gain non-caster-level HD you may be able to apply the rest of the bonus.
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.
This does not affect your spells per day or spells known. It only increases you caster level, which helps you penetrate spell resistance and increase the duration and other parameters of your spells.
Special: You may select this feat multiple times. Each time, it applies to a different spellcasting class.
Precise Strike [General]You are skilled in finding your opponent’s weaknesses and striking where it hurts most.
Prerequisites: Dex 13, Sneak attack ability.
Benefit: When making an attack that would qualify as a sneak attack, you may choose to reduce your sneak attack damage by any number of dice, and instead gain a cumulative +2 circumstance bonus to your attack roll for every +1d6 dice of damage you sacrifice in this way.
Pure Soul [General]Your faith or purity of mind overrides the evils within you.
Prerequisites: Any non-evil alignment, no taint.
Benefit: You are immune to taint.
Psionic Hole [General]You are anathema to psionic creatures and characters.
Prerequisite: Wis 13.
Benefit: When a foe strikes you in combat, it immediately loses any psionic focus it possesses.
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.
Special: You cannot take this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).
If you later gain the ability to use psionic powers or psi-like abilities, your manifester level is considered to be four levels lower than normal (minimum 1st level).
Psionic Mastery [General]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.
Benefit: You can take 10 on manifester level checks.
Puppet Master [General]It is more difficult to notice manipulation of the targets of your enchantment spells.
Prerequisite: Wis 13.
Benefit: Add +10 to the DC of a Sense Motive check to notice the target of one of your mind-affecting spells is being magically influenced.
Purify Innate Ability [General]You can charge your damaging spell-like or psi-like abilities with celestial energy that leaves good creatures unharmed.
Prerequisite: Any good alignment.
Benefit: Choose one of your spell-like or psi-like abilities. This ability gains the “Good” descriptor. Furthermore, if this ability deals damage, neutral creatures take half damage, or one-quarter with a successful saving throw (if allowed), while good creatures take no damage at all. Evil outsiders affected by the ability take extra damage. The ability’s damage is increased by one die type (each 1d6 becomes 1d8, each 1d8 becomes 2d6, and so on, using the same progression as weapons increasing in size) against such creatures.
The selected spell-like ability can be purified three times per day, though this feat does not allow you to exceed your normal usage limit for any ability.
Special: This feat can be taken multiple times. Each time it is taken, you may apply it to a different spell-like ability.
Pyro [General]You are good at lighting objects and opponents on fire.
Benefit: If you set something or someone on fire by any means (with alchemist’s fire, for example), the flames deal one extra point of damage per die, and the Reflex save DC to extinguish the flames increases by +5.
Quendelain’s Caress [General]You channel frozen energies from your deity when you turn or rebuke creatures.
Prerequisites: Ability to turn or rebuke creatures, access to Cold or Winter cleric domain.
Benefit: When you successfully rebuke or turn a creature, it takes cold damage equal to your Charisma modifier.
Quick Reconnoiter [General]You can learn a lot of information from just a quick scan of an area or object.
Prerequisite: Listen 5 ranks, Spot 5 ranks.
Benefit: You can make one Spot check and one Listen check each round as a free action.
You also gain a +2 bonus on initiative checks.
Quicken Innate Ability [General]You can use your innate abilities with a moment’s thought.
Prerequisite: Spell-like or psi-like ability.
Benefit: Choose one of your spell-like or psi-like abilities, which cannot have a level greater than half your caster level -4, and must have a casting time of less than 1 full round.
You can quicken this spell-like or psi-like ability up to three times per day (or less, if the ability is normally usable only once or twice per day).
Using a quickened spell-like ability is a free action that does not provoke an attack of opportunity. You can perform another action (including the use of another spell-like ability) in the same round that you uses a quickened spell-like ability. You may use only one quickened spell-like ability per round.
Special: This feat can be taken multiple times. Each time, it applies to a different spell-like or psi-like ability.
Quicken Turning [General]You can turn or rebuke undead with a moment’s thought.
Prerequisite: Turn or rebuke undead ability.
Benefit: You can turn or rebuke undead as a free action. You may still only make one turning attempt each round.
Rage Casting [General]Your rage does not prevent you from casting certain spells.
