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The Book of

Unusual Feats

by Philip Reed
Review and feedback by Mark Gedak

Copyright 2005, 2006, and 2007 Philip Reed. You may not distribute this document without permission of the
publisher. Some portions of this document are presented as open game content, see the Open Game License at the
end of this document for more information.
Some artwork copyright William McAusland, used with permission.
Ronin Arts and the Ronin Arts logo are trademarks of Philip Reed and Christopher Shy. For more information on
Ronin Arts, and Ronin Arts sister company, Studio Ronin, please visit www.roninarts.com and www.studioronin.
com.

www.roninarts.com


Contents
Introductions......................................... 2

Borrowed Spell [Timebound].......................................................15


Burning Spell [Metamagic].............................................................16
Calming Presence [General]..........................................................16
Charmtouch [General]....................................................................16
Charm Arrow [General].................................................................16
Cheat Death [General]....................................................................17
Circle of Holy Power [Divine].......................................................17
Clinging Spell [Metamagic]...........................................................17
Cloak Disarm [General].................................................................17
Cloak Feint [General].....................................................................17
Close Fighting [General]................................................................17
Collector of Arcane Objects [General].......................................17
Composure [General]......................................................................18
Consume Enchantment [Spelltouched]......................................18
Crown of Rings [Epic].....................................................................18
Crushing Blow [Generic]................................................................18
Damage Conversion [General]......................................................18
Damaging Word [General].............................................................19
Dark Eclipse [Epic]...........................................................................19
Dead Mans Eyes [Survivor]............................................................19
Deafening Spell [Metamagic].........................................................19
Death Blow [General].....................................................................19
Deep Tracker [General]...................................................................20
Deeper Vision [General].................................................................20
Defend Portal [Epic]........................................................................20
Delayed Spell [Metamagic].............................................................20
Denial [General]...............................................................................20
Deny Summoning [General]..........................................................20
Descendant of a Renowned Warrior [General].........................20
Descriptor Focus [General]............................................................21
Devoted Spell [Metamagic]............................................................21
Dexterous Dodge [Survivor]..........................................................21
Disarming Smile [General].............................................................21
Discern Ring [General]...................................................................21
Disease Resistance [Survivor]........................................................21
Divine Abilities.................................................................................22
Divine Wisdom [General]..............................................................22
Divine Shadow [Divine].................................................................22
Divine Shout [Divine].....................................................................22
Divine Strength [General]..............................................................22
Divine Sunder [Divine]...................................................................22
Dumb Luck [General].....................................................................22
Dungeon Sense [General]...............................................................23
Ear to the Ground [General].........................................................23
Enchant Arrow [General]...............................................................23
Energy Resistance [Spelltouched].................................................23
Epic Counterspell [Epic].................................................................23
Epic Proportions Spell [Epic, Metamagic]..................................24
Epic Strike [Epic]..............................................................................24
Exchange Class Feature [Timebound].........................................24
Executioner of the Lawless [General]...........................................24
Executioners Blow [General]........................................................25
Exhausting Attack [General]..........................................................25
Experienced Warrior [General].....................................................25
Extra Bardic Music Usage [General]............................................25
Extraordinary Flexibility [General]..............................................25
Fast Ability Healer [General]........................................................25

Open Game Content.........................................................................5


About the Author...............................................................................5
Feat Types.............................................................................................5
Divine Feats ...................................................................... 5
Epic Feats.......................................................................... 5
Changing Existing Feats into Timebound Feats..........................6
Temporal Rush [Timebound]............................................. 6
Spelltouched Feats.............................................................. 6
Spirit Feats........................................................................ 6
Survivor Feats...............................................................................6
Timebound........................................................................ 6

The Feats................................................... 8

New Action Types..............................................................................8


Absorb Rings Power [Epic]..............................................................8
Accomplished Acrobat [General]...................................................8
Acidic Spell [Metamagic]..................................................................8
Accustomed to Fear [General].........................................................8
Against the Odds [General].............................................................8
Agile Charge [General].....................................................................9
Agile Landing [General]...................................................................9
Agile Strike [General]........................................................................9
Alert Opportunist [General]...........................................................9
Alley Walker [General].....................................................................9
Ancestral Reserve [Spirit].................................................................9
Anchor Stance [General]..................................................................9
Appear Larger Than You Truly Are [General]............................10
Arcane Dodge [General].................................................................10
Arcane Fortitude [General]............................................................10
Arcane Grapple [General]..............................................................10
Arcane Healing [General]...............................................................10
Arcane Power Surge [General]......................................................10
Arcane Rush [General]....................................................................11
Arcane Speed [Spelltouched].........................................................11
Arcane Strength [General].............................................................11
Arcane Abilities.................................................................................11
Arcane Wisdom [General].............................................................11
Arcane Threat [General].................................................................12
Arcane Toughness [General]..........................................................12
Archers Coup de Grace [General]...............................................12
Armor of Force [General]...............................................................12
Armor Piercing Shot [General].....................................................13
Armored Grapple [General]..........................................................13
Armored Redoubt [General].........................................................13
Arrow Stab [General]......................................................................13
Arrow Trip [General].......................................................................13
Assume Template [General]...........................................................14
Augment Construct [General]......................................................14
Aura of Holy Might [Divine].........................................................14
Bad Blood [Survivor].......................................................................14
Banish the Sun [Epic]......................................................................14
Bardic Echo [General].....................................................................15
Bend Bars/Lift Gates [General]....................................................15
Blessed Healer [General]................................................................15
Blinding Strike [General]................................................................15
Blinding Reflection [General].......................................................15

Fast Healer [General]......................................................................25


Other Blood Types . . ......................................................................26
Acid Blood [General]......................................................................26
Fearless [General].............................................................................26
Fighters Discipline [General]........................................................26
Fire Blood [General]........................................................................26
Firm Grasp [General]......................................................................26
Flow Like Water [General].............................................................26
Flurry of Cuts [General].................................................................27
Fog of Spell Energy [General]........................................................27
Force Magic Immunity [Epic]........................................................27
Force Thrust [General]....................................................................27
Freedom of Movement [Survivor]................................................27
Freezing Spell [Metamagic]............................................................28
Friends in Low Places [General]....................................................28
Gray Wanderer [Survivor]..............................................................28
Great Negotiator [General]............................................................28
Greater Augment Summoning [General]....................................28
Greater Competence [General].....................................................28
Greater Counterspell [General]....................................................28
Greater Descriptor Focus [General].............................................28
Greater Hold Portal [Epic].............................................................29
Greater Holy Strike [Epic] .............................................................29
Greater Insight [General]...............................................................29
Greater Imprint Stone [General]..................................................29
Greater Mental Leap [Epic, Psionic]............................................29
Greater Planar Shove [Epic]...........................................................30
Greater Shifting Abilities [General].............................................30
Greater Song of Freedom [Epic]....................................................30
Greater Spirit Shield [Spirit]..........................................................30
Greater Turn Outsiders [Divine]..................................................30
Hammer of Divine Wrath [Divine]..............................................30
Hard of Hearing [Survivor]............................................................31
Hard to Kill [General].....................................................................31
High Ground Attack [General]....................................................31
Hindering Cut [General]................................................................31
Hold Portal [General].....................................................................31
Hold Your Ground [General]........................................................31
Holy Shadow [Spelltouched].........................................................32
Hug the Wall [General]...................................................................32
Immediate Coup de Grace [General]...........................................33
Immediate Strike [General]............................................................33
Improved Ability Focus [General]................................................33
Improved Aid Another [General].................................................33
Improved Anchor Stance [General].............................................33
Improved Arcane Fortitude [General].........................................33
Improved Armor of Force [General]............................................33
Improved Augmentation Magic [General].................................34
Improved Clinging Spell [Metamagic].........................................34
Improved Competence [General].................................................34
Improved Coup de Grace [General].............................................34
Improved Deny Summoning [General].......................................34
Improved Dungeon Sense [General]............................................34
Improved Holy Shadow [Spelltouched]......................................34
Improved Infuse Template [General]...........................................34
Improved Intelligent Defense [General].....................................35
Improved Mental Leap [Psionic]...................................................35
Improved Paladins Mount [Divine].............................................35
Improved Pin [General]..................................................................35
Improved Planar Bond [General]..................................................35
Improved Planar Shove [Epic].......................................................35
Improved Prone Defense [General]..............................................36
Improved Shifting Abilities [General].........................................36
Improved Speed of Thought [Psionic].........................................36

Improved Spirit Shield [Spirit]......................................................36


Improved Squeezing [General]......................................................36
Improved Temporal Harmony [Timebound]............................36
Improved Temporal Strike [Timebound]...................................37
Improved Vigilant Rest [General]................................................37
Indigestible [General]......................................................................37
Informed Attack [General].............................................................37
Infuse Template [General]..............................................................37
Innate Affinity [General]................................................................37
Insightful [General].........................................................................37
Intelligent Defense [General]........................................................38
Intimidating Attack [General].......................................................38
Kneeling Defense [General]...........................................................38
Lazarus-Borne [General]................................................................38
Lethal Charge [General].................................................................38
Lethal Hold [General].....................................................................38
Light Step [General]........................................................................39
Locked Mind [General]..................................................................39
Lock Swords [General]....................................................................39
Magic Resistance [General]............................................................39
Martyrs Spell [General]..................................................................39
Mask of Scrolls [General]...............................................................39
Master Inquisitor [Psionic].............................................................40
Master of Forms [General].............................................................40
Meditative Insight [General].........................................................40
Mental Fortress [General]...............................................................40
Missile Touch [Spelltouched]........................................................40
Muscle It [General]..........................................................................40
Multiple Summoning [General]....................................................40
Negative Energy Resistance [Survivor]........................................41
Nonlethal Substitution [Metamagic]...........................................41
Olfactory Fortitude [Survivor]......................................................41
Opportunity Attack [General]......................................................41
Opportunity Spell [Metamagic]....................................................41
Overcast [General]...........................................................................42
Perfect Balance [General]...............................................................42
Planar Blast [Epic]............................................................................42
Planar Bond [General]....................................................................42
Planar Ghost [Epic]..........................................................................42
Planar Leap [Spelltouched]............................................................42
Planar Shadow [General]................................................................43
Planar Shove [Epic]..........................................................................43
Poison Resistance [General]...........................................................43
Potion Mastery [Item Creation]....................................................44
Powerful Cohort [General]............................................................44
Prone Defense [General].................................................................44
Psionic Gift [Psionic].......................................................................44
Psionic Heart [Psionic]....................................................................44
Psionic Mastery [General]..............................................................44
Psionic Void [General]....................................................................44
Puppeteer [General].........................................................................44
Quick Learner [General]................................................................45
Radiant Blast [General]...................................................................45
Rain of Arrows [General]...............................................................45
Reclaim Necromantic Energy [General].....................................45
Recognize Objects Weakness [General].....................................46
Reflexive Shot [General].................................................................46
Refuse to Fall [General]..................................................................46
Rest in Peace [Survivor]..................................................................46
Return Arrow [General].................................................................47
Reverse Grapple [General].............................................................47
Running Strike [General]...............................................................47
Sacrificial Spellcasting [General]...................................................47
School Resistance [General]..........................................................47

Second Sight [General]...................................................................47


Sense Injustice [General].................................................................48
Shadow Caster [General]................................................................48
Sharp Bargainer [General]..............................................................48
Shatter Bars and Gates [Epic].........................................................48
Shield of Scrolls [General]..............................................................48
Shifting Abilities [General]............................................................48
Shift Enhancement [General]........................................................49
Shorten Spell [Metamagic].............................................................49
Sight that Pierces the Dark Veil [General]..................................49
Skill Beyond Your Years [General]................................................49
Sleeping Mind [Spelltouched].......................................................49
Social Graces [General]...................................................................49
Sphere of Air [General]...................................................................49
Spirit Burst [Spirit]...........................................................................50
Spirit Charge [Spirit].......................................................................50
Spirit Cry [Spirit].............................................................................50
Spirit Gate [Spirit]............................................................................50
Spirit Grapple [Spirit]......................................................................50
Spirit Host [Spirit]...........................................................................51
Spirit Mount [Spirit]........................................................................51
Spirit Rage [Spirit]...........................................................................51
Spirit Shield [Spirit].........................................................................51
Spirit Shot [Spirit]............................................................................51
Spirit Abilities....................................................................................52
Spirit Wisdom [Spirit].....................................................................52
Spirit Spell [Spirit]............................................................................52
Spirit Sight [Spirit]...........................................................................52
Spirit Strength [Spirit].....................................................................52
Spirit Stride [Spirit]..........................................................................52
Spirit Strike [Spirit]..........................................................................52
Spirit Sunder [Spirit]........................................................................53
Spirit Touched [General]................................................................53
Spirit Track [Spirit]..........................................................................53
Split Second Power Attack [Epic].................................................53
Spontaneous Evoker [General]......................................................53
Spontaneous Summoner [General]..............................................53
Stack Arcane Enhancements [General].......................................54
Staggering Blow [General]..............................................................54
Steady Feet [General]......................................................................54
Steely Resolve [General].................................................................54
Stone Faced [Survivor]....................................................................54
Strike from on High [General]......................................................54
Strong Willed [General].................................................................54
Suffocating Spell [Metamagic].......................................................55
Surefooted [General].......................................................................56
Swift Strike [Psionic]........................................................................56
Swords as a Shield [General]..........................................................56
Temporal Feast [Timebound]........................................................56
Temporal Flank [Timebound].......................................................56
Temporal Health [Timebound]....................................................56
Temporal Metamagic Spell [Timebound]...................................57
Temporal Power Attack [Timebound]........................................57
Temporal Speed [Timebound]......................................................57
Temporal Strike [Timebound]......................................................57
Temporal Turning [Timebound]..................................................57
Terrifying Spell [Metamagic].........................................................58
Through the Shield [General]........................................................58
Time Scarred [Spelltouched].........................................................58
Time Shield [Timebound].............................................................58

Tiring Spell [Metamagic]................................................................58


Touch of Death [Survivor].............................................................58
Transmute Potion [General]..........................................................59
Transmute Spells Bonus Type [General].....................................59
Trap Sense [General]........................................................................59
Trap Springer [General]..................................................................60
Turn Outsiders [Divine].................................................................60
Turning Attack [Divine].................................................................60
Turning Blast [Divine].....................................................................60
Unlock Forbidden Knowledge [General]...................................60
Unmovable [Epic].............................................................................60
Unnaturally Healthy [General].....................................................61
Unshakeable [General]....................................................................61
Unstoppable [Epic]..........................................................................61
Untouchable [General]...................................................................61
Venomous Spell [Metamagic]........................................................61
Verbal Bull Rush [General]............................................................61
Vigilant Rest [General]...................................................................61
Walk Without Rhythm [General]................................................61
Wall of Scrolls [General].................................................................62
Wall Walk [General]........................................................................62
Weapon of Arcane Force [General]..............................................62
Weapon of Divine Power [General].............................................62
Weapon of Force [General]............................................................63
Werewolf Taint [Survivor]..............................................................63
Wild Feat [General].........................................................................63
Wings of Rings [Epic]......................................................................63
With my Last Breath . . . [General]...............................................63
Wizards Protective Aura [General]..............................................63
Wizards Study [General]................................................................64

Appendix 1: Reserve Points................. 64

Using Reserve Points........................................................................64


Alternate Uses for Reserve Points.................................................64
Expending Reserve Points to
Overcome Adverse Conditions.......................................... 64
Expending Reserve Points to Regain
Use of a Class Feature....................................................... 65
Permanently Spending Reserve Points.........................................65
Reserve Point-Related Feats...........................................................66
Battle Hardened [Reserve]............................................... 66
Faster Recovery [Reserve]................................................. 66
Recovery During Battle [Reserve]..................................... 66
Replenishing Reserve Points..........................................................66
Constitution Changes.....................................................................66

Appendix 2: Defense Bonus................. 67


The Class Defense Bonus................................................................67
Table: Defense Bonus....................................................... 67
Bonuses For Other Classes.............................................................67
Table: Defense Bonus For Other Classes............................ 68
Monster Defense Bonuses...............................................................68
Table: Creature Defense Bonuses...................................... 68
Defense Bonus Feats.........................................................................68
Accelerated Defense [Defense]........................................... 68
Improved Accelerated Defense [Defense]........................... 68

Open Game License................................ 69

Introduction
About the Author

Feats. No matter how many feats a typical


character may possess during the average campaign
players everywhere including myself love new
feats. Theres something about feats, those bitesized special abilities that help set a character
apart from the others in his party, that excite us.
Even with the hundreds upon hundreds of feats
currently available I personally am always on the
watch for new feats.
It is for those of you like myself that I have
put together this collection of feats. Built from
prestige class features from numerous sources,
as well as a number of completely new ideas
specifically written to suit my own needs, the
300+ feats in this collection created from the
PDFs 101 Feats, Another 101 Feats, and 101
More Feats vary from the minor talent such as
Agile Landing to the flavorful such as Arcane
Rush to the just plain simple yet useful such as
Fighters Discipline.
Perhaps more than any other small rules
component, feats must be approved by your DM
before they can be used in a game. I cannot stress
enough how damaging feats can be to both the
balance and flavor of a campaign when their
use is not carefully considered by the DM. While
the feats in this book all fit my particular needs
and style of play its highly likely that a number
of feats described herein will not suit your own
requirements. Please, consult your DM before
selecting any of these feats.

Philip Reed has been working professionally


in the roleplaying game industry since 1995.
In that time he has worked for such companies
as West End Games, Privateer Press, and Steve
Jackson Games. Today Philip spends his days at
home running Ronin Arts, writing and designing
new games, and reading whatever books interest
him at the time. To learn more about Philip Reed
and Ronin Arts please visit www.philipjreed.
com and www.roninarts.com.

Feat Types
This PDF includes, in addition to [General]
feats, a few other feat types that were first
introduced in sources other than the core rules.
These new feat types are:

Divine Feats
The feats in this category share a few
characteristics. First, they all have as a prerequisite
the ability to turn (or, in most cases, rebuke)
undead. Thus, they are open to clerics, paladins
of 4th level or higher, and any prestige class that
has that ability. (An ability to turn other creatures
does not qualify a character to select one of these
feats.) Second, the force that powers a divine feat
is the ability to channel positive or negative energy
to turn or rebuke undead. Each use of a divine
feat costs the character one turn/rebuke attempt
from his or her number of attempts each day. If a
character doesnt have any turn/rebuke attempts
left, he or she cant use the feat. In most instances,
since turning or rebuking is a standard action,
activating a divine feat is also a standard action.

Open Game Content


All of the text in this book is presented as
open game content. While this means absolutely
nothing to your campaign it does give other
publishers permission to use this material as long
as they follow the open game license (see the end
of this book).

Epic Feats
Epic feats are available only to characters
higher than 20th level. Most epic feats are general,
meaning that no special rules govern them as a
group.

Spelltouched Feats

Survivor Feats

Sometimes, a character who has been the


target of a spell finds that some of its magic rubs
off on him or her permanently, leaving an echo
of the original spell. Accordingly, the only way
to become eligible to select a spelltouched feat is
to have been exposed to (that is, targeted by or
otherwise affected by) one of the spells associated
with the feat. If the spell allows a save, you must
have failed a saving throw against it at least once,
whether intentionally or not. After meeting the
prerequisite, you may select a spelltouched feat
when your character would otherwise qualify for
a feat. The exposure is the game-world explanation
for your new power, and the feat choice is the
trade-off that keeps the game balanced.

These feats offer a wide range of new abilities to


characters, but these abilities come at a price. To take a
Survivor Feat, a character must have in his past suffered
a setback of some sort, in some cases a very significant
one. It is said that which does not kill me makes me
stronger and that is certainly the basis for Survivor
Feats although being killed is in fact the prerequisite
for several of these feats!

Timebound
Built off of the Time Scarred spelltouched feat
(see p. 58), timebound feats represent a mystical
connection to the flow of time. Timebound feats,
all of which have Time Scarred as a prerequisite,
enable the character to manipulate the flow of
time in order to produce unusual, often powerful,
effects. Timebound feats are not appropriate
to all campaigns, though they are well suited to
cinematic and planar campaigns.
Temporal Dissonance: Timebound feats,
while quite useful to most adventurers, carry
with them potential danger known as temporal
dissonance. For each use of a timebound feat the
characters temporal dissonance score raises by 1.
At any time that a characters temporal dissonance
score exceeds one-half his character level (round
down), the character must make a Will save (DC

Spirit Feats
Originally introduced in the DMs Idea Pipeline,
spirit feats were initially presented as general feats that
all required the Spirit Touched feat. A spirit feat relies
upon the characters ability to tap into the unseen
spirit energy that surrounds everyone and everything.
Through the use of spirit feats a character may transform
that intangible, invisible spirit energy into effects that
impact the material world. A character must take the
Spirit Touched feat before he can begin selecting spirit
feats.

Changing Existing Feats into Timebound Feats


Unsurprisingly it is a simple matter to select an existing feat and slightly alter it in order to create a
new timebound feat. As an example, consider this modified Arcane Rush (see p. 11).

Temporal Rush [Timebound]


You twist the flow of time and summon a version of yourself from an alternate timestream that
appears as a blur that launches forth from your body, charging a designated opponent.
Prerequisites: Improved Bull Rush.
Benefit: As a swift action you may temporarily transfer an alternate version of yourself from
another timesteam. Immediately designate an opponent within a number of feet of your position equal
to five times the number of timebound feats that you possess. Once the target is selected this alternate
self performs a bull rush attempt against the opponent. This bull rush attempt functions as if you
were taking the action and plays out normally, as if you were actually charging the opponent, and
immediately after the results have been determined your alternate self returns to its own timestream.
In game time, all of this takes place instantly, your alternate self appearing as a brief blur that streaks
out from your body and strikes the targeted character or creature.
Special: Use of this feat increases your temporal dissonance score by 1.

10 + the characters temporal dissonance score)


and if unsuccessful the character suffers a number
of points of damage equal to his current temporal
dissonance score and is dropped unconscious for
a number of rounds equal to his current temporal
dissonance score as the forces of time shatter his
spirit and soul. Upon awakening, the characters
temporal dissonance score drops by one.
A character may harmonize with the flow
of time by devoting an entire day to meditation.
For a 24-hour period the character must lock

himself in a private room after which time his


temporal dissonance score drops by a number of
points equal to his Will save bonus (minimum
of 0). Once harmonized, the characters temporal
dissonance score may be reduced to 0 but any time
commitments remain (such as future lost spell
slots due to the Borrowed Spell feat (see p. 15)).
Any significant interruption prevents the character
from harmonizing with the flow of time; he gains
no benefit from the time spent in seclusion.

New Action Types

effort and energy than a free action. However,


unlike a swift action, an immediate action can be
performed at any timeeven if its not your turn.
Using an immediate action on your turn is the
same as using a swift action, and counts as your
swift action for that turn. You cannot use another
immediate action or a swift action until after your
next turn if you have used an immediate action
when it is not currently your turn (effectively, using
an immediate action before your turn is equivalent
to using your swift action for the coming turn).
You also cannot use an immediate action if you are
currently flat-footed.

Swift Action: A swift action consumes a


very small amount of time, but represents a larger
expenditure of effort and energy than a free action.
You can perform one swift action per turn without
affecting your ability to perform other actions.
In that regard, a swift action is like a free action.
However, you can perform only a single swift
action per turn, regardless of what other actions
you take. You can take a swift action any time you
would normally be allowed to take a free action.
Immediate Action: Much like a swift action,
an immediate action consumes a very small amount
of time, but represents a larger expenditure of

The Feats
Absorb Rings Power
[Epic]

Acidic Spell [Metamagic]


You imbue damaging spells with an acidic
quality.
Benefit: A spell that causes damage gains the
[Acid] descriptor and deals an extra +1 points
of damage per caster level (maximum of +10
damage). An acidic spell uses up a spell slot one
level higher than the spells actual level.

You may temporarily drain a magic ring of its


power, absorbing that energy into your own body.
Prerequisite: Additional Magic Item (ring).
Benefit: As a full-round action, a number of
times per day equal to your Intelligence modifier
plus one, you may drain a ring that you touch of
its power for a number rounds equal to your caster
level. For the duration that the ring is powerless your
body is charged with that rings power, granting you
its benefits as if you were wearing it. This absorbed
power does not count against the maximum number
of rings that you may normally wear.

Accustomed to Fear
[General]
You are intimately familiar with the horrific.
Prerequisite: Iron Will.
Benefit: You are immune to all fear effects.

Accomplished Acrobat
[General]

Against the Odds


[General]

Your skill and talent with acrobatic maneuvers


is legendary.
Prerequisites: Acrobatic, Jump 4 ranks,
Tumble 4 ranks.
Benefit: You gain a +4 bonus on all Jump
checks and Tumble checks. This bonus stacks with
the bonus gained through the Acrobat feat for a
total bonus of +6.

You are at your best in combat situations when


youre surrounded by foes.
Prerequisites: Combat Reflexes, Base attack
bonus +5.
Benefit: For every melee opponent that
threatens your space you gain a +1 morale bonus
to Armor Class, up to a bonus equal to one-half
your base attack bonus (round down).

Special: A fighter may select Against the


Odds as one of his fighter bonus feats.

Alley Walker
[General]

Agile Charge [General]

Youve spent a considerable amount of your


childhood in the alleys of some of the largest cities
in the land and can predict the layout of any citys
streets and alleys.
Prerequisite: Born and raised in an urban
environment.
Benefit: To use this ability you must make
a Survival check. The total result multiplied by
three equals the radius in feet that you may sketch
out as a map of the surrounding alleys and streets.
For example, a Survival check result of 20
allows you to draw a map that shows the city
layout within 60 ft. of your position.
The map shows the streets and alleys only and
does not allow you to predict what the interior of
buildings in the area may look like.

You twist and turn when charging, throwing


your body in near-random, unexpected
directions.
Prerequisites: Acrobatic, Agile, Tumble 10
ranks.
Benefit: When charging, you may make as
many turns as you wish.

Agile Landing [General]


Youre used to falling from a great height and
have grown accustomed to landing in a manner
that shields you from the degree of harm that
others, less skilled than yourself, would typically
suffer.
Prerequisites: Acrobatic, Agile, Tumble 6
ranks.
Benefit: You suffer only half damage (round
down) from falls of 50-feet or less.

Ancestral Reserve
[Spirit]
You are attuned to the spirits of your ancestors
long-dead powerful warriors and may draw
upon their spiritual energy to heal yourself.
Benefit: A number of times per day equal to
one-half your character level (round up) you may
attempt to summon energy from the spirits of
your ancestors. Make a DC 15 Will save; for each
point by which your roll surpasses the DC you
automatically heal two hit points of damage. You
may not heal beyond your maximum hit points.

Agile Strike [General]


You may choose to rely on your dexterity
when making a melee attack.
Prerequisite: Dexterity 13.
Benefit: As a free action, you may choose to
apply your Dexterity bonus to attack rolls in
place of your Strength bonus. Your damage is still
modified by your Strength.

Alert Opportunist
[General]

Anchor Stance
[General]

Your keen eyes watch all activity around you


during battle. When coupled with your amazing
reflexes, you may take strike multiple, distracted
opponents in a single round.
Prerequisites: Opportunist ability, Reflex
save 10+, Dexterity 15+.
Benefit: You may use your opportunist ability
a number of times per round equal to one-half
your Dexterity modifier (round down).
Normal: You may only use the opportunist
ability once each round.

You are at home on vertical surfaces, expertly


moving up a wall, cliff, or other vertical surface
using only your feet.
Prerequisites: Climb 6 ranks, Athletic.
Benefit: When climbing you use only your
feet, leaving your hands free so that you may fight
or perform other actions that require your hands
without penalty. Additionally, as long as you
restrict your speed to 5-feet while climbing there
is no chance that you will fall.

Appear Larger Than


You Truly Are [General]

to the level of the sacrificed spell; you retain this


bonus for a number of rounds equal to your caster
level plus your Intelligence modifier.

You are adept at concealing your true size,


forcibly twisting and contorting your body
and wrapping yourself in layers of clothing and
equipment until you appear larger than you
truly are.
Benefit: When carrying a heavy load you may
make a Bluff check, as a free action, opposed by
your opponents Sense Motive. If you win the test
then you are treated as one size category larger
than you truly are as long as you do not physically
interact with the affected opponent.
If declared before rolling, you may willingly
suffer a -5 penalty to your Bluff check in order to
use this ability against a number of opponents up
to your character level.

Arcane Grapple
[General]
You may draw upon your arcane knowledge to
assist you in great struggles.
Prerequisites: Ability to cast 1st-level arcane
spells.
Benefit: You may sacrifice a prepared spell at
any time, as a swift action, and channel that spells
energy into an enhancement bonus to grapple
checks. This enhancement bonus is equal to the
level of the sacrificed spell; you retain this bonus to
grapple checks for a number of rounds equal to your
caster level plus your Intelligence modifier.

Arcane Dodge
[General]

Arcane Healing
[General]

You are skilled at channeling your arcane


energy through your body, enabling you to better
avoid attack.
Prerequisites: Dodge, ability to cast 1st-level
arcane spells.
Benefit: As an immediate action, a number of
times per day equal to your Intelligence modifier,
you may sacrifice a prepared spell in order to fuse
your body with a small measure of arcane energy
that improves your ability to dodge attacks.
For a number of rounds equal to the level of the
prepared spell that you sacrificed your dodge
bonus to Armor Class, when using the Dodge feat,
is increased by +3 (to a total bonus of +4).

You are so attuned to your divine and arcane


talents that you may channel arcane energy into
healing magic.
Prerequisites: Ability to cast 3rd-level arcane
spells, ability to cast 5th-level divine spells.
Benefit: A number of times per day equal
to the average of your Intelligence and Wisdom
modifiers (add the two together, divide by two,
and round down) you may, as a free action, change
any prepared arcane spell into a divine healing
spell, as per the Spontaneous Casting feature of
the cleric core class.

Arcane Power Surge


[General]

Arcane Fortitude
[General]

Your ability to enhance your physical prowess


by directing your arcane spellcasting ability into
your body significantly increases.
Prerequisite: Arcane Strength.
Benefit: Once per day, as an immediate
action, you may sacrifice a prepared spell, gaining
an enhancement bonus to your Strength score
equal to twice the level of the sacrificed spell for
a number of rounds equal to your Intelligence
modifier.

You are adept at twisting your prepared spells


to aid you in resisting physical stress.
Prerequisites: Ability to cast 3rd-level arcane
spells.
Benefit: You may sacrifice a prepared spell
at any time, as an immediate action, and channel
that spells energy into an enhancement bonus to
Fortitude saves. This enhancement bonus is equal

10

Once your enhanced Strength expires you


become exhausted, suffer a 6 penalty to your Strength
score until you overcome the effects of exhaustion,
and suffer a number of points of nonlethal damage
equal to the Strength bonus that you gained.
Special: You can take this feat multiple times,
each time applying it to a different arcane ability feat
that you already possess (see box). Through careful
planning you may use both this feat and the arcane
ability feat that it goes with for a remarkable bonus to
an ability score once each day.

In game time, all of this takes place instantly,


your glowing duplicate appearing as a brief blur
that streaks out from your body and strikes the
targeted character or creature.

Arcane Speed
[Spelltouched]
Whenever you are subjected to the effects of any
arcane spell your body absorbs the energy, enabling
you to move faster for a limited time.
Prerequisite: Exposure to haste.
Benefit: You gain a +5 ft. bonus to movement
anytime that you are affected by an arcane spell. You
retain this bonus for a number of rounds equal to
the level of the spell that affected you. The spell is
unaffected and otherwise functions normally.

Arcane Rush [General]


You unleash a prepared spell as a glowing,
physical manifestation of arcane energy that bull
rushes a nearby opponent.
Prerequisites: Improved Bull Rush, Ability to
cast 4th-level arcane spells.
Benefit: As a swift action you may sacrifice any
prepared arcane spell to create a glowing object that
looks exactly like yourself. Immediately upon creation
you designate an opponent within a number of feet
of your position equal to five times your caster level.
Once the target is selected this glowing duplicate
performs a bull rush attempt against the opponent.
This bull rush attempt functions as if you were taking
the action, with your glowing duplicate gaining an
enhancement bonus to Strength equal to the level of
the sacrificed spell. The bull rush plays out normally,
as if you were actually charging the opponent, and
immediately after the results have been determined
your glowing duplicate vanishes.

Arcane Strength
[General]
You may channel your arcane spellcasting
power to your physical prowess.
Prerequisite: Ability to cast 3rd level arcane
spells.
Benefit: A number of times per day equal to
your Intelligence modifier, as a swift action, you
may sacrifice a prepared spell, gaining an inherent
bonus to your Strength score equal to the level of
the sacrificed spell for a number of rounds equal to
your Intelligence modifier.

Arcane Abilities

Arcane Strength can be a valuable feat for wizards and bards but wouldnt it be nice to boost other
abilities in this manner? The following feat, Arcane Wisdom, shows how quick and easy it is for a DM
or player to adapt this feat to other abilities.

Arcane Wisdom [General]


You may channel your arcane spellcasting power to improve your willpower, perception, and
intuition..
Prerequisite: Ability to cast 3rd level arcane spells.
Benefit: A number of times per day equal to your Intelligence modifier, as a swift action, you may
sacrifice a prepared spell, gaining an inherent bonus to your Wisdom score equal to the level of the
sacrificed spell for a number of rounds equal to your Intelligence modifier.

11

a number of rounds equal to the level of the spell


sacrificed. For the duration of this feats effect you
threaten all squares adjacent to yourself and your
duplicates and your duplicates may make attacks
of opportunity for you, as if you were in the
appropriate square, without any action required
on your part.
If you are knocked unconscious your arcane
duplicates automatically vanish.
You may move about while this feat is in effect,
your duplicates automatically moving with you so
that they always remain in the squares adjacent to
your position.

Arcane Toughness
[General]
Using your mastery of the acane arts, youve
tapped into the magical weave and strengthened
yourself.
Prerequisite: Ability to cast 5th-level arcane
spells
Benefit: You may sacrifice a prepared spell
of any level that you may cast at any time to
gain a number of temporary hit points equal to
the level of spell sacrificed times your Intelligence
modifier. These hit points can place you over your
normal maximum.

Archers Coup de Grace


[General]
Youre an accomplished master of the bow,
capable of delivering killing shots from a distance.
Prerequisites: Point Blank Shot, Far Shot,
Precise Shot.
Benefit: You may use a bow or crossbow to
make coup de grace attempts against helpless
opponents within 30 feet.

Arcane Threat
[General]
You channel prepared arcane spells into a
group of glowing duplicates of yourself, each one
of which remains within 5-ft. of your location and
extends that area that you threaten.
Prerequisite: Ability to cast 7th-level arcane
spells.
Benefit: Once per day, as a swift action, you
may sacrifice any prepared spell to create eight
duplicates of yourself, each one shimmering a
bright, magical blue. These duplicates remain
in the squares adjacent to you even if those
squares are occupied or blocked by obstacles for

Armor of Force
[General]
You may sacrifice prepared spells to create
temporary armor comprised of pure arcane energy.
Prerequisites: Descriptor Focus [Force], ability
to cast 3rd-level arcane spells.

12

Benefit: You may, as a full-round action,


sacrifice a prepared spell in order to create a suit
of armor of pure force energy. This armor can take
the form of any type of armor imaginable, whether
or not you are proficient with the chosen armor
type. The armor of force remains in existence for a
number of rounds equal to the level of the sacrificed
spell during which time it is treated as a +1 suit of
armor of the chosen form (meaning that additional
spells cast during the duration are affected by the
spell failure percentage of the chosen armor type).
If you drop the remove the armor or are rendered
unconscious before it naturally expires, the armor
of force immediately vanishes.
You may only create this armor of force energy
if you are not wearing armor of any type.

Prerequisite: Armor Proficiency (heavy),


Improved Grapple.
Benefit: When wearing heavy armor while
grappling you gain an equipment bonus to grapple
checks equal to the armors armor bonus.
Special: A fighter may select Armored
Grapple as one of his fighter bonus feats.

Armored Redoubt
[General]
Youre a wall in battle, providing cover to your
allies as you absorb the brunt of any attack.
Prerequisites: Alertness, Armor Proficiency
(heavy), Diehard, Great Fortitude, Iron Will.
Benefit: When wearing heavy armor, any
allies who gain cover from you gain an additional
+2 bonus to defense, for a total bonus of +6. You
gain a +4 bonus against any action, magical or
mundane, that would force you to move or would
knock you prone.
Special: A fighter may select Armored
Redoubt as one of his fighter bonus feats.

Armor Piercing Shot


[General]
Youve studied the armor of man long enough to
have a remarkable understanding of its construction
and weaknesses and use this knowledge to your
advantage.
Prerequisites:
Precise
Shot,
Craft
(armorsmithing) 6 ranks.
Benefit: As a full-round action you may study a
distant foes armor, searching closely for a weak spot.
On your next turn, if you are uninterrupted, you may
make a Spot check (DC 15 + the armor bonus of
your targets worn armor); you gain a synergy bonus
to this roll equal to one-half (round up) the number
of ranks you possess in Craft (armorsmithing). If
this Spot check is successful the armor bonus of your
targets worn armor is reduced by one-half (round
down) for a single attack with a bow or crossbow.
Additionally, if the attack is successful, you gain a
bonus to damage equal to the number of ranks you
possess in Craft (armorsmithing).
The effects of this feat are limited to targets
within 60-feet of your position.

Arrow Stab [General]


Youre experienced at turning an arrow of
crossbow bolt into an effective melee weapon.
Prerequisite: Proficiency with any bow or
crossbow.
Benefit: When pressed into melee combat
you may fight with an arrow or crossbow bolt,
treating the arrow or bolt as a Tiny weapon that
inflicts 1d4 points of damage and has a x2 critical
multiplier.
With a successful Bