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

Prerequisites: Dodge, Mobility, Point Blank Shot.

 

Benefit: The character does not incur any attacks of opportunity for firing a bow when threatened.

Normal: Without this feat, a character incurs an attack of opportunity from all opponents who threaten him or her whenever he or she uses a bow.

1

Combat Casting

You get 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.

1

Combat Expertise

Int 13

When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.

1

Combat Reflexes

You may make a number of additional attacks of opportunity equal to your Dexterity bonus.

With this feat, you may also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

Special: The Combat Reflexes feat does not allow a character to use her opportunist ability more than once per round.

1

Command Undead

The character has the power to affect undead creatures by channeling the power of his faith command such creatures. The character may attempt to command undead a number of times per day equal to 3 + his Charisma modifier. A character with 5 or more ranks in Knowledge (religion) gets a +2 bonus on command checks against undead.

1

Cosmic Connection

Skills: Knowledge (the planes) 24 ranks.

Feats: Spell Focus (Conjuration).

Epic Feats: Energy Resistance.

Spells: Ability to cast gate plus any planar ally or planar binding spell.

Special: Must have previously traveled to any other plane of existence.

The character may join with the massive energy of the multiverse once per day for each rank of Cosmic Connection. The character can remain connected for a number of minutes equal to his or her rank in Cosmic Connection. While connected, the character is immune to critical hits, is a native on any plane he or she visits, and can use dimension door at will as a 20th-level caster. The character can draw off excess energy from the multiverse itself to increase his or her effective caster level or enhance any attack roll, saving throw, skill check, or ability check. Drawing off excess energy from the multiverse is dangerous, and it deals the character 5 points of damage for each +1 bonus applied to a single roll or +1 caster level on a single spell.

2

Craft Epic Magic Arms And Armor

Prerequisites: Craft Magic Arms and Armor, Knowledge (arcana) 28 ranks, Spellcraft 28 ranks.

Benefit: The character can craft magic arms and armor which exceed the normal limits for such items

2

Craft Epic Rod

Prerequisites: Craft Rod, Knowledge (arcana) 32 ranks, Spellcraft 32 ranks.

Benefit: The character can craft rods that exceed the normal limits for such items.

 

2

Craft Epic Staff

Prerequisites: Craft Staff, Knowledge (arcana) 35 ranks, Spellcraft 35 ranks.

Benefit: The character can craft staffs that exceed the normal limits for such items.

2

Craft Epic Wondrous Item

Prerequisites: Craft Wondrous Item, Knowledge (arcana) 26 ranks, Spellcraft 26 ranks.

Benefit: The character can craft wondrous items that exceed the normal limits for such items.

1

Craft Magic Arms And Armor

You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

1

Craft Rod

You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.

Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.

1

Craft Staff

You can create any staff whose prerequisites you meet.

Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges.

Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff ’s base price.

1

Craft Wand

You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level x  the spell level x 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.

Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.

1

Craft Wondrous Item

You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.

1

Crippling Strike

Sneak Attack 6

A character with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

1

Damage Reduction

The character gains Damage Reduction. Subtract 1 from the damage the character takes each time he is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0.
Damage reduction may be overcome by special materials, by magic weapons (any weapon with a +1 or higher enhancement bonus, not counting the enhancement from masterwork quality), and weapons imbued with an alignment.

Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury type poison, a monk’s stunning, and injury type disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.

Attacks that deal no damage because of the target’s damage reduction do not disrupt spells.

Spells, spell-like abilities, and energy attacks (even nonmagical fire) ignore damage reduction.

Sometimes damage reduction is instant healing. Sometimes damage reduction represents the creature’s tough hide or body,. In either case, characters can see that conventional attacks don’t work.

If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.

2

Damage Reduction

Prerequisite: Con 21

Benefit: The character gains damage reduction 3/–. This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, or this feat itself.

Special: A character can gain this feat multiple times. Each time he or she gains the feat, his or her damage reduction increases by 3.

1

Darkvision

Low Light Vision

Character can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and the character can function just fine with no light at all. It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

2

Death Of Enemies

Prerequisites: Bane of Enemies, Survival 30 ranks, five or more favored enemies.

Benefit: Any time the character scores a critical hit against one of his or her favored enemies, it must make a Fortitude save (DC 10 + 1/2 character’s ranger class level + character’s Wisdom modifier) or die instantly.

Special: Creatures immune to critical hits can’t be affected by this feat.

1

Deceitful

You get a +2 bonus on all Disguise checks and Forgery checks.

1

Defensive Roll

Improved Evasion

The character can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the character can attempt to roll with the damage. To use this ability, the character must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the character’s evasion ability does not apply to the defensive roll.

1

Defensive Stance

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

When he adopts a defensive stance, the character gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, the character cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. The character may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a –2 penalty to Strength for the duration of that encounter. The character can use his defensive stance once per day per each time this is taken. Using the defensive stance takes no time itself, but the character can only do so during his action.

1

Deflect Arrows

Dex 13, Improved Unarmed Strike 1

You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted.

Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.

1

Deft Hands

You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.

2

Devastating Critical

Prerequisites: Str 25, Cleave, Great Cleave, Improved Critical (chosen weapon), Overwhelming Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon).

Benefit: Whenever the character scores a critical hit with the chosen weapon, the target must make a Fortitude save (DC 10 + 1/2 character level + character’s Strength modifier) or die instantly. (Creatures immune to critical hits can’t be affected by this feat.)

Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of weapon.

2

Dexterous Fortitude

Prerequisites: Dex 25, slippery mind class feature

Benefit: Once per round, when targeted by an effect that requires a Fortitude saving throw, the character may make a Reflex save instead to avoid the effect (evasion is not applicable).

2

Dexterous Will

Prerequisites: Dex 25, slippery mind

Benefit: Once per round, when targeted by an effect that requires a Will saving throw, the character may make a Reflex save instead to avoid the effect (evasion is not applicable).

1

Diehard

Endurance

When reduced to between –1 and –9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.

When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die.

Normal: A character without this feat who is reduced to between –1 and –9 hit points is unconscious and dying.

1

Diligent

You get a +2 bonus on all Appraise checks and Decipher Script checks.

2

Diminutive Wild Shape

Wild Shape – Tiny

Benefit: The character can use wild shape to take the shape of a Diminutive animal.

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

2

Dire Charge

Prerequisite: Improved Initiative.

Benefit: If the character charges a foe during the first round of combat (or the surprise round, if the character is allowed to act in it), he or she can make a full attack against the opponent charged.

Normal: Without this feat, a character may only make a single attack as part of a charge.

2

Distant Shot

Prerequisites: Dex 25, Far Shot, Point Blank Shot, Spot 20 ranks.

Prerequisites: Dex 25, Far Shot, Point Blank Shot, Spot 20 ranks.

Benefit: The character may throw or fire a ranged weapon at any target within line of sight, with no penalty for range.

1

Divine Grace / Dark Blessing

The character may add her Charisma bonus (if any) to saving throws

1

Divine Hand

Base Attack Bonus: +23.

Feats: Weapon Focus (deity’s favored weapon).

Epic Feat: Great Smiting.

Skills: Knowledge (religion) 10 ranks.

Special: Must have a patron deity. Furthermore, the potential divine emissary must complete some quest that furthers his or her deity’s goals so much that it impresses the deity.

The character gains a +20 sacred (or profane if appropriate) bonus on his next melee or ranged attack roll, as long as the attack is made with the deity’s favored weapon. The emissary can use divine hand once per rank of Divine Hand.

1

Divine Health

Purity of Body, Perfect Health

The character gains immunity to all diseases, including supernatural and magical diseases.

1

Divine Inspiration

Base Attack Bonus: +23.

Feats: Weapon Focus (deity’s favored weapon).

Epic Feat: Great Smiting.

Skills: Knowledge (religion) 10 ranks.

Special: Must have a patron deity. Furthermore, the potential divine emissary must complete some quest that furthers his or her deity’s goals so much that it impresses the deity.

The character gains a +2 luck bonus on his or her attack and damage rolls for 10 rounds, once per rank of Divine Insipration.

 

1

Divine Reach

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

The character with this ability can use touch spells on targets up to 30 feet away. If the spell requires a melee touch attack, the character must make a ranged touch attack instead. Divine reach can be selected a second time, in which case the range increases to 60 feet

1

Dodge

During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.

A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

1

Dodge Bonus

+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.

2

Dragon Wild Shape

Prerequisites: Wis 30, Knowledge (nature) 30 ranks, wild shape 6

Benefit: The character may use wild shape to change into a dragon (black, blue, green, red, white, brass, bronze, copper, gold, or silver). The size limitation is the same as the character’s limitation on animal size. The character gains all extraordinary and supernatural abilities of the dragon whose form he or she takes.

2

Efficient Item Creation

Prerequisites: Item creation feat to be selected, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks.

Benefit: Select an item creation feat. Creating a magic item using that feat requires one day per 10,000 gp of the item’s market price, with a minimum of one day.

Normal: Without this feat, creating a magic item requires one day for each 1,000 gp of the item’s market price.

Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different item creation feat.

1

Elaborate Parry

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

If character chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for each rank of Elaborate Parry.

 

1

Empower Spell

All variable, numeric effects of an empowered spell are increased by one-half.

Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.

1

Empower Spell-Like Ability

Spell-like ability at caster level 6th or higher.

Benefit: Choose one of the creature’s spell-like abilities, subject to the restrictions below. The creature can 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).

When a creature uses an empowered spell-like ability, all variable, numeric effects of the spell-like ability are increased by one half. Saving throws and opposed rolls are not affected. Spell-like abilities without random variables are not affected.

The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) –2. For a summary, see the table in the description of the Quicken Spell-Like Ability feat.

Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities.

1

Endurance

You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.

1

Enduring Gate

Skills: Knowledge (the planes) 24 ranks.

Feats: Spell Focus (Conjuration).

Epic Feats: Energy Resistance.

Spells: Ability to cast gate plus any planar ally or planar binding spell.

Special: Must have previously traveled to any other plane of existence.

As a full-round action, the character can make any casting of the gate spell remain for a full day, rather than disappearing after 1 round per caster level. This can be taken multiple times, each time will increase the duration of gate by one additional day

2

Energy Resistance

Benefit: Choose a type of energy (acid, cold, electricity, fire, or sonic). The character gains resistance 10 to that type of energy, or the character’s existing resistance to that type of energy increases by 10. This feat does not stack with energy resistance granted by magic items or nonpermanent magical effects.

Special: A character can gain this feat multiple times. If the same type of energy is chosen, the effects stack.

1

Enhance Arrow

Base Attack +6 Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow)

This can be taken multiple times, the effects stack. At rank 1, every nonmagical arrow the character nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic arrows only function for her.

 

2

Enhance Spell

Prerequisite: Maximize Spell.

Benefit: The damage cap for the character’s spells increases by 10 dice (for spells that deal a number of dice of damage equal to caster level) or by 5 dice (for spells that deal a number of dice of damage equal to half caster level). An enhanced spell uses up a spell slot four levels higher than the spell’s actual level. This feat has no effect on spells that don’t specifically deal a number of dice of damage equal to the caster’s level or half level, even if the spell’s effect is largely dictated by the caster’s level.

Normal: Without this feat, use the damage dice caps indicated in the spell’s description.

Special: A character may gain this feat multiple times. Each time he or she selects this feat, the damage cap increases by 10 dice or 5 dice, as appropriate to the spell, and the enhanced spell takes up a spell slot an additional four levels higher.

1

Enhanced Mobility

Base Attack Bonus: +6 Skills: Perform 3 ranks, Tumble 5 ranks Feats: Dodge, Mobility, Weapon Finesse

When wearing no armor and not using a shield, character gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square

1

Enlarge Spell

You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell’s actual level.

Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.

2

Epic Dodge

Prerequisites: Dex 25, Dodge, Tumble 30 ranks, improved evasion, defensive roll

Benefit: Once per round, when struck by an attack from an opponent the character has designated as the object of his or her dodge, the character may automatically avoid all damage from the attack.

2

Epic Endurance

Prerequisites: Con 25, Endurance.

Benefit: Whenever the character makes a check for performing a physical action that extends over a period of time, he or she gets a +10 bonus on the check.

 

2

Epic Skill Focus

Prerequisite: 20 ranks in the skill selected.

Benefit: The character gains a +10 bonus on all skill checks with that skill.

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

2

Epic Speed

Prerequisites: Dex 21, Run.

Benefit: The character’s speed increases by 30 feet. This benefit does not stack with increased speed granted by magic items or nonpermanent magical effects.

Special: This feat only functions when the character is wearing medium armor, light armor, or no armor.

2

Epic Spell Focus

Prerequisites: Greater Spell Focus and Spell Focus in the school selected, ability to cast at least one 9th-level spell of the school to be chosen.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic the character selects to focus on. This stacks with the bonuses from Spell Focus and Greater Spell Focus.

Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different school of magic.

2

Epic Spell Penetration

Prerequisites: Greater Spell Penetration, Spell Penetration.

Benefit: The character gets a +2 bonus on caster level checks to beat a creature’s spell resistance. This stacks with the bonuses from Spell Penetration and Greater Spell Penetration.

2

Epic Spellcasting

Prerequisite: Spellcraft 24 ranks, Knowledge (arcana) 24 ranks, ability to cast 9th-level arcane spells. OR Spellcraft 24 ranks, Knowledge (religion) 24 ranks, ability to cast 9th-level divine spells. OR Spellcraft 24 ranks, Knowledge (nature) 24 ranks, ability to cast 9th-level divine spells.

Benefit: The character may develop and cast epic spells.  If the character is an arcane spellcaster, he or she may cast a number of epic spells per day equal to his or her ranks in Knowledge (arcana) divided by 10. If the character is a divine spellcaster, he or she may cast a number of epic spells per day equal to his or her ranks in Knowledge (religion) or Knowledge (nature) divided by 10.

Special: If the character meets more than one set of prerequisites, the limit on the number of spells he or she may cast per day is cumulative.

2

Epic Weapon Focus

Prerequisite: Weapon Focus in the chosen weapon.

Benefit: Add a +2 bonus to all attack rolls the character makes using the selected weapon.

Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat it applies to a different type of weapon.

2

Epic Weapon Specialization

Prerequisites: Epic Weapon Focus, Weapon Focus, Weapon Specialization (all in the chosen weapon).

Benefit: Add +4 to all damage the character deals using the selected weapon. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet.

Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different type of weapon.

1

Eschew Materials

Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.

1

Evasion

If a character makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a character is wearing light armor or no armor. A helpless character does not gain the benefit of evasion.

1

Evasive Preceptor

Base Attack Bonus: +15.

Skills: Spot 13 ranks.

Feats: Alertness, Lightning Reflexes.

Epic Feats: Blinding Speed, Superior Initiative.

Special: Uncanny dodge, evasion.

The character must have the evasion class feature, which allows the character to take no damage from an area attack with a successful Reflex save. He or she may also have improved evasion, though this is not a prerequisite. The character can extend evasion or improved evasion to include any one creature he or she designates within 5 feet of him or her. The character can extend his or her evasion ability once per rank of Evasive Preceptor.

2

Exceptional Deflection

Prerequisites: Dex 21, Wis 19, Deflect Arrows, Improved Unarmed Strike.

Benefit: The character can deflect any ranged attacks (including spells that require ranged touch attacks) as if they were arrows.

1

Extend Spell

An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level

2

Extended Life Span

Benefit: Add one-half the maximum result of the character’s race’s maximum age modifier to the character’s normal middle age, old, and venerable age categories. Calculate the character’s maximum age using the new venerable number. This feat can’t lower the character’s current age category.

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

1

Extended Summoning

Improved Ally, Augment Summoning

All spells from the summoning subschool that the character casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don’t change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell’s level.

1

Extra Turning

Turn Undead or Command Undead

Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.

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.

Normal: Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier.

Special: You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day

1

Faith Healing

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

The character can use healing spells to their maximum effect on creatures of the same alignment as the character (including the character himself ). Any spell with the healing descriptor cast on such creatures works as if under the effects of a Maximize Spell feat (without using a higher-level spell slot)

2

Familiar Spell

Prerequisite: Int 25 (if the character’s spellcasting is controlled by Intelligence) or Cha 25 (if the character’s spellcasting is controlled by Charisma).

Benefit: Choose one arcane spell the character knows of 8th level or lower. The character’s animal companion can now use this spell once per day as a spell-like ability, at a caster level equal to the character’s caster level. A character cannot bestow a spell to his or her familiar if the spell normally has a material component cost of more than 1 gp or an XP cost.

Special: A character can gain this feat multiple times. Each time the character takes the feat, he or she can give his or her animal companion a different spell-like ability or another daily use of the same spell-like ability.

1

Far Senses

The character can extend his or her vision or hearing into an area beyond his or her normal range, once per day, to a distance of 20 feet plus an additional 20 feet per character level. The character must have personally visited the physical location earlier to use far senses on it. Barriers do not impede far senses, and low-light vision or darkvision function normally if the character has one or both of those abilities. The character can use this once a day for each rank in Far Senses. This ability functions as the clairaudience / clairvoyance spell cast by a 15th-level caster, except for the limit on range, and the need to know the locale beforehand

1

Far Shot

Point Blank Shot

When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled

2

Fast Healing

Prerequisite: Con 25.

Benefit: The character gains fast healing 3, or the character’s existing fast healing increases by 3. This feat does not stack with fast healing granted by magic items or nonpermanent magical effects.

Special: This feat may be taken multiple times. Its effects stack.

1

Favored Enemy

The character may select a type of creature from among those given on Table: Character Favored Enemies. The character gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

This may be taken 5 times, each time adding a new enemy. In addition, the character can increase the bonus against a particular enemy (including possibly the one just selected) by an additional +2.

If the character chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the character’s bonuses do not stack; he simply uses whichever bonus is higher.

Table: Character Favored Enemies

Type (Subtype)

Type (Subtype)

Aberration

Humanoid (reptilian)

Animal

Magical beast

Construct

Monstrous humanoid

Dragon

Ooze

Elemental

Outsider (air)

Fey

Outsider (chaotic)

Giant

Outsider (earth)

Humanoid (aquatic)

Outsider (evil)

Humanoid (dwarf)

Outsider (fire)

Humanoid (elf)

Outsider (good)

Humanoid (goblinoid)

Outsider (lawful)

Humanoid (gnoll)

Outsider (native)

Humanoid (gnome)

Outsider (water)

Humanoid (halfling)

Plant

Humanoid (human)

Undead

Humanoid (orc)

Vermin

2

Fine Wild Shape

Prerequisite: Ability to wild shape into a Diminutive creature.

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

Normal: Without this feat, a character cannot wild shape into an animal smaller than Tiny size.

1

Flurry Of Blows

Improved Unarmed Strike 1

When unarmored, the character may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the character might make before her next action. A character must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a character may attack only with unarmed strikes or with special character weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special character weapons interchangeably as desired. When using weapons as part of a flurry of blows, a character applies her Strength bonus (not Str bonus x  1-1/2 or x 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The character can’t use any weapon other than a special character weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a character may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

1

Flurry Of Blows 2

Flurry of Blows

Penalty is reduced to -1

1

Flurry Of Blows 3

Flurry of Blows 2

Penalty is reduced to 0

1

Flurry Of Blows 4

Flurry of Blows 3

Character gets an extra attack at full base attack bonus

2

Forge Epic Ring

Prerequisites: Forge Ring, Knowledge (arcana) 35 ranks, Spellcraft 35 ranks.

