Cost

Name

Requires

Info

1

A Thousand Faces

Wild Shape 4

Character gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

1

Ability Focus

Special attack

Choose one of the creature’s special attacks.

Benefit: Add +2 to the DC for all saving throws against the special attack on which the creature focuses.

Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different special attack.

2

AC Armor Skin

Con 13

Benefit: The character gains a +1 natural armor bonus to Armor Class, or his or her existing natural armor bonus increases by 1.

Special: A character can gain this feat multiple times. Its effects stack.

2

Ac Bonus Canny Defense

Base Attack Bonus: +6 Skills: Tumble 5 ranks Feats: Dodge, Mobility, Weapon Finesse

When not wearing armor or using a shield, the character adds 1 point of Intelligence bonus to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If the character is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

2

Ac Dodge Bonus

Base Attack Bonus: +7 Feats: Dodge, Endurance, Toughness

Character receives a dodge bonus to Armor Class that starts at +1

2

Ac Wisdom Bonus

When unarmored and unencumbered, the character adds her Wisdom bonus (if any) to her AC.

These bonuses to AC apply even against touch attacks or when the character is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load

1

Acrobatic

You get a +2 bonus on all Jump checks and Tumble checks.

1

Acrobatic Charge

Base Attack Bonus: +6 Skills: Tumble 5 ranks Feats: Acrobatic, Dodge, Mobility, Weapon Finesse

Character gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

 

2

Additional Magic Item Space

Benefit: Choose one type of magic item that has a limit on the number a character can simultaneously wear and gain its benefit. The character can now wear one more magic item of this type and also gain its benefit.

Normal: Without this feat, a character is limited to one headband, hat, or helmet; one pair of eye lenses or goggles; one cloak, cape, or mantle; one amulet, brooch, medallion, necklace, periapt, or scarab; one suit of armor; one robe; one vest, vestment, or shirt; one pair of bracers or bracelets; one pair of gloves or gauntlets; two rings; one belt; and one pair of boots.

Special: A character can gain this feat multiple times. Each time the character takes the feat, it applies to a new type of wearable magic item.

1

Agile

You get a +2 bonus on all Balance checks and Escape Artist checks.

1

Alertness

Benefit: You get a +2 bonus on all Listen checks and Spot checks.

Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.

1

Animal Affinity

You get a +2 bonus on all Handle Animal checks and Ride checks.

1

Animal Companion 1

Animal Affinity, Handle Animal Skill 3 or better

A character gains an animal companion. You may select any non-aquatic animal from the animal list or from the dire animal list. You may then optionally apply the fiendish template.

Take your adjusted CR for the animal, and compare to the following chart:

Adjusted CR

Animal Companion Rank Reduction

1

None

2

-1

3-4

-2

5-6

-3

7-8

-4

9-10

-5

Should she select an animal companion that has an AC Rank Reduction, the creature gains abilities as if the character’s animal companions rank were lowered by the AC Rank Reduction. Subtract the animal companion value indicated above to determine the animal companion’s powers. (If this adjustment would reduce the effective animal companion rank to 0 or lower, she can’t have that animal as a companion.)

 

This animal is a loyal companion that accompanies the character on her adventures as appropriate for its kind.

At this rank, the character’s companion is completely typical for its kind except as noted below.

Bonus HD

Natural Armor Adj.

Str/Dex Adj.

Int

Bonus Tricks

Special

+0

+0

+0

6

1

Link, share spells, share saving throws

If a character releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of casting/prayer, and spending 100gp. This ceremony can also replace an animal companion that has perished.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a character of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.: The number noted here is an improvement to the animal companion’s existing natural armor bonus.

Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores.

In.: Minimum intelligence for the companion

Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the character might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The character selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex): A character can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The character gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. The character has an empathic link with the companion that allows them to communicate emotions up to a mile away.

Share Spells (Ex): At the character’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the character before the duration expires.

Additionally, the character may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A character and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the character’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

1

Animal Companion 2

Animal Companion 1

A character’s companion is completely typical for its kind except as noted below.

Bonus HD

Natural Armor Adj.

Str/Dex Adj.

Int

Bonus Tricks

Special

+2

+2

+1

7

2

Evasion

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

1

Animal Companion 3

Animal Companion 2

A character’s companion is completely typical for its kind except as noted below.

Bonus HD

Natural Armor Adj.

Str/Dex Adj.