Prerequisites: Ability to cast spells, Combat Casting, Quicken Spell, Concentration 5 ranks, Rage or Frenzy ability.
Benefit: When raging, you may cast spells that you can cast as a free action. This includes spells that have been quickened with the Quicken Spell feat.
You may activate magical items by spell trigger, spell completion, or command word while raging.
Rage’s Champion [General]You devotion to Gronz has been rewarded with access to otherwise restricted spells.
Prerequisites: Crusader level 1st, patron deity Gronz.
Benefit: You add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Bestial and Strength domains to your crusader spell list. You cast these spells as if they were crusader spells of the appropriate level.
Raging Bull Rush [General]Your rage can hurl opponents back from you.
Prerequisites: Str 13, Power Attack, Improved Bull Rush, Rage or Frenzy ability.
Benefit: When you’re raging and make a bull rush attack, you gain a +4 bonus on the opposed Strength check to push back the defender. This bonus stacks with the +4 bonus from Improved Bull Rush.
Raging Overrun [General]Your rage enhances your ability to run down opponents.
Prerequisites: Str 13, Power Attack, Improved Overrun, Rage or Frenzy ability.
Benefit: When you are raging and attempt to overrun an opponent, you gain a +4 bonus on your Strength check to knock down your opponent. This bonus stacks with the +4 bonus from Improved Overrun.
Raging Spell Penetration [General]Your rage brings power to your spells, breaking through spell resistance more readily than normal.
Prerequisites: Ability to cast 1st level spells, Combat Casting, Concentration 5 ranks, Rage Casting, Rage or Frenzy ability.
Benefit: You may sacrifice a daily use of rage to gain a +2 bonus on caster level checks made to overcome a creature’s spell resistance. This bonus lasts a number of rounds equal to 3 + your Constitution modifier, after which you become fatigued for the duration of the current encounter.
This bonus stacks with the bonus from Spell Penetration or Greater Spell Penetration.
Raging Sunder [General]Your rage improves your attacks against your opponents’ weapons and shields.
Prerequisites: Str 13, Power Attack, Improved Sunder, Rage or Frenzy ability.
Benefit: While you are raging, you gain a +4 bonus on any attack roll made to attack an object held or carried by another creature. This bonus stacks with the +4 bonus from Improved Sunder.
Ranged Spell Specialization [General]You deal more damage with ranged touch attack spells.
Prerequisites: Weapon Focus (ranged spell), spellcaster level 4th.
Benefit: Your damage-dealing spells that require a ranged touch attack deal +2 damage. The damage bonus only applies if the target is within 30 feet. If a spell creates multiple volleys or projectiles, this bonus damage only applies to the first missile or volley in each round.
Razing Strike [General]You have mastered the art of delivering precise strikes against nonliving creatures while channeling spell energy through your melee attacks.
Prerequisites: Sneak attack, caster level 5th.
Benefit: To activate this feat, you must sacrifice one of your daily allotments 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 to constructs. If you sacrificed a divine spell, the bonuses apply against undead.
This feat does not allow you to deliver critical hits against constructs or undead.
Reactive Counterspell [General]You can react quickly to counterspells cast by an opponent.
Prerequisites: 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 cannot use this feat when flat-footed.
Normal: Without this feat, you must ready an action each round you wish to use a counterspell.
Reckless Rage [General]When you enter a rage, you gain greater power, but all sense of self-preservation leaves you.
Prerequisites: Con 13, rage or frenzy ability.
Benefit: Whenever you activate your rage or frenzy 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 similar effects.
Reckless Wand Wielder [General]You can increase the effectiveness of spells cast from a wand.
Prerequisites: Craft Wand, Use Magic Device 1 rank.
Benefit: By expending an additional charge, you can use a wand as if its caster level were 2 higher than normal. You can only expend one additional charge at a time using this feat.
Recognize Imposter [General]You are extremely skilled at spotting imposters.
Prerequisites: Sense Motive 3 ranks, Spot 3 ranks.
Benefit: You receive a +4 bonus on Spot checks made to oppose Disguise checks and on Sense Motive checks made to oppose Bluff checks.
Requiem [General]Your bardic music affects undead creatures.