Benefit: The character can forge magic rings that exceed the normal limits for such items.

1

Forge Ring

You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.

You can also mend a broken ring if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to forge that ring in the first place.

Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.

2

Gargantuan Wild Shape

Prerequisite: Ability to wild shape into a Huge animal.

Benefit: The character can use your wild shape to take the shape of a Gargantuan animal.

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

1

Gift Of The Divine

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

This ability allows the character to transfer one or more uses of his turn undead ability to a willing creature. (Characters who control undead transfer uses of control undead instead.) The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the number of turning attempts per day allowed to the character is reduced by the number transferred. The recipient turns undead as the character’s level but uses her own Charisma modifier.

1

Great Charisma

Benefit: The character’s Charisma increases by 1 point.

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

1

Great Cleave

Str 13, Cleave, Power Attack, base attack bonus +4

This feat works like Cleave, except that there is no limit to the number of times you can use it per round.

1

Great Constitution

Benefit: The character’s Constitution increases by 1 point.

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

1

Great Dexterity

Benefit: The character’s Dexterity increases by 1 point.

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

1

Great Intelligence

Benefit: The character’s Intelligence increases by 1 point.

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

2

Great Smiting

Prerequisites: Cha 25, smite ability (from class feature or domain granted power).

Benefit: Whenever the character makes a successful smite attack, add twice the appropriate level to damage (rather than just the character’s level).

Special: A character may select this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

1

Great Strength

Benefit: The character’s Strength increases by 1 point.

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

1

Great Wisdom

Benefit: The character’s Wisdom increases by 1 point.

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

1

Greater Multiweapon Fighting

Prerequisites: Dex 19, three or more arms, Improved Multiweapon Fighting, Multiweapon Fighting, base attack bonus +15.

Benefit: The creature may make up to three extra attacks with each extra offhand weapon it wields, albeit at a –10 penalty on the third attack with each weapon.

Special: This feat replaces the Greater Two-Weapon Fighting feat for creatures with more than two arms.

1

Greater Rage

Rage 3

A character’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.

1

Greater Spell Focus

Choose a school of magic to which you already have applied the Spell Focus feat.

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. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.

1

Greater Spell Penetration

Spell Penetration

You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration.

1

Greater Two-Weapon Fighting

Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11

You get a third attack with your off-hand weapon, albeit at a –10 penalty.

1

Greater Weapon Focus

Proficiency with selected weapon, Weapon Focus with selected weapon

Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see below).

Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

A character must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon.

1

Greater Weapon Specialization

Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon

Choose one type of weapon for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.

Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization (see below).

Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

1

Hail Of Arrows

Enhance Arrow 4

In lieu of her regular attacks, once per day the character an arrow at each and every target within range, to a maximum of two targets for every rank in enhancearrow she has earned. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single arrow.

1

Heavy Armor Proficiency

Medium Armor Proficiency

 

1

Heighten Spell

A heightened spell has a higher spell level than normal. Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level. The spell level that a spell can be heightened to is limited to 9th level. See Improved Heighten Spell.

1

Hide In Plain Sight

Camouflage

While in any sort of natural terrain, the character can use the Hide skill even while being observed. Also, as long as he is within 10 feet of some sort of shadow, the character can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

2

Holy Strike

Prerequisites: Smite evil class feature, any good alignment.

Benefit: Any weapon the character wields is treated as a holy weapon (is good-aligned and deals an extra 2d6 points of damage against creatures of evil alignment).If the weapon already has an alignment, this feat has no effect on the weapon.

 

2

Ignore Material Components

Prerequisites: Eschew Materials, Spellcraft 25 ranks, ability to cast 9th-level arcane or divine spells.

Benefit: The character may cast spells without any material components. This feat does not affect the need for a focus or divine focus.

 

1

Imbue Arrow

Enhance Arrow 1

Character gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted

1

Impromptu Sneak Attack

Ranged Legerdemain, Sneak attack 2

Character can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

2

Improved Alignment-Based Casting

Prerequisites: Access to domain of Chaos, Evil, Good, or Law, alignment must match domain chosen, ability to cast 9th-level divine spells.

Benefit: Select an alignment-based domain (Chaos, Evil, Good, or Law) to which the character has access. The character casts spells with that alignment descriptor at +3 caster level.

Special: This benefit overrides (does not stack with) the granted powers of the Chaos, Evil, Good, and Law domains. A character may select this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different alignment-based domain to which the character has access.

2

Improved Arrow Of Death

Prerequisites: Dex 19, Wis 19, Point Blank Shot, Precise Shot, arrow of death class feature.

Benefit: Add +2 to the DC of the character’s arrows of death. This feat may be taken multiple times. Its effects stack.

2

Improved Aura Of Courage

Prerequisite: Cha 25, aura of courage

Benefit: The character’s aura of courage grants a +8 morale bonus on saving throws against fear effects.

2

Improved Aura Of Despair

Prerequisite: Cha 25, aura of despair

Benefit: The character’s aura of despair causes a –4 morale penalty on all saving throws.

 

1

Improved Bull Rush

Str 13, Power Attack

When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.

2

Improved Combat Casting

Prerequisites: Combat Casting, Concentration 25 ranks.

Benefit: The character doesn’t incur attacks of opportunity for casting spells when threatened.

2

Improved Combat Reflexes

Prerequisites: Dex 21, Combat Reflexes.

Benefit: There is no limit to the number of attacks of opportunity the character can make in one round. (the character still can’t make more than one attack of opportunity for a given oppertunity.)

1

Improved Counterspell

When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.

Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.

1

Improved Cover Identity

Skills: Bluff 24 ranks, Diplomacy 10 ranks, Disguise 24 ranks, Spot 10 ranks.

Feats: Alertness.

Epic Feat: Polyglot.

Special: Must have successfully spent one month using the Disguise skill to pose as someone else.

The character establishes three specific cover identities, plus one additional cover identity for each additional rank of Improved Cover Identity. While operating in a cover identity, the character gains a +4 circumstance bonus on Disguise checks and a +2 circumstance bonus on Bluff and Gather Information checks. When the character has the option of adding a new cover identity, he or she may instead work on further perfecting a cover identity already possessed. An improved cover identity grants a +6 circumstance bonus on Disguise checks and a +4 circumstance bonus on Bluff and Gather Information checks while operating in that identity. A specific cover identity may be improved multiple times, each time adding +2 to the bonuses. It is impossible to detect the character’s alignment with any form of divination. This ability functions exactly like an undetectable alignment spell, except that it is always active as a supernatural ability. Only divinations are confounded; spells that function only against certain alignments affect the character normally. Should the character wish to “retire” a cover identity and develop a new one, he or she must spend one week practicing the new identity before he or she earns the bonuses. Cover identities do not in themselves provide the character with additional skills, proficiencies, or class features that others might expect of the pretended professions. The character can switch cover identities or don a disguise using the Disguise skill in 1d3 minutes. He or she can also put on or take off armor in one-half the normal time.

1

Improved Critical

Proficient with weapon, base attack bonus +8

Choose one type of weapon.

Benefit: When using the weapon you selected, your threat range is doubled.

Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

This effect doesn’t stack with any other effect that expands the threat range of a weapon.

2

Improved Darkvision

Prerequisite: Darkvision.

Benefit: The range of the character’s darkvision doubles. This feat does not stack with darkvision granted by magic items or nonpermanent magical effects.

Special: This feat may be taken multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.

1

Improved Disarm

Int 13, Combat Expertise

You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.

Normal: See the normal disarm rules

2

Improved Elemental Wild Shape

Prerequisites: Wis 25, ability to wild shape into an elemental.

Benefit: The character’s ability to wild shape into an elemental is expanded to include all elemental creatures (not just air, earth, fire, and water elementals) of any size that the character can take when using wild shape to become an animal. The character gains all extraordinary and supernatural abilities of the elemental whose form he or she takes.

Normal: Without this feat, a character may only wild shape into a Small, Medium-size, or Large air, earth, fire, or water elemental.

1

Improved Evasion

Evasion

Character’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless character does not gain the benefit of improved evasion.

2

Improved Favored Enemy

Prerequisite: Five or more favored enemies.

Benefit: Add +1 to the bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and damage rolls against all the character’s favored enemies.

Special: This feat may be taken multiple times. Its effects stack.

1

Improved Feint

Int 13, Combat Expertise

You can make a Bluff check to feint in combat as a move action.

Normal: Feinting in combat is a standard action.

1

Improved Grapple

Dex 13, Improved Unarmed Strike

You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple

2

Improved Heighten Spell

Prerequisites: Heighten Spell, Spellcraft 20 ranks.

 

Benefit: As Heighten Spell, but there is no limit to the level to which the character can heighten the spell.

Normal: Without this feat, a spell can only be heightened to a maximum of 9th level.

1

Improved Initiative

You get a +4 bonus on initiative checks.

2

Improved Ki Strike

Prerequisites: Wis 21, Ki strike (adamantine).

Benefit: The character’s unarmed strikes are treated as epic magic weapons for the purposes of damage reduction.

2

Improved Low-Light Vision

Prerequisite: Low-light vision.

Benefit: The range of the character’s low-light vision doubles. This feat does not stack with low-light vision granted by magic items or nonpermanent magical effects.

Special: This feat may be taken multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.