Int

Bonus Tricks

Special

+4

+4

+2

8

3

Devotion, Deliver touch spells

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Deliver Touch Spells (Su): The companion can deliver touch spells for him. If the master and the companion are in contact at the time the master casts a touch spell, he can designate his companion as the “toucher.” The companion can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates

1

Animal Companion 4

Animal Companion 3

A character’s companion is completely typical for its kind except as noted below.

Bonus HD

Natural Armor Adj.

Str/Dex Adj.

Int

Bonus Tricks

Special

+6

+6

+3

9

4

Multiattack, Blood Bond, Improved Speed

Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5.

Blood Bond (Ex): The companion gains a +2 bonus on all attack rolls, checks, and saves if it witnesses the character being threatened or harmed. This bonus lasts as long as the threat is immediate and apparent.

Improved Speed (Ex): The companion’s speed increases by 10 feet.

1

Animal Companion 5

Animal Companion 4

A character’s companion is completely typical for its kind except as noted below.

Bonus HD

Natural Armor Adj.

Str/Dex Adj.

Int

Bonus Tricks

Special

+8

+8

+4

10

5

Speak with character

Speak with Character (Ex): The character and companion can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

1

Animal Companion 6

Animal Companion 5

A character’s companion is completely typical for its kind except as noted below.

Bonus HD

Natural Armor Adj.

Str/Dex Adj.

Int

Bonus Tricks

Special

+10

+10

+5

11

6

Improved Evasion, speak with animals of its kind

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Speak with Animals of Its Kind (Ex): The companion can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.

1

Animal Companion 7

Animal Companion 6

A character’s companion is completely typical for its kind except as noted below.

Bonus HD

Natural Armor Adj.

Str/Dex Adj.

Int

Bonus Tricks

Special

+12

+12

+6

12

7

Spell Resistance

Spell Resistance (Ex): The companion gains spell resistance equal to the character’s level + 5. To affect the companion with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the servant’s spell resistance.

1

Animal Companion 8

Animal Companion 7

Int 13, Scry companion (Sp): The master may scry on his companion (as if casting the scrying spell) once per day. Each additional rank of  Animal Companion adds +2 to HD, +2 to natural armor, +1 to int, +1 to Str/Dex, +1 tricks

 

1

Arcane Fire

Knowledge (arcana) 15 ranks, Spellcraft 15 ranks.

Feats: Skill Focus (Spellcraft), Spell Focus in two schools of magic.

Spells: Ability to cast 7th-level arcane spells

The character gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of character) that deals 1d6 points of damage per class level of the character plus 1d6 points of damage per level of the spell used to create the effect. This ability permanently costs one 9th-level spell slot.

1

Arcane Reach

Knowledge (arcana) 15 ranks, Spellcraft 15 ranks.

Feats: Skill Focus (Spellcraft), Spell Focus in two schools of magic.

Spells: Ability to cast 7th-level arcane spells

The character can use spells with a range of touch on a target up to 30 feet away. The character must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability permanently costs one 7th-level spell slot.

1

Armor Proficiency (Heavy)

Armor Proficiency (medium)

See Armor Proficiency (light).

1

Armor Proficiency (Light)

When you wear a type of armor with which you are proficient, 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: A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.

1

Armor Proficiency (Medium)

Armor Proficiency (light).

See Armor Proficiency (light).

1

Arrow Of Death

Enhance Arrow 5

The character can create an arrow of death that forces the target, if damaged by the arrow’s attack, to make a DC 20 Fortitude save or be slain immediately. It takes one day to make an arrow of death, and the arrow only functions for the arcane archer who created it. The arrow of death lasts no longer than one year, and the archer can only have one such arrow in existence at a time

1

Athletic

You get a +2 bonus on all Climb checks and Swim checks.

1

Attack Bonus

Benefit: Gain a +1 bonus on all attacks.

Special: A character can gain this feat multiple times. Its effects stack. This number or toughness rank, or spell caster level (whichever is highest), is considered the characters level.

1

Augment Summoning

Spell Focus (conjuration)

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.

2

Augmented Alchemy

Prerequisites: Int 21, Craft(alchemy) 24 ranks.

Benefit: Whenever creating an alchemical item or substance, the character can choose to make it more powerful than normal by adding +20 to the DC required to create it and multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn’t deal damage, double the duration of its effect. If the item or substance doesn’t deal damage and doesn’t have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn’t fit any of these categories, then it cannot be affected by this feat. See the Craft (alchemy) skill description.