Prerequisites: Bardic music, Perform 8 ranks.
Benefit: You can extend your mind-influencing bardic music and virtuoso performance effects so that they influence even the undead.
All bardic music effects you use on undead creatures have only half the duration they normally would have against the living, however.
Resistance to Energy [General]You are more resistant to a particular type of energy.
Prerequisite: Base Fortitude save +4.
Benefit: Choose an energy type (fire, cold, electricity, acid, sonic). You gain resistance 5 against that type of energy.
Special: You may take this feat multiple times. If you choose the same energy form two or more times, the effects of this feat stack.
Run [General]You are fleet of foot.
Benefit: When running, you move five times your normal speed if wearing light or no armor and carrying no more than a light load, or four times your normal speed if wearing medium or heavy armor or carrying a medium or heavy load.
If you make a jump after a running start, you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to Armor Class.
Secrets of the Grave [General]You have returned from the grave, and sometimes hear ghostly voices whispering to you.
Prerequisite: Must have died, and been brought back to life.
Benefit: You may make Knowledge checks untrained. When making a Knowledge check, you gain a +4 insight bonus to the roll.
Seer [General]You receive flashes of insight from your god.
Prerequisites: Cha 13, God Touched.
Benefit: You gain a +2 insight bonus on Listen, Search, Sense Motive, and Spot checks.
In addition, you can call upon your god once per day for limited information about the future in general, though this usage of the feat temporarily depletes your capacity for divine insight.
This effect is similar to that of an augury spell, except that there is no material component and you can only see about 10 minutes into the future. The usage of this feat is a spell-like ability requiring a full-round action. Using this ability negates the insight bonus provided by this feat for the remainder of the day.
Shadowform Familiar [General]Your familiar is composed entirely of shadows.
Prerequisite: Ability to summon a familiar.
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 for longer than 1 round, the shadowform familiar dissolves into nothingness and is considered slain.
Shared Fury [General]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.
Shield Proficiency [General]You are proficient with bucklers, small shields, and large shields.
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 one all skill checks that involve moving, including Ride checks.
Shielded Casting [General]You are skilled at covering yourself with your shield when casting spells in combat.
Prerequisites: Concentration 5 ranks, Combat Casting, Shield Proficiency.
Benefit: As long as you have a light, heavy, or tower shield ready, you do not provoke attacks of opportunity for casting spells in combat.
Shielded Manifesting [General]You are skilled at covering yourself with your shield when manifesting powers in combat.
Prerequisites: Concentration 5 ranks, Combat Manifestation, Shield Proficiency.
Benefit: As long as you have a light, heavy, or tower shield ready, you do not provoke attacks of opportunity for manifesting powers in combat.
Signature Spell [General]You are so familiar with a mastered spell that you can convert other spells into that spell.
Prerequisite: Spell Mastery.
Benefit: Choose a spell you have mastered with Spell Mastery. You may now convert prepared arcane spells of that spell’s level or higher into that signature spell, just as a good cleric spontaneously casts cure spells.
Special: You may take this feat multiple times. Each time, it applies to a new mastered spell.
Simple Weapon Proficiency [General]You understand how to use all types of simple weapons in combat.
Benefit: You make attack rolls with simple weapons normally.
Normal: Using a weapon with which you are not proficient results in a -4 penalty to your attack rolls.
Skill Focus [General]Choose a skill, such as Move Silently. You have a special knack with that skill.
Benefit: You gain a +3 bonus on all checks involving that skill.
Special: You can gain this feat multiple times. Each time, it applies to a new skill.
Skill Versatility [General]Choose two skills; you are better at using these skills.
Benefit: You gain a +2 bonus on two related skills of your choice. You must be able to justify the relation between the skills (for instance, Spot and Listen skills both making you more alert).
Special: You can gain this feat multiple times. Each time, it applies to a new set of skills.
Snatch Trophy [General]You can quickly and skillfully collect a trophy of your victory from a fallen foe.
Benefit: After dealing a creature enough damage to drop it to negative hit points, you can slice or pry off a trophy as a free action. You must be adjacent to the dead or dying creature to use this ability.
Carving off a trophy (such as an ear or a finger) in this manner requires a light slashing or piercing weapon and deals 1d4 damage to the target creature.
Alternatively, you can take a small item worn or carried by your fallen foe, such as a piece of jewelry, pouch, potion, light weapon, or helmet, in which case the target takes no damage.
Regardless, the snatched item can weigh no more than 2 pounds. You must have a free hand in order to collect the trophy.
Snowflake Wardance [General]You have mastered the snowflake wardance, a style of fighting that allows you to leap and almost seem to float haphazardly across the battlefield.
Prerequisites: Bardic music, Perform (dance) 6 ranks.
Benefit: By expending one of your daily uses of bardic music, you may perform a deadly style of combat known as a snowflake wardance. Activating a snowflake wardance is a free action, and once activated, you add your Charisma modifier to any attack rolls you make with one-handed slashing weapons.
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 [General]You are particularly adept at moving through snow and 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 Balance checks to avoid slipping when you move across icy surfaces.
Soft Step [General]You are able to tread so lightly that you avoid an opponent’s tremorsense ability.
Prerequisites: Dex 13, Move Silently 5 ranks.
Benefit: While using this feat, you are unable to be detected by an opponent’s tremorsense ability. Your base speed in one-half normal while using this feat. Additionally, any skill checks that require extreme movement (Escape Artist, Tumble, etc) have their DC increased by 10 while using this feat. Making any sort of melee attack immediately negates the benefits of this feat. Once you have revealed yourself to a creature, you must leave the area of its tremorsense before you are able to use this feat again.
Song of the Heart [General]Your bardic music reaches the depths of its listeners’ hearts.
Prerequisites: Bardic music, inspire competence ability, Perform 6 ranks.
Benefit: When you use inspire courage, inspire competence, inspire greatness, or inspire heroics, any bonuses granted by your bardic music increase by +1.
In addition, the DCs of any saving throws made to resist an effect produced by your bardic music ability are increased by +1.
Sonic Focus [General]Your sonic spells are more potent than normal.
Benefit: Add +1 to the DC for all saving throws against spells you cast with the “Sonic” descriptor. This bonus stacks with similar bonuses, such as those granted by the Spell Focus and Greater Spell Focus feats.
Sooth the Beast [General]Your music has the power to calm animals.
Prerequisites: Bardic music, Perform 6 ranks.
Benefit: You gain the wild empathy ability of a ranger or druid, although you must make Perform checks rather than Diplomacy checks to determine the animal’s new attitude towards you. The typical domesticated animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
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.
Using this ability counts as one of your daily uses of bardic music. This feat does not function in an area of magical silence.
Soul of the North [General]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 – endure elements, ray of frost, resistance.
Spell Deflection [General]You are skilled enough to use a counterspell to instead deflect a spell to a new target of your choice.
Prerequisite: Spell Hawk.
Benefit: After successfully countering a spell cast by an opponent, you may instead choose to allow the spell to be completed as normal, but with a new target of your choice. The spell’s new target must be a legal target for your opponent, and this feat only affects spells that require you to choose a target at the time of the spell’s completion. Spells with a range of “you” or “touch” are also unaffected by this feat.
Spell Focus [General]Choose a school of magic, such as illusion. Your spells of that school are more potent than normal.
Benefit: Add +1 to the DC for all saving throws against spells from the school of magic that you select.
Special: You can gain this feat multiple times. Each time, it applies to a new school of magic.
Spell Focus (Chaos, Evil, Good, or Law) [General]Your spells with an alignment descriptor are more potent than normal.
Prerequisite: Relevant alignment.
Benefit: Choose an alignment descriptor (chaos, evil, good, or law) that matches your own alignment. Add +1 to the DC for all saving throws against any of your spells with this alignment descriptor. This bonus does not stack with any other bonus from the Spell Focus feats.
If you later change alignment so that the chosen alignment descriptor is no longer part of your alignment, you lose the benefits of this feat.
Special: This feat can be taken twice, choosing a different alignment descriptor each time.
Spell Girding [General]Your spells are particularly hardy, resisting dispel checks more readily than normal.
Benefit: Any dispel checks against your spells are made with a -4 penalty.
Spell Hand [General]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.
Spell Hawk [General]You are adept at countering the spells of others.
Benefit: You gain a +4 competence bonus to Spellcraft checks made to identify a spell you wish to counter. If, after successfully identifying a spell, you elect to counter it with dispel magic, you gain a +2 competence bonus to your caster level check to counter the opponent’s spell.
Spell Mastery [General]You are so intimately familiar with some spells that you no longer need a spellbook to prepare them.
Prerequisite: Ability to prepare spells using a spellbook.
Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. You can prepare these spells without referring to a spellbook.
Special: You may select this feat multiple times. Each time, it applies to a number of new spells equal to your Intelligence modifier.
Spell Mimicry [General]You have a superior ability to mimic the effects of spells from a certain school with your illusions.
Prerequisite: Spell Focus (any, other than Illusion).
Benefit: The DC on saves to disbelieve your illusion spells mimicking spells of your chosen school increases by +2.
Special: You may take this feat multiple times. Its effects do not stack. Each time, it applies to a new school of magic indicated by your Spell Focus feat.
Spell Penetration [General]Your spells are especially potent, breaking through spell resistance more readily than normal.
Benefit: You get a +2 bonus on caster level checks made to overcome a creature’s spell resistance.
Spell Scanner [General]When attempting to counterspell an enemy’s casting, you may choose to determine what spells they have prepared for the day rather than destroy the incantation they are about to complete.
Prerequisite: Spell Hawk.
Benefit: If you successfully counter an enemy’s spell, you may elect to allow them to complete the spell as normal. Instead, you analyze the energies present at the moment they lower their mental guard, gaining an intuitive sense of the spells your opponent has prepared for the day.
Spellcasters who do not prepare spells, such as bards and sorcerers, gather their energy from wildly differing sources and are thus immune to this ability.
Spell Spike [General]Your skill at destroying or modifying spells cast by others allows you to twist a spell so that it turns back upon its caster as they complete it, ruining their prepared spells.
Prerequisites: Spell Deflection, Spell Hawk, Spell Scanner.
Benefit: After countering an opponent’s spell, you may allow the spell to function as normal, instead using your counterspell to wreck havoc on your foe’s mind. You gain an immediate insight into your opponent’s prepared spells, as per the Spell Scanner feat.
You may then force your opponent to lose a prepared spell of your choice by making a caster level check with a DC equal to your opponent’s caster level plus the level of the spell you wish to ruin. If you succeed, your opponent immediately loses that incantation from his list of prepared spells.
Spirit Sense [General]You can see and communicate with the souls of the recently departed.
Prerequisites: Wisdom 12, must have had a near-death 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. 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.
In addition, you gain a +4 bonus on Listen or Spot checks made to detect incorporeal creatures.
Spiteful Spellcasting [General]Your anger causes your spells to become more difficult to resist.
Prerequisite: Spell Focus (any).
Benefit: When an opponent interrupts a spell you are casting, and you lose the spell, that opponent suffers a -2 penalty on saving throws made to resist spells you cast. This penalty increases by -2 each time the opponent interrupts a spell you cast. This bonus lasts until the end of the current encounter.
You may apply this penalty upon only one opponent at a time; if another opponent interrupts a spell you cast, you may choose to either continue focusing upon the original opponent, or to focus your attentions upon the new opponent.
Split Concentration [General]You can concentrate on multiple spells at once.
Prerequisite: Concentration 8 ranks.
Benefit: You gain the ability to concentrate on more than one spell at a time and to cast other spells while maintaining your concentration on those spells that need it.
Effect DC Maintain concentration on multiple spells as a standard action 10 + the total level of spells you are concentrating upon Maintain concentration as a move equivalent action 10 + the total spell levels of spells you are concentrating on + the number of previous rounds you have maintained concentration as a move-equivalent action Maintain concentration while casting another spell 10 + the level of the spell you are casting + the total level of spells currently being concentrated upon
If you fail one of these concentration checks, you lose all the spells you were casting or concentrating upon.Normal: It takes a standard action to maintain concentration on a single spell.
Spontaneous Healer [General]You can channel positive energy to heal your allies.
Prerequisites: Wis 13, Knowledge (religion) 4 ranks, nonevil alignment, ability to cast any cure wounds 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 [General]You can channel spell energy into summoning animals to your side.
Prerequisites: Wis 13, Knowledge (nature) 4 ranks, any neutral alignment, ability to cast any summon nature’s ally spell.
Benefit: You can use your spellcasting ability to 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 [General]You can channel negative energy to harm your foes.
Prerequisites: Wis 13, Knowledge (religion) 4 ranks, nongood alignment, ability to cast any inflict wounds 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.
Staggering Strike [General]You can deliver a wound that hampers an opponents’s movement.
Prerequisites: Sneak attack, base attack bonus +6.
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 at least 1 point of magical healing, your target is treated as if it were staggered. The target may resist this effect with a successful Fortitude save (DC equal to the damage dealt).
This ability has no effect on creatures immune to critical hits.
Steady Concentration [General] You are an expert at avoiding distractions and focusing your mind, and you can concentrate clearly even in the most stressful conditions.Prerequisite: Concentration 8 ranks.
Benefit: You can always take 10 on Concentration checks, even when conditions would normally not allow you to do so.
Stitched Flesh Familiar [General]When you are ready and able to acquire a new familiar, you may choose to gain a stitched flesh familiar.
Prerequisites: 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 is clearly an undead creature.
A stitched flesh familiar is magically linked to its master in the same manner as a normal familiar. It uses the base statistics for a normal creature of its kind, except as noted below.
Type: Stitched flesh familiars are Undead.
Hit Dice: A stitched flesh familiar has a d12 Hit Dice. 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 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 higher.
Saving Throws: For each saving throw, use either the familiar’s base save bonus or the master’s, whichever is higher.
Ability Scores: As an undead creature, the stitched flesh familiar lacks a Constitution score.
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 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).
Subsonics [General]Your music can affect even those who do not consciously hear it.
Prerequisites: Bardic music, Perform 10 ranks.
Benefit: You can play so softly that opponents do not notice it, yet your allies still gain the benefits of your bardic music. Similarly, you can affect opponents within range with your music, and unless they can see you performing it or have some other means of discovering it, they cannot determine the source of the effect.
Supernatural Blow [General]Choose one favored enemy that is immune to critical hits. You know how to place blows against this enemy to best effect.
Prerequisites: Base attack bonus +7, favored enemy that is immune to critical hits.
Benefit: Whenever your attack roll against this favored enemy would otherwise be a critical hit, you inflict +1d6 points of extra damage per damage die that your weapon would do on a critical hit.
In addition, your favored enemy damage bonus applies to this creature type normally.
Normal: Creatures that are immune to critical hits are also immune to the favored enemy damage bonus.
Supernatural Transformation [General]You convert a spell-like ability to a supernatural one.
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 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. Each time, it applies to a new spell-like ability.
Tactile Trapsmith [General]You can rely upon your rapid reflexes and nimble fingers instead of your intellect when searching a room or when disabling a trap.
Benefit: You add your Dexterity bonus (rather than your Intelligence bonus) on all Search and Disable Device checks.
In addition, you receive no penalty on these checks for darkness or blindness.
Tenacity’s Champion [General]You devotion to Nyrgund has been rewarded with access to otherwise restricted spells.
Prerequisites: Crusader level 1st, patron deity Nyrgund.
Benefit: You add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Armor and Endurance domains to your crusader spell list. You cast these spells as if they were crusader spells of the appropriate level.
Thief’s Curse [General]Your curses are particularly effective against thieves.
Prerequisite: Hexblade’s curse.
Benefit: When an opponent with the sneak attack ability fails a saving throw against your hexblade’s curse, the curse has its normal effect, and reduces the opponent’s sneak attack damage as well.
The opponent’s sneak attack dice are reduced to d4s for the duration of the curse. If you have the greater hexblade’s curse ability, the sneak attack dive are reduced to d2s. If you possess the dire hexblade’s curse ability, the opponent’s additional damage from sneak attack is negated altogether.
Token Familiar [General]Your familiar can assume an innocuous, inanimate form.
Benefit: Your familiar can, upon command, assume a small, inanimate form. The form can be any Diminutive, stone, hand-held object, typically a statuette of the familiar.
In this form, the familiar does not require food or care, and it is easy for you to hide, but its powers are unavailable to you. The familiar still has a mind, but it cannot use any of its senses, special attacks, or special qualities. If its inanimate form is broken or destroyed, it is slain. The familiar can return to its normal form upon command.
Transforming to or from statuette form is a full-round action that provokes attacks of opportunity.
Touch of Benevolence [General]Despite your evil alignment, you are prone to moments of benevolence and mercy.
Prerequisite: Any evil alignment.
Benefit: Although you are evil, you have a 50% chance of ignoring any effect that specifically targets or damages evil creatures.
Special: For this feat to function, you must demonstrate periodic acts of kindness and mercy.
Touch of Corruption [General]Because you are favored by Kalosh, you can transform animals into evil minions.
Prerequisites: God Touched, patron deity (Kalosh).
Benefit: Once per week, you can touch a creature and transform it into a corrupted mockery of itself. 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 saving throw (DC 10 + half your cleric level + your Wisdom 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 its save, the creature gains the “Fiendish” template, except that its smite good ability deals vile damage, rather than normal damage. The corrupted creature follows your commands to the best of its ability.
Touch Spell Specialization [General]You deal more damage with touch attack spells.
Prerequisites: Weapon Focus (touch spell), spellcaster level 4th.
Benefit: Your damage-dealing spells that require a ranged touch attack deal +2 damage.
Tower Shield Proficiency [General]You are proficient with tower shields.
Benefit: You can use a tower 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 one all skill checks that involve moving, including Ride checks.
Track [General]You can follow the trail of creatures and characters across most types of terrain.
Prerequisite: Con 13.
Benefit: To find tracks or to follow them for one mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.
You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:
Surface Survival DC Very soft ground 5 Soft ground 10 Firm ground 15 Hard ground 20
Very soft ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.Soft ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent or shallow footprints.
Firm ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs or very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
Hard ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).
Several modifiers apply to the Survival check, as given in the tables below:
Condition DC Modifier Every three creatures in tracked group -1 Every 24 hours since trail was made +1 Every hour of rain since trail was made +1 Tracked party hides trail (and moves at half speed) +5
Size of creatures being tracked: (apply only the largest modifier) Fine +8 Diminutive +4 Tiny +2 Small +1 Medium +0 Large -1 Huge -2 Gargantuan -4 Colossal -8
Poor visibility: (Apply only the largest modifier) Overcast or moonless night +6 Moonlight +3 Fog or precipitation +3
If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower.
Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage, but you cannot use Search to follow tracks.
Tunnelrunner [General]You can move naturally in the cramped quarters of caves and tunnels.
Benefit: You ignore the speed reduction for hampered movement when moving in a narrow space (an area smaller than but at least one-half your space) or a low space (an area shorter than but at least one-half your height). You also retain your Dexterity bonus to Armor Class in such spaces. In a space both narrow and low, you function as if only one of those conditions applied.
Tyranny’s Champion [General]You devotion to Gaspar has been rewarded with access to otherwise restricted spells.
Prerequisites: Crusader level 1st, patron deity Gaspar.
Benefit: You add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Fear and Tyranny domains to your crusader spell list. You cast these spells as if they were crusader spells of the appropriate level.
Undead Familiar [General]Your familiar is an undead creature.
Benefit: Rather than a living creature, your familiar is an undead version of a regular animal. See the Monster Manual for undead traits. Note that you cannot convert an existing familiar to an undead familiar by taking this feat, although if your familiar is slain, you can reanimate your familiar with an animate dead spell.
Undead familiars can be turned or rebuked. Use the familiar’s effective Hit Dice for the purposes of turning or rebuking. A familiar fleeing or cowering as the result of a successful turn cannot obey commands from its master.
Undead Legion [General]You can control more undead than normal.
Prerequisites: Cha 13, Knowledge (religion) 5 ranks.
Benefit: You can create and control an additional 4 HD of undead creatures when casting the spell animate dead. If you are a cleric attempting to command undead by virtue of a turning check, you can control an additional 2 HD of undead.
If you are a cleric attempting to command undead by virtue of a turning check, you can also control an additional 2 HD of undead. You may control a single undead creature with 2 HD more than your cleric level, but doing so requires your constant concentration, or the undead creature breaks free from your control.
Underfoot Combat [General]You can enter the space that a foe at least two size categories bigger than you occupies.
Prerequisite: 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 to AC) against all attacks, including those of the creature whose space you occupy.
Vengeance’s Champion [General]You devotion to Corbin has been rewarded with access to otherwise restricted spells.
Prerequisites: Crusader level 1st, patron deity Corbin.
Benefit: You add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Incarceration and Retribution domains to your crusader spell list. You cast these spells as if they were crusader spells of the appropriate level.
Vermin Control [General]You can channel the power of nature to gain mastery over vermin creatures.
Prerequisites: Vermin Defiance.
Benefit: You can rebuke or command vermin as an evil cleric rebukes or commands undead. To command a vermin, you must be able to issue it verbal commands, or make your intentions known to it in some other way.
The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you rebuke vermin (minimum one).
Vermin Defiance [General]You can channel the power of nature to drive off vermin creatures.
Prerequisite: Ability to cast detect animals or plants.
Benefit: You can turn (but not destroy) vermin as a good cleric turns undead. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you turn vermin (minimum one).
Versatile Performer [General]You are skilled at many different types 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 area 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 simultaneous singing and dancing. In such cases, add the bonus to the higher of your two Perform skill modifiers.
Via Negativa [General]You can channel greater amounts of negative energy into your inflict spells.
Prerequisite: Ability to rebuke undead.
Benefit: As a free action, you can spend one of your rebuke undead 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.
Violate Innate Ability [General]One of your spell-like or psi-like abilities is powered by evil.
Prerequisite: Any evil alignment.
Benefit: Choose one of your spell-like or psi-like abilities. This ability gains the “Evil” descriptor, and half of any damage it deals is vile damage of the same type.
This spell-like ability can be violated three times per day, though this feat does not allow you to exceed your normal usage limit for any ability.
Special: This feat can be taken multiple times. Each time it is taken, you may apply it to a different spell-like ability.
Virtuoso Talent [General]You are a skilled performer.
Prerequisites: Perform 8 ranks, Skill Focus (Perform (any)).
Benefit: You gain a +5 bonus on Perform checks made with your chosen instrument. Any bardic music effects you use in conjunction with your instrument behave as if they were one level higher, and add +2 to the DC of any saving throws they require.
Wand Mastery [General]Wands are far more potent in your hands.
Prerequisite: Craft Wand.
Benefit: When you use a wand, the DC of any saving throws against the wand’s effect is increased by 2 and the wand’s effective caster level is increased by 2.
Wandstrike [General]Wands are far more potent in your hands.
Prerequisite: Use Magic Device 4 ranks.
Benefit: As a standard action, you can make a melee touch attack with a wand, expending 1 charge to deal 1d6 damage. You apply no extra damage to this attack regardless of its source, but you may activate the wand as part of the attack.
If the spell cast from the wand is a ray or targeted spell, the creature struck by the wand is the spell’s target. If the spell affects an area or creates a spread, the spell takes effect as if centered on the struck creature. Spells that do not affect a target or cover an area (such as a summon monster spell) cannot be used in conjunction with this feat.
Winter’s Champion [General]You devotion to Quendelain has been rewarded with access to otherwise restricted spells.
Prerequisites: Crusader level 1st, patron deity Quendelain.
Benefit: You add the 1st-, 2nd-, 3rd-, and 4th-level spells granted by the Cold and Winter domains to your crusader spell list. You cast these spells as if they were crusader spells of the appropriate level.
Winter’s Mount [General]Your special mount is native to cold lands.
Prerequisite: Special mount ability.
Benefit: Your special mount gains the “Cold” subtype. Life in the wastes has made it hardier, as well; it gains a +2 enhancement bonus to Constitution.
Wyrm Cohort [General]You gain the service of a loyal dragon ally.
Prerequisites: Character level 9th, Speak Language (Draconic).
Benefit: You gain a dragon cohort, just as if you had selected the Leadership feat. However, you may treat the dragon’s ECL as if it were 3 lower than indicated.
See the Dragons as Cohorts appendix for more information.
Wyrm Familiar [General]When you are able to acquire a new familiar, you may select a wyrmling dragon as a familiar.
Prerequisites: 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 the Dragons as Familiars appendix for more information.