2

Improved Manyshot

Prerequisites: Dex 19, base attack bonus +21, Many-shot, Point Blank Shot, Rapid Shot

Benefits: As Manyshot, but the number of arrows the character can fire is limited only by his or her base attack bonus (two arrows, plus one arrow for every 5 points of base attack bonus above +6).

Special: Regardless of the number of arrows the character fires, he or she only applies precision-based damage (such as sneak attack damage or the ranger’s favored enemy bonus) once. If the character scores a critical hit, only one of the arrows deals critical damage (character’s choice); all others deal normal damage.

Normal: With the Manyshot feat, the character is limited to a maximum of four arrows fired (when the character’s base attack bonus is +16 or higher).

2

Improved Metamagic

Prerequisites: Four metamagic feats, Spellcraft 30 ranks.

Benefit: The spell slot modifier of all the character’s metamagic feats is reduced by one level, to a minimum of +1. This feat has no effect on metamagic feats whose spell slot modifier is +1 or less.

Special: A character can gain this feat multiple times. The effects stack, though a character can’t reduce any metamagic feat’s spell slot modifier to less than +1.

1

Improved Multiattack

 

Prerequisite: Three or more natural weapons, Multiattack

Benefit: The creature’s secondary attacks with natural weapons have no penalty. They still add only one-half the creature’s Strength bonus, if any, to damage dealt.

Normal: Without this feat, the creature’s secondary natural attacks have a –5 penalty (or a –2 penalty if it has the Multiattack feat).

1

Improved Multiweapon Fighting

Prerequisites: Dex 15, three or more arms, Multiweapon Fighting, base attack bonus +9.

Benefit: In addition to the single extra attack a creature gets with each extra weapon from Multiweapon Fighting, it gets a second attack with each extra weapon, albeit at a –5 penalty.

Normal: With only Multiweapon Fighting, a creater can only get a single attack with each extra weapon.

Special: This feat replaces the Improved Two-Weapon Fighting feat for creatures with more than two arms.

1

Improved Natural Attack

Prerequisite: Claw and Bite, base attack bonus +4

 

Benefit: Choose one of the creature’s natural attack forms. The damage for this natural weapon increases by one step, as if the creature’s size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

1

Improved Overrun

Str 13, Power Attack

When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.

Normal: Without this feat, the target of an overrun can choose to avoid you or to block you

1

Improved Precise Shot

Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11

Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

Normal: See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes

1

Improved Shield Bash

Shield Proficiency

When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.

Normal: Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn

2

Improved Spell Capacity

Prerequisite: Ability to cast spells of the normal maximum spell level in at least one spellcasting class.

Benefit: When the character selects this feat, he or she gains one spell slot per day of any level up to one level higher than the highest-level spell the character can already cast in a particular class. The character must still have the requisite ability score (10 + spell level) in order to cast any spell stored in this slot. If the character has a high enough ability modifier to gain one or more bonus spells for this spell level, he or she also gains the bonus spells for this spell level. The character must use the spell slot as a member of the class in which he or she can already cast spells of the normal maximum spell level.

Special: A character can gain this feat multiple times.

 

2

Improved Stunning Fist

Prerequisite: Dex 19, Wis 19, Improved Unarmed Strike, Stunning Fist.

Benefit: Add +2 to the DC of the character’s stunning attack.

Special: This feat may be taken multiple times. Its effects stack.

 

1

Improved Sunder

Str 13, Power Attack

When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity.

You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.

Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character

1

Improved Terrain Mastery

The character may select one of the terrains already in her terrain mastery repertoire. The insight bonus on attack and damage rolls against creatures of that terrain increases by +1. The maximum insight bonus for any one terrain is equal to the characters class level divided by 10, rounded up.

1

Improved Trip

Int 13, Combat Expertise

You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.

If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.

Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed

1

Improved Turning

Turn Undead or Command Undead

You turn or command creatures as if you were one level higher than you are in the class that grants you the ability

1

Improved Two-Weapon Fighting

Dex 17, Two-Weapon Fighting, base attack bonus +6

In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.

Normal: Without this feat, you can only get a single extra attack with an off-hand weapon

1

Improved Unarmed Strike 1

Benefit: You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.

In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

1

Improved Unarmed Strike 2-7

Improved Unarmed Strike 1

A character’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a character may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a character striking unarmed. A character may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a character’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A character’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A character also deals more damage with her unarmed strikes than a normal person would, as shown below.

Level

Damage

 (Small Character)

Damage (Medium Character)

Damage

(Large Character)

Rank 2

1d4

1d6

1d8

Rank 3

1d6

1d8

2d6

Rank 4

1d8

1d10

2d8

Rank 5

1d10

2d6

3d6

Rank 6

2d6

2d8

3d8

Rank 7

2d8

2d10

4d8

1

Improved Uncanny Dodge

Uncanny Dodge

The character can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has levels.

2

Improved Whirlwind Attack

Prerequisites: Int 13, Dex 23, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack.

Benefit: As a standard action, the character can make one melee attack for every five points of his or her base attack bonus (including epic attack bonus, round fractions down).

The character cannot attack any one opponent more than once as part of this action.  These attacks (as well as all other attacks made until the start of the character’s next turn) suffer a –4 penalty.

When using the Improved Whirlwind feat, the character also forfeits any bonus or extra attacks granted by other spells or abilities (such as Cleave or the haste spell).

Since these attacks are made as part of a standard action the character can’t make a 5-foot step between any two of the attacks.

Normal: Without this feat, using the Whirlwind Attack feat requires a full attack action, and the character can take a 5-foot step between any two of the attacks.

2

Incite Rage

Prerequisites: Cha 25, greater rage class feature.

 

Benefit: When the character enters a rage, he or she can incite a barbarian rage in any or all allies within 60 feet. (Any ally who doesn’t wish to become enraged is unaffected.) The ally gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but takes a –2 penalty to AC, for as long as the character remains raging. The rage of affected allies lasts a number of rounds equal to 3 + their Constitution modifier, regardless of whether they remain within 60 feet of the character. This is otherwise identical with normal barbarian rage (including the fatigue at its end).

Special: This is a mind-affecting effect.

1

Increased Foot Speed

+10 to foot speed. Can be taken multiple times. Speeds > 30 require that the character be wearing no armor, light armor, or medium armor and not carrying a heavy load.

1

Indomitable Will

Rage 4

While in a rage, a character gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

2

Infinite Deflection

 

Prerequisites: Dex 25, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike.

 

Benefit: The character may perform any number of deflections each round, as the Deflect Arrows feat.

2

Instant Reload

Prerequisite: Quick Draw, Rapid Reload, Weapon Focus (crossbow type to be selected).

Benefit: The character may fire the selected type of crossbow at his or her full normal attack rate. Reloading the crossbow does not provoke attacks of opportunity.

Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of crossbow.

2

Intensify Spell

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

Benefit: All variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses up a spell slot seven levels higher than the spell’s actual level. A character can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell.

1

Investigator

You get a +2 bonus on all Gather Information checks and Search checks

2

Keen Strike

Prerequisites: Str 23, Wis 23, Improved Critical (unarmed strike), Improved Unarmed Strike, Stunning fist, ki strike (adamantine).

Benefit: The character’s unarmed strike has a critical threat range of 18-20 and deals slashing damage (at the character’s option any attack can deal bludgeoning damage, but cannot then take advantage of the enhanced threat range). This ability doesn’t stack with other abilities that expand that character’s unarmed strike’s threat range.

1

Ki Strike – Adamantine

Ki Strike – Lawful

Unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness

1

Ki Strike – Lawful

Ki Strike – Magic

Unarmed attacks are treated as lawful weapons for damage reduction purposes

1

Ki Strike - Magic

Improved Unarmed Strike 2

The character’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.

1

Lay On Hands

Wholeness of Body

A character with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her level x her Charisma bonus. A character may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, the character can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The character decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

2

Legendary Climber

Prerequisites: Dex 21, Balance 12 ranks, Climb 24 ranks.

Benefit: The character can ignore any check penalties applied for accelerated climbing or rapid climbing.

Normal: Without this feat, a character takes a –5 penalty on Climb checks when attempting to cover his or her full speed in climbing distance in a round, or a –20 penalty when attempting to cover twice his or her speed in climbing distance in a round.

2

Legendary Leaper

Prerequisite: Jump 24 ranks.

 

Benefit: The character need only move 5 feet in a straight line to make a running jump.

Normal: Without this feat, a character must move at least 20 feet in a straight line before attempting a running jump. 

2

Legendary Rider

Prerequisite: Ride 24 ranks.

 

Benefit: The character doesn’t take a penalty on Ride checks when riding a mount without a saddle (bareback).  The character never needs to make a Ride check to control a mount in combat (and even controlling a mount not trained for combat doesn’t require an action).

Normal: Without this feat, a character takes a –5 penalty on Ride checks without a saddle, and must make a Ride check to control a mount in combat (and controlling a mount not trained for combat requires a move action).

2

Legendary Tracker

Prerequisites: Wis 25, Track, Knowledge (nature) 30 ranks, Survival 30 ranks.

 

Benefit: The character can track creatures across water, under-water, or through the air. This adds the surfaces of water, underwater, and air to the list of surfaces found under the Track feat:

Surface

DC

Water

60

Underwater

80

Air

120

2

Legendary Wrestler

Prerequisite: Str 21, Dex 21, Improved Unarmed Strike, Escape Artist 15 ranks.

Benefit: The character gains a +10 bonus on all grapple checks.

1

Less Sleep

 

"Character can sleep with their eyes open..."

Benefit: The character typically does not sleep as such, and need far less time per day to rest. While your average human sleeps for 8 hours a night, the character can get by with 4 hours of rest. This covers only the mental necessity of rest - physical exhaustion may still require a longer rest. The character can only recover half their level in hit points unless they chose to sleep a full 8 hours.