1

Aura Of Courage

The character is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the character is conscious, but not if she is unconscious or dead.

1

Aura Of Despair

Base Attack Bonus: +6 Skills: Hide 5 ranks, Knowledge (religion) 2 ranks. Feats: Cleave, Improved Sunder, Power Attack

Character radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws

2

Automatic Quicken Spell

Prerequisites: Quicken Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells.

Benefit: The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as quickened spells without using higher-level spell slots. The normal limit to the number of quickened spells a character may cast per round applies. Spells with a casting time of more than 1 full round can’t be quickened.

Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be quickened with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form.

2

Automatic Silent Spell

Prerequisites: Silent Spell, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells

Benefit: The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as silent spells without using higher-level spell slots.

Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be silenced with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form. However, since bard spells can’t be enhanced with the Silent Spell feat, they can’t be affected by this feat either.

2

Automatic Still Spell

Prerequisites: Still Spell, Spellcraft 27 ranks, ability to cast 9th-level arcane or divine spells.

Benefit: The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as stilled spells without using higher-level spell slots.

Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be stilled with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form.

1

Awesome Blow

Str 25, Power Attack, Improved Bull Rush, size Large or larger

Benefit: As a standard action, the creature may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking creature’s choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.

2

Bane Of Enemies

Prerequisites: Survival 24 ranks, five or more favored enemies.

Benefit: Any weapon the character wields against one of his or her favored enemies is treated as a bane weapon for that creature type (thus, its enhancement bonus is increased by +2 and it deals +2d6 points of damage). This ability doesn’t stack with similar abilities.

 

1

Bardic Knowledge

A character may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the character has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

 

DC

Type of Knowledge

10

Common, known by at least a substantial minority drinking; common legends of the local population.

20

Uncommon but available, known by only a few people legends.

25

Obscure, known by few, hard to come by.

30

Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

1

Blast Infidel

Skills: Knowledge (religion) 15 ranks Feats: Any metamagic feat Spells: Able to cast 7th-level spells

The character can use negative energy spells to their maximum effect on creatures with an alignment opposed to the character. (See the table below for a list of which alignments are opposed to each alignment.) Any spell with a description that involves inflicting or channeling negative energy cast on a creature of the opposed alignment works as if under the effect of a Maximize Spell feat (without using a higher-level spell slot). Undead affected by this ability heal the maximized amount of damage.

 

Character Alignment

Opposed Alignment

Lawful good

Chaotic evil

Neutral good

Neutral evil

Chaotic good

Lawful evil

Lawful neutral

Chaotic neutral

Chaotic neutral

Lawful neutral

Lawful evil

Chaotic good

Neutral evil

Neutral good

Chaotic evil

Lawful good

1

Blind-Fight

In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.

You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.

Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.

Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

2

Blinding Speed

 

Prerequisite: Dex 25.

Benefit: The character can act as if hasted for 5 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.

Special: A character can gain this feat multiple times. Each time he or she takes the feat, it grants an additional 5 rounds of haste per day.

1

Brew Potion

You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x  its caster level x  50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.

2

Bulwark Of Defense

Prerequisites: Con 25, defensive stance 3/day.

Benefit: The character’s defensive stance bonuses increase to +4 Strength, +6 Constitution, +4 resistance bonus on all saves, and +6 dodge bonus to AC.

1

Camouflage

The character can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

2

Chaotic Rage

Rage 5

Benefit: Any weapon the character wields while in a rage is treated as an anarchic weapon (it is chaos-aligned and deals an extra 2d6 points of damage against creatures of lawful alignment). This ability does not stack with similar abilities.

1

Claw And Bite

Character gains claw and bite attacks if he does not already have them. Fingernails become hard and dark, and the character will have pronounced canines. Use the values below.

 

Size

Bite Damage

Claw Damage

Small

1d4

1d3

Medium

1d6

1d4

Large

1d8

1d6

 

The character is considered proficient with these attacks. When making a full attack, the character uses his full base attack bonus with his bite attack but takes a –5 penalty on claw attacks. The Multiattack feat reduces this penalty to only –2.

1

Cleave

Str 13, Power Attack.

If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

Special: A fighter may select Cleave as one of his fighter bonus feats.

2

Colossal Wild Shape

Gargantuan Wild Shape

Benefit: The character can use his or her wild shape to take the shape of a Colossal animal.

Normal: Without this feat, a character cannot wild shape into an animal of greater than Huge size.

2

Combat Archery