This is called the reverie or the trance is unlike human sleep and far more resembles meditation. In reverie the character falls into a deep trance-like state, completely closing out the outside world and revisiting and reliving memories. As in dreaming, the character has no control which memories will surface, so this will include both bad and good memories.

1

Low Light Vision

Benefit: A character can see twice as far as a human in moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

1

Magical Aptitude

You get a +2 bonus on all Spellcraft checks and Use Magic Device checks

2

Magical Beast Wild Shape

Prerequisites: Wis 25, Knowledge (nature) 27 ranks, wild shape 6/day.

Benefit: The character can use his or her normal wild shape ability to take the form of a magical beast. The size limitation is the same as the character’s limitation on animal size. The character gains all supernatural abilities of the magical beast whose form he or she takes.

 

1

Manyshot

Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6

As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see Special).

For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four).

Damage reduction and other resistances apply separately against each arrow fired.

Special: Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage

2

Master Staff

Prerequisite: Craft Staff, Spellcraft 15 ranks.

Benefit: When the character activates a staff, he or she can substitute a spell slot instead of using a charge. The spell slot must be one the character ahs not used for the day, though the character may lose a prepared spell to emulate a wand charge (the character may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the specific spell stored in the staff, including any level-increasing metamagic enhancements. A character cannot emulate a charge for a staff function that does not match a specific spell.

2

Master Wand

Prerequisite: Craft Wand, Spellcraft 15 ranks.

Benefit: When the character activates a wand, he or she can substitute a spell slot instead of using a charge. The spell slot must be one the character has not used for the day, though he or she may lose a prepared spell to emulate a wand charge (the character may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the spell stored in the wand, including any level-increasing metamagic enhancements.

1

Mastery Of Counterspelling

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

When the character counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. This ability costs one 7th-level spell slot.

1

Mastery Of Elements

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 alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot

1

Mastery Of Energy

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

this ability allows the character to channel positive or negative energy much more effectively, increasing his ability to affect undead. Add a +4 bonus to the character’s turning checks and turning damage rolls. This ability only affects undead, even if the character can turn other creatures, such as with a granted power of a domain

1

Mastery Of Shaping

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 alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level spell slot

1

Maximize Spell

All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell’s actual level.

An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result

1

Medium Armor Proficiency

Light Armor Proficiency

 

1

Mighty Rage

Rage 6

The character’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2

2

Mighty Rage

Prerequisites: Str 21, Con 21, greater rage class feature, rage 5/day.

Benefit: When the character rages, he or she gains a +8 bonus to Strength and Constitution and a +4 morale bonus on Will saves. (These bonuses replace the normal rage bonuses.)

1

Mind Blank

The character can become immune to all mind-affecting spells and divinations once per day, plus one additional time for each additional rank in Mind Blank. This ability works as the mind blank spell cast by a 15th-level caster.

 

1

Mobile Defense

Defensive Stance 4

Character can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance

2

Mobile Defense

Prerequisites: Dex 15, Dodge, Mobility, Spring Attack, defensive stance 3.

Benefit: While in a defensive stance, the character may take one 5-foot adjustment each round without losing the benefits of the stance.

Normal: Without this feat, a character can’t move while in a defensive stance.

1

Mobility

Dex 13, Dodge

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses

1

Mounted Archery

Ride 1 rank, Mounted Combat

The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running

1

Mounted Combat

Ride 1 rank

Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.)

1

Multiattack

Three or more natural attacks

Benefit: The creature’s secondary attacks with natural weapons take only a –2 penalty.

Normal: Without this feat, the creature’s secondary attacks with natural weapons take a –5 penalty

2

Multispell

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

Benefit: The character may cast one additional quickened spell in a round.

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

1

Multiweapon Fighting

Dex 13, three or more hands.

Benefit: Penalties for fighting with multiple weapons are reduced by 2 with the primary hand and reduced by 6 with off hands.

Normal: A creature without this feat takes a –6 penalty on attacks made with its primary hand and a –10 penalty on attacks made with its off hands. (It has one primary hand, and all the others are off hands.) See Two-Weapon Fighting.

Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.

2

Multiweapon Rend

Prerequisites: Dex 15, base attack bonus +9, three or more hands, Multiweapon Fighting.

Benefit: If the character hits an opponent with two or more weapons (wielded in different hands) in the same round, he or she may automatically rend the opponent. This rending deals additional damage equal to the base damage of the smallest weapon that hit plus 1 1/2 times the character’s Strength modifier. The character can only rend once per round, regardless of how many successful attacks he or she makes.

Special: This feat replaces the Two-Weapon Rend feat for creatures with more than two arms.

1

Natural Spell

Wis 13, wild shape 1

You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.

You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape

2

Negative Energy Burst

Prerequisites: Cha 25, ability to rebuke / command undead, ability to cast inflict critical wounds

Benefit: The character can use one rebuke or command undead attempt to unleash a wave of negative energy in a 60-foot-burst. Roll a normal rebuke (or command) check, except that the negative energy burst affects living creatures rather than undead. Any creature that would be rebuked by this result gains one negative level. Any creature that would be commanded by this check gains two negative levels. The Fortitude save DC to remove these levels one day later is equal to 10 + 1/2 the character’s effective turning level + the character’s Charisma modifier.

1

Negotiator

You get a +2 bonus on all Diplomacy checks and Sense Motive checks

1

Nimble Fingers

You get a +2 bonus on all Disable Device checks and Open Lock checks

1

No Sleep

Less Sleep

Benefit: The character does not require any sleep at all. Note, in order to recover their full hit points overnight, the character must still sleep 8 hours.

1

Opportunist

Sneak Attack 6

Once per round, the character can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the character’s attack of opportunity for that round. Even a character with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

2

Overwhelming Critical

Prerequisites: Str 23, Cleave, Great Cleave, Improved Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon).

Benefit: When using the weapon the character has selected, he or she deals an extra 1d6 points of bonus damage on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d6 points of bonus damage instead, and if the multiplier is x4, add +3d6 points of bonus damage instead. Creatures immune to critical hits can’t be affected by this feat.

Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of weapon.

2

Penetrate Damage Reduction

 

Select a special material, such as adamantine.

Benefit: The character melee weapons (including natural weapons) are treated as being crafted from the chosen special material for the purposes of bypassing the damage reduction of any creature the character strikes. None of the other special properties of special materials are gained by the character’s melee weapons.

Special: A character can gain this feat multiple times.  Each time the feat is selected the character selects a different special material.  The character’s melee attacks are treated as being crafted of all chosen materials for the purposes of bypassing damage reduction.

2

Perfect Health

Prerequisite: Con 25

Benefit: The character is immune to all nonmagical diseases, as well as to all poisons whose Fortitude save DC is 25 or less.

2

Perfect Multiweapon Fighting

Prerequisite: Dex 25, three or more hands, Greater Multiweapon Fighting, Multiweapon Fighting.

Benefit: The character can make as many attacks with each extra weapon as with his or her primary weapon, using the same base attack bonus. The character still takes the normal penalties for fighting with two weapons.

Normal: A creature without this feat can make only one attack per round with each extra weapon (or two attacks per round with each weapon if it has Multiweapon Fighting, or three attacks per round with each extra weapon if it has Greater Multiweapon Fighting). Each attack after the first extra attack has a cumulative –5 penalty.

Special: This feat replaces the Perfect Two-Weapon Fighting feat for creatures with more than two arms.

2

Perfect Two-Weapon Fighting

Prerequisites: Dex 25, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting.

Benefit: The character can make as many attacks with his or her off-hand weapon as with his or her primary weapon, using the same base attack bonus. The character still takes the normal penalties for fighting with two weapons.

Normal: Without this feat, a character can only get a single attack with an off-hand weapon (or two attacks with an off-hand weapon if he or she has Improved Two-Weapon Fighting, or three attacks with an off-hand weapon if he or she has Greater Two-Weapon Fighting).

2

Permanent Emanation

Prerequisites: Spellcraft 25 ranks, ability to cast the spell to be made permanent.

Benefit: Designate any one of the character’s spells whose area is an emanation from the character. This spell’s effect is permanent (though the character can dismiss or restart it as a free action). Effects that would normally dispel this spell instead suppress it for 2d4 rounds.

Special: This feat may be taken multiple times. Each time, select a different spell to become permanent.

1

Persuasive

You get a +2 bonus on all Bluff checks and Intimidate checks

1

Phase Arrow

Enhance Arrow 3

The character can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally.

Using this ability is a standard action (and shooting the arrow is part of the action)

1

Planar Cohort

Leadership, Extended Summoning

The character can use any of the planar ally spells to call a creature to act as his cohort. The called creature serves loyally and well as long as the character continues to advance a cause important to the creature.

To call a planar cohort, the character must cast the relevant spell, paying the XP costs normally. It takes an offering of 1,000 gp x the HD of the creature to convince it to serve as a planar cohort, and the improved ally class feature can’t be used to reduce or eliminate this cost. The planar cohort can’t have more Hit Dice than the character has, and must have an ECL no higher than the character level –2.

The character can have only one planar cohort at a time, but he can continue to make agreements with other called creatures normally. A planar cohort replaces the character’s existing cohort, if he has one by virtue of the Leadership feat.

1

Planar Terrain Mastery

Terrain Mastery 5

Fiery (Planar): This kind of planar terrain mastery provides you with resistance to fire 20. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals with the fire subtype.

Weightless (Planar): You gain a +30-foot bonus to your fly speed on planes with no gravity or subjective gravity. You gain a +1 insight on attack and damage rolls against creatures native to the Astral Plane, the Elemental Plane of Air, and the Ethereal Plane.

Cold (Planar): This kind of planar terrain mastery provides you with resistance to cold 20. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals with the cold subtype.

Shifting (Planar): You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals native to a shifting plane.

Aligned (Planar): You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane, and spells and abilities that harm those of the opposite alignment don’t affect you. You have the dominant alignment of the plane with regard to magic, but your behavior and any alignment-related Class Features you have are unaffected.

Cavernous (Planar): You gain tremorsense with a 30-foot range

2

Planar Turning

Prerequisites: Wis 25, Cha 25, ability to turn or rebuke undead.

Benefit: The character can turn or rebuke outsiders as if they were undead. An outsider has effective turn resistance equal to half its spell resistance (round down). If the character can turn undead, he or she turns (or destroys) all evil outsiders and rebukes (or commands) all nonevil outsiders. If the character can rebuke undead, he or she rebukes (or commands) all evil outsiders and turns (or destroys) all nonevil outsiders.

2

Plant Wild Shape

Prerequisites: Knowledge (nature) 24 ranks, wild shape 4/day.

Benefit: The character can use his or her normal wild shape ability to take the form of a plant. The size limitation is the same as the character’s limitation on animal size.

1

Point Blank Shot

You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet

1

Poison Use

Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks

Character is trained in the use of poison and never risks accidentally poisoning herself when applying poison to a blade.

2

Polyglot

Prerequisites: Int 25, Tongue of the Sun and Moon

Benefit: The character can speak all languages. If the character is literate, he or she can also read and write all languages (not including magical script).

2

Positive Energy Aura

Prerequisites: Cha 25, ability to turn undead, ability to cast dispel evil.

Benefit: Every undead creature that comes within 15 feet of the character is automatically affected as if the character had turned it. This doesn’t cost a turning attempt, and the character doesn’t have to roll turning damage (it automatically affects all undead in a 15-foot burst), but it only turns undead with Hit Dice equal to or less than the character’s effective cleric level minus 10 (and automatically destroys undead with Hit Dice equal to or less than the character’s effective cleric level minus 20). Just as with normal turning, the character can’t affect undead that have total cover relative to him or her.

1

Power Attack

Str 13

On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

1

Precise Shot

Point Blank Shot

You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll

1

Protective Aura

Base Attack Bonus: +15.

Skills: Spot 13 ranks.

Feats: Alertness, Lightning Reflexes.

Epic Feats: Blinding Speed, Superior Initiative.

Special: Uncanny dodge, evasion.

The character paramount can use a special form of shield other once per day, plus one additional time rank of Protective Aura. When the character creates a protective aura, the transferred wounds are dealt to the guardian paramount as subdual damage, not normal damage, as with the shield other spell. Otherwise, the character’s protective aura functions like the shield other spell cast by an 8th-level cleric.

1

Purity Of Body

Character gains immunity to all diseases except for supernatural and magical diseases

1

Quick Draw

Base attack bonus +1

You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

1

Quicken Spell

Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity.

Special: This feat can’t be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action

1

Quicken Spell-Like Ability 

Spell-like ability at caster level 10th or higher

 Benefit: Choose one of the creature’s spell-like abilities, subject to the restrictions described below. The creature can use that ability as a quickened spell-like ability 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. The creature can perform another action—including the use of another spell-like ability—in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.

The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) –4. For a summary, see the table below.

In addition, a spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.

Normal: Normally the use of a spell-like ability requires a standard action and provokes an attack of opportunity unless noted otherwise.

Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities.

 

Empower and Quicken Spell-Like Ability

Spell Level

Caster Level to Empower

Caster Level to Quicken

0

4th

8th

1st

6th

10th

2nd

8th

12th

3rd

10th

14th

4th

12th

16th

5th

14th

18th

6th

16th

20th

7th

18th

8th

20th

9th

1

Quivering Palm

Ki Strike – Adamantine

The character can set up vibrations within the body of another creature that can thereafter be fatal if the character so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the character strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the character can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her character level. To make such an attempt, the character merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the character’s level + the character’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.

1

Rage

A character can fly into a rage a certain number of times per day. In a rage, a character temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the Character’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a Character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Character may prematurely end his rage. At the end of the rage, the Character loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level Character, at which point this limitation no longer applies; see below).

A Character can fly into a rage only once per encounter. At 1 rank in rage, he can use his rage ability once per day. As the character buts additional ranks in rage, he can use it one additional time per day. Entering a rage takes no time itself, but a Character can do it only during his action, not in response to someone else’s action.

 

1

Ranged Legerdemain

Decipher Script 7 ranks, Disable Device 7 ranks, Escape Artist 7 ranks, Knowledge (arcana) 4 ranks.

Ability to cast mage hand

Character can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.

Character can use ranged legerdemain once per day initially, twice per day with rank 2, and three times per day with rank 3. He can make only one ranged legerdemain skill check each day, and only if he has at least 1 rank in the skill being used.

1

Rapid Reload

Weapon Proficiency (crossbow type chosen)

Choose a type of crossbow (hand, light, or heavy).

Benefit: The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.

If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.

Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.

Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow

1

Rapid Shot

Dex 13, Point Blank Shot

You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action to use this feat

2

Reflect Arrows

Prerequisites: Dex 25, Deflect Arrows, Improved Unarmed Strike.

Benefit: When the character deflects an arrow or other ranged attack, the attack is reflected back upon the attacker at the character’s base ranged attack bonus.

 

1

Remove Disease

The character can produce a remove disease effect, as the spell, once per week. This may be taken multiple times for one additional casting per week each time taken.

1

Ride-By Attack

Ride 1 rank, Mounted Combat

When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack

2

Righteous Strike

Prerequisites: Wis 19, Improved Unarmed Strike, Stunning Fist, any lawful alignment.

Benefit: The character’s unarmed strike is treated as an axiomatic weapon (it is lawfully aligned and deals an extra 2d6 points of damage against creatures of chaotic alignment). This ability doesn’t stack with similar abilities.

2

Ruinous Rage

Prerequisites: Str 25, Improved Sunder, Power Attack, rage 5

 

Benefit: While in a rage, the character ignores the hardness of any object he or she strikes. Also, double the character’s Strength bonus for the purposes of any Strength check made to break an object with sudden force rather than by dealing normal damage (including bursting bindings, such as ropes or manacles).

1

Run

When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC

1

Saves - GREAT FORTITUDE

You get a +2 bonus on all Fortitude saving throws. For ½ a point you can buy a +1 bonus.

1

Saves - IRON WILL

You get a +2 bonus on all Will saving throws. For ½ a point you can buy a +1 bonus.

1

Saves -LIGHTNING REFLEXES

You get a +2 bonus on all Reflex saving throws. For ½ a point you can buy a +1 bonus.

2

Scribe Epic Scroll

Prerequisites: Scribe Scroll, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks.

Benefit: The character can scribe scrolls that exceed the normal limits for such items. Even this feat does not allow the character to scribe a scroll with an epic spell.

 

1

Scribe Scroll

You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level x  its caster level x  25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.

Any scroll 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 scribing the scroll

1

Secret Door Sensitivity

• +2 racial bonus on Listen, Search, and Spot checks. A character who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

1

Seeker Arrow

Enhance Arrow 2

Character can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action)

2

Self-Concealment

Prerequisites: Dex 30, Hide 30 ranks, Tumble 30 ranks, improved evasion.

Benefit: Attacks against the character have a 10% miss chance, similar to the effect of concealment. The character loses this benefit whenever he or she would lose his or her Dexterity bonus to AC.

Special: This feat may be taken multiple times. Each time it is taken, the miss chance increases by 10% to a maximum of 50% after it has been taken five times.

1

Self-Sufficient

You get a +2 bonus on all Heal checks and Survival checks

1

Shadow Illusion

Darkvision

The character can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day

2

Shattering Strike

Prerequisites: Epic Weapon Focus (unarmed strike), Weapon Focus (unarmed strike), Concentration 25 ranks, ki strike (adamantine).

Benefit: When using an unarmed strike to attempt to break an object with sudden force (rather than by dealing normal damage), make a Concentration check rather than a Strength check. The break DC remains the same. Using Shattering Strike is a full-round action that incurs attacks of opportunity. The character can’t use Shattering Strike to escape bonds (unless he or she is so bound as to allow the character to make an unarmed strike against his or her bindings).

1

Shield Proficiency

You can use a shield and take only the standard penalties.

Normal: When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks

1

Shot On The Run

Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4

When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed

1

Silent Spell

A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level

1

Skill Focus

You get a +3 bonus on all checks involving that skill.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill

1

Skill Mastery

The character becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A character may gain this special ability multiple times, selecting additional skills for it to apply to each time.

1

Sleep Resistance

 Less Sleep

Immunity to sleep spells and similar magical effects, and a +2 bonus on saving throws against enchantment spells or effects.

1

Slippery Mind

Sleep Resistance

This ability represents the character’s ability to wriggle free from magical effects that would otherwise control or compel her. If a character with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

1

Slow Fall

When the character within arm’s reach of a wall can use it to slow her descent. When using Slow Fall 1, she takes damage as if the fall were 20 feet shorter than it actually is. This can be taken multiple times, each additional time adds 10 feet to the distance.

1

Slow Fall – Unlimited

Slow Fall 9

Character can slow fall an unlimited distance

1

Smite Evil

This may be taken multiple times. Once per day, the character may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per level. If the character accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

1

Smite Good

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

This may be taken multiple times. Once a day, a the character may attempt to smite good with one normal melee attack.

He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If the character accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.

1

Snatch

Size Huge or larger, Claw and bite

Benefits: The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature’s mouth is not allowed a Reflex save against the creature’s breath weapon, if it has one.

The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 x 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater

1

Snatch Arrows

Dex 15, Deflect Arrows, Improved Unarmed Strike 1

When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use.

You must have at least one hand free (holding nothing) to use this feat

1

Sneak Attack

If the character can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The character’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks her target. This extra damage is 1d6 for each rank in Sneak Attack. Should the character score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a character can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A character can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A character cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

This may be taken 6 times.

2

Spectral Strike

Prerequisites: Wis 19, ability to turn or rebuke undead.

Benefit: The character’s attacks deal damage normally against incorporeal creatures.

Normal: Without this feat, even attacks that can damage an incorporeal creature have a 50% chance to deal no damage.

0

Spell Casting 0

Level 0 Spells

1

0

Spell Casting 1

Spell Casting 0

L0

L1

3

1

Character is considered as having 1 “caster level”.  This number or attack bonus rank, or toughness rank (whichever is highest), is considered the characters level. If the character gets bonus spell slots due to wisdom, intelligence or charisma, she may use them at this time. Note, a character can never use a spell slot higher than the highest level spell  available through Spell Casting rank.

4

Spell Casting 10

Spell Casting 9

L0

L1

L2

L3

L4

L5

L6

L7

L8

L9

4

6

6

6

6

6

6

5

3

2

Caster Level 18

4

Spell Casting 11

Spell Casting 10

L0

L1

L2

L3

L4

L5

L6

L7

L8

L9

4

6

6

6

6

6

6

6

5

3

Caster Level 19

4

Spell Casting 12

Spell Casting 11

L0

L1

L2

L3

L4

L5

L6

L7

L8

L9

4

6

6

6

6

6

6

6

6

5

Caster Level 20

1

Spell Casting 2

Spell Casting 1

L0

L1

L2

3

2

1

Caster Level 3

1

Spell Casting 3

Spell Casting 2

L0

L1

L2

L3

5

3

2

1

Caster Level 5

2

Spell Casting 4

Spell Casting 3

L0

L1

L2

L3

L4

6

5

3

2

1

Caster Level 7

2

Spell Casting 5

Spell Casting 4

L0

L1

L2

L3

L4

L5

6

6

5

3

2

1

Caster Level 9

3

Spell Casting 6

Spell Casting 5

L0

L1

L2

L3

L4

L5

L6

6

6

6

5

3

2

1

Caster Level 11

3

Spell Casting 7

Spell Casting 6

L0

L1

L2

L3

L4

L5

L6

L7

6

6

6

6

5

3

2

1

Caster Level 13

4

Spell Casting 8

Spell Casting 7

L0

L1

L2

L3

L4

L5

L6

L7

L8

6

6

6

6

6

5

3

2

1

Caster Level 15

4

Spell Casting 9

Spell Casting 8

L0

L1

L2

L3

L4

L5

L6

L7

L8

L9

6

6

6

6

6

6

5

3

2

1

Caster Level 17

1

Spell Focus

Choose a school of magic.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic

1

Spell Knowledge

Prerequisite: Ability to cast spells of the maximum normal spell level of an arcane spellcasting class.

Benefit: The character learns two new spells of any level up to the maximum level he or she can cast. This feat does not grant any additional spell slots.

Special: A character can gain this feat multiple times.

1

Spell Mastery

Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook

2

Spell Opportunity

Prerequisites: Combat Casting, Combat Reflexes, Quicken Spell, Spellcraft 25 ranks.

Benefit: Whenever the character is allowed an attack of opportunity, he or she may cast (and attack with) a touch spell as the character’s attack of opportunity. This incurs attacks of opportunity just as if the character had cast the spell normally.

Normal: Without this feat, a character can only make a melee attack as an attack of opportunity.

1

Spell Penetration

You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance

1

Spell Power

Skills: Knowledge (religion) 15 ranks or Knowledge (arcane) 15 ranks Feats: Any metamagic feat or Spell Focus in two schools of magic. Spells: Able to cast 7th-level spells

This special ability increases the character’s effective caster level by 1 for purposes of determining level-dependent spell variables and for caster level checks. This ability can be selected more than once, and changes to effective caster level are cumulative

2

Spell Stowaway

Prerequisites: Spellcraft 24 ranks, caster level 12th.

Benefit: Choose a spell-like ability the character knows, or a spell the character cam cast.  The character is attuned to the magic he or she chooses. If another spellcaster within 300 feet of the character uses this magic, the character also immediately gains the magic’s effect as if it had been used on the character by the same caster. The character must have direct line of effect to the spellcaster in order to gain the benefit of the attuned magic (though the character does not have to know the spellcaster is present, and he or she can be flat-footed). The magic’s duration, effect, and other specifics are determined by its original caster’s level.

Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different spell or spell-like ability.

2

Spellcasting Harrier

Prerequisite: Combat Reflexes.

Benefit: Any spellcaster the character threatens in melee provokes an attack of opportunity if he or she tries to cast defensively.  The character gets a +4 bonus on this attack roll.

1

Spell-Like Ability

Skills: Knowledge (religion) 15 ranks or Knowledge (arcane) 15 ranks Feats: Any metamagic feat or Spell Focus in two schools of magic. Spells: Able to cast 7th-level spells

The character who selects this special ability can use one of his spell slots to permanently prepare one of his spells as a spell-like ability that can be used twice per day. The character does not use any components when casting the spell, although a spell that costs XP to cast still does so, and a spell with a costly material component instead costs him 10 times that amount in XP. The spell-like ability normally uses a spell slot of the spell’s level, although the character can choose to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level. The character may use an available higher-level spell slot in order to use the spell-like ability more often. Using a slot three levels higher than the chosen spell allows her to use the spell-like ability four times per day, and a slot six levels higher lets her use it six times per day.

If spell-like ability is selected more than one time as a high arcana choice, this ability can apply to the same spell chosen the first time (increasing the number of times per day it can be used) or to a different spell

1

Spirited Charge

Ride 1 rank, Mounted Combat, Ride-By Attack

When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance)

1

Spring Attack

Dex 13, Dodge, Mobility, base attack bonus +4

When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.

You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack

1

Stealthy

You get a +2 bonus on all Hide checks and Move Silently checks

1

Still Spell

A stilled spell can be cast with no somatic components.

Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell’s actual level

1

Stonecunning

• This ability grants a character a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A character who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a character can use the Search skill to find stonework traps as a rogue can. A character can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

 

2

Storm Of Throws

Prerequisite: Dex 23, Point Blank Shot, Quick Draw, Rapid Shot.

Benefit: As a full-round action, the character may throw a light weapon at his or her full base attack bonus at each opponent within 30 feet. All light weapons thrown need not be the same type.

1

Stunning Fist

Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8

You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned

2

Superior Initiative

Prerequisite: Improved Initiative.

Benefit: The character gets a +8 bonus on initiative checks. This bonus overlaps (does not stack with) the bonus from Improved Initiative.

1

Superior Planar Summoning

Skills: Knowledge (the planes) 24 ranks.

Feats: Spell Focus (Conjuration).

Epic Feats: Energy Resistance.

Spells: Ability to cast gate plus any planar ally or planar binding spell.

Special: Must have previously traveled to any other plane of existence.

 

The character can increase the power of any of the following spells—elemental swarm, gate, greater planar ally, greater planar binding, summon monster IX, or summon nature’s ally IX—to affect or summon outsiders of 4 Hit Dice higher than the spell’s normal limit or conjure creatures with 4 Hit Dice of advancement.

2

Swarm Of Arrows

 

Prerequisites: Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (type of bow used).

Benefit: As a full-round action, the character may fire an arrow at his or her full base attack bonus at each opponent within 30 feet.

1

Swift Tracker

Tracking skill 5 or better

The character can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

2

Tenacious Magic

Prerequisites: Spellcraft 15 ranks.

Benefit: Choose one spell the character knows or spell-like ability the character possesses. Whenever the chosen form of magic would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds. The magic still ends when its duration expires, but the suppressed rounds do not count against its duration. The character can dismiss his or her own spell or spell-like ability (if dismissible) or dispel his or her own tenacious magic normally.

Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different spell or spell-like ability.

1

Terrain Mastery

Skills: Knowledge (geography) 8 ranks Feats: Endurance

 

For each rank in Terrain Mastery, the character adds a new terrain environment to their repertoire from those given below. Terrain mastery gives a the character a bonus on checks involving a skill useful in that terrain, or some other appropriate benefit. A character also knows how to fight dangerous creatures typically found in that terrain, gaining a +1 insight bonus on attack rolls and damage rolls against creatures with that terrain mentioned in the Environment entry of their descriptions. The character only gains the bonus if the creature description specifically lists the terrain type.

Characters take their terrain mastery with them wherever they go. They retain their terrain mastery bonuses on skill checks, attack rolls, and damage rolls whether they’re actually in the relevant terrain or not.
Aquatic: You gain a +4 competence bonus on Swim checks, or a +10-foot bonus to your swim speed if you have one. You gain a +1 insight bonus on attack and damage rolls against aquatic creatures.

Desert: You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.

Forest: You have a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.

Hills: You gain a +4 competence bonus on Listen checks. You gain a +1 insight bonus on attack and damage rolls against hills creatures.

Marsh: You have a +4 competence bonus on Move Silently checks. You gain a +1 insight bonus on attack and damage rolls against marsh creatures.

Mountains: You gain a +4 competence bonus on Climb checks, or a +10- foot bonus to your climb speed if you have one. You gain a +1 insight bonus on attack and damage rolls against mountain creatures.

Plains: You have a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.

Underground: You gain a +1 insight bonus on attack and damage rolls against underground creatures.

2

Terrifying Rage

Prerequisites: Intimidate 25 ranks, rage 5

Benefit: While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check of become panicked (if it have HD less than your character level) or shaken (if it has HD equal to or up to twice your character level) for 4d6 rounds.  An enemy with Hit Dice greater than twice your character level is not affected by this feat.

2

Thundering Rage

Prerequisites: Str 25, rage 5

 

Benefit: Any weapon the character wields while in a rage is treated as a thundering weapon. The DC of the Fortitude save to resist deafness is equal to 10 + 1/2 the character’s level. This ability does not stack with similar abilities.

1

Timeless Body

Character no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and the character still dies of old age when her time is up.

1

Tireless Rage

Rage 5

The character no longer becomes fatigued at the end of his rage

1

Tongue Of The Sun And Moon

 

The character can speak with any living creature.

1

Toughness

Benefit: The character gains +10 hit points.  Add your CON bonus.

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

1

Tower Shield Proficiency

Shield Proficiency

You can use a tower shield and suffer only the standard penalties.

Normal: A character who is using a shield with which he or she is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride

1

Track

To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.

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 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:

 

Surface

Survival DC

Surface Survival

DC

Very soft ground

5

Firm ground

15

Soft ground

10

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 but 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 and 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 may apply to the Survival check, as given on the table below.

 

Condition

Survival DC Modifier

Every three creatures in the group being tracked

–1

Size of creature or creatures being tracked:1

 

Fine

+8

Diminutive

+4

Tiny

+2

Small

+1

Medium

+0

Large

–1

Huge

–2

Gargantuan

–4

Colossal

–8

Every 24 hours since the trail was made

+1

Every hour of rain since the trail was made

+1

Fresh snow cover since the trail was made

+10

Poor visibility:2

 

Overcast or moonless night

+6

Moonlight

+3

Fog or precipitation

+3

Tracked party hides trail (and moves at half speed)

+5

1 For a group of mixed sizes, apply only the modifier for the largest size category.

2 Apply only the largest modifier from this category.

 

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 using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.

Special: This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell

1

Tracking Bonus

Skills: Gather Information 24 ranks, Knowledge (the planes) 15 ranks.

Feats: Track

The agent retriever gains a +10 insight bonus on Wilderness Lore checks to track the quarry. This bonus increases by +10 every five levels thereafter

1

Trackless Step

Woodland Stride

The character leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

1

Trample

Ride 1 rank, Mounted Combat

When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets

1

Trap Sense

The character gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. This can be taken multiple times, each time increases this bonus.

2

Trap Sense

Prerequisites: Search 25 ranks, Spot 25 ranks, trapfinding class ability.

Benefit: If the character passes within 5 feet of a trap, he or she is entitled to a Search check to notice it as if the character was actively looking for it.

 

1

Trapfinding

Characters with this can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Characters (and only characters) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A character who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

1

Turn Undead

The character has the power to affect undead creatures by channeling the power of his faith to turn or destroy undead creatures. A character may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A character with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

1

Two-Weapon Defense

Dex 15, Two-Weapon Fighting

When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.

When you are fighting defensively or using the total defense action, this shield bonus increases to +2

1

Two-Weapon Fighting

Dex 15

You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

2

Two-Weapon Rend

Prerequisites: Dex 15, base attack bonus +9, Improved Two-Weapon Fighting, Two-Weapon Fighting.

Benefit: If the character hits an opponent with a weapon in each hand in the same round, he or she may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus 1 1/2 times the character’s Strength modifier. Base weapon damage includes an enhancement bonus on damage, if any. The character can only rend once per round, regardless of how many successful attacks he or she makes.

2

Uncanny Accuracy

Prerequisites: Dex 21, base attack bonus +11, Point Blank Shot, Precise Shot, Improved Precise Shot, Spot 20 ranks.

Benefit: The character’s ranged attacks ignore the miss chance granted to targets by total concealment.  The character must aim his or her attacks at the correct square to gain advantage of this feat.

Normal: Without this feat, characters suffer a 50% miss chance when making a ranged attack against a target with total concealment.

Special: A character with at least 11 levels of ranger can qualify for this feat even if he or she does not have the prerequisites for it, but can only use it when wearing light or no armor.

1

Uncanny Dodge

The character retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

1

Uncanny Location

Skills: Gather Information 24 ranks, Knowledge (the planes) 15 ranks.

Feats: Track.

 

When the character spends one day attuning him or herself to a person or object he or she is seeking, he or she automatically determines that person’s or item’s location as the discern location spell. Once he or she has established a sense of the location, the character can maintain this uncanny link even if the target moves, but only so long as he or she hunts down this person or item to the exclusion of all other pursuits. If he or she ever turns aside to undertake a second pursuit, the uncanny location ends, and the character must spend another day to reattune him or herself to the target.

2

Undead Mastery

Prerequisites: Cha 21, ability to rebuke or command undead.

Benefit: The character may command up to ten times his or her level in HD of undead.

2

Unholy Strike

Prerequisites: Smite good

 

Benefit: Any weapon the character wields is treated as an unholy weapon (it is evil-aligned and deals an extra 2d6 points of damage against creatures of good alignment). This ability doesn’t stack with similar abilities. If the weapon already has an alignment, this feat has no effect on the weapon.

1

Unmovable

Base Attack Bonus: +23.

Skills: Intimidate 15 ranks.

Feats: Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical.

 

The character can concentrate his or her power, making him or herself unmovable once per rank of Unmobable.  This power grants the character a +20 bonus on any one of the following:

A grapple check made to avoid being grabbed with the improved grab ability.

A Strength check to avoid the effects of a bull rush, trip attempt, or similar effect.

A Strength check against any effect that would move the character either physically or magically.

Any one saving throw. If an effect that would move the character either physically or magically does not normally allow a saving throw, the character can use this ability to gain a Will saving throw. He or she still gains the +20 bonus on the saving throw in such a case. 

1

Unstoppable

Base Attack Bonus: +23.

Skills: Intimidate 15 ranks.

Feats: Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical.

The character can concentrate his or her power, gaining a +20 bonus on his or her Strength check to break or burst a door or item once per rank of Unstoppable. As a special use of this ability, the character can attempt to break a wall of force (Strength DC 32, and the character applies his or her unstoppable bonus to this check as well). Alternatively, the character can apply the +20 bonus to a single attack roll.

1

Venom Immunity

Character gains immunity to all poisons

2

Vermin Wild Shape

Prerequisites: Knowledge (nature) 24 ranks, wild shape 6

Benefit: The character can use his or her normal wild shape ability to take the form of a vermin. The size limitation is the same as the character’s limitation on animal size.

1

Weapon Finesse

Base attack bonus +1

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are always considered light weapons

1

Weapon Focus

Proficiency with selected weapon, base attack bonus +1

 

Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

A character must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon

1

Weapon Proficiency - Exotic

Base attack bonus +1 (plus Str 13 for bastard sword or dwarven waraxe).

Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat. Benefit: You make attack rolls with the weapon normally.

Normal: A character who uses a weapon with which he or she is not proficient takes a –4 penalty on attack rolls.

Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword or the dwarven waraxe has an additional prerequisite of Str 13

1

Weapon Proficiency - Martial

Simple Weapon Proficiency

You make attack rolls with martial weapons normally.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls

1

Weapon Proficiency - Simple

You make attack rolls with simple weapons normally.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls

1

Weapon Specialization

Proficiency with selected weapon, Weapon Focus with selected weapon, base attack bonus +4

Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.

 Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon

1

Whirlwind Attack

Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4

Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.

When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities

1

Wholeness Of Body

Purity of Body

Character can heal her own wounds. She can heal a number of hit points of damage equal to twice her current character level each day, and she can spread this healing out among several uses

2

Widen Aura Of Courage

Prerequisite: Cha 25, aura of courage class ability.

Benefit: The character’s aura of courage extends to all allies within 100 feet of the character.

 

2

Widen Aura Of Despair

Prerequisite: Cha 25, aura of despair

Benefit: The character’s aura of despair extends to all allies within 100 feet of the character.

1

Widen Spell

Benefit: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%.A widened spell uses up a spell slot three levels higher than the spell’s actual level.

Spells that do not have an area of one of these four sorts are not affected by this feat.

1

Wild Empathy

The character can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The character rolls 1d20 and adds her character level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the character and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A character can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

1

Wild Shape

The character gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per character level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.

The form chosen must be that of an animal the character is familiar with.

A character loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

Taking this multiple times allows the character to use the ability more times per day.

The new form’s Hit Dice can’t exceed the character’s character level.

1

Wild Shape – Elemental

Wild Shape 5

Ability to take elemental form 1x day, Can be taken multiple times. Acharacter becomes able to use wild shape to change into an elemental (air, earth, fire, or water) once per day (Large or less depending on other wild shape skills). These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the character gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.

1

Wild Shape – Huge

Wild Shape 5

 

1

Wild Shape – Huge Elemental

Wild Shape Elemental 2, Wild Shape - Huge

 

1

Wild Shape – Large

Wild Shape 3

 

1

Wild Shape – Plant

Wild Shape 4

The character becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A character can’t use this ability to take the form of a plant that isn’t a creature.)

1

Wild Shape – Tiny

Wild Shape 4

 

1

Woodland Stride

The character may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

2

Zone Of Animation

Prerequisite: Cha 25, Undead Mastery, ability to rebuke or command undead.

Benefit: The character can use a rebuke or command undead attempt to animate corpses within range of his or her rebuke or command attempt. The character animates a total number of HD of undead equal to the number of undead that would be commanded by the character’s result (though the character can’t animate more undead than there are available corpses within range). The character can’t animate more undead with any single attempt than the maximum number he or she can command (including any undead already under his or her command). These undead are automatically under the character’s command, though his or her normal limit of commanded undead still applies. If the corpses are relatively fresh, the animated undead are zombies. Otherwise, they are skeletons.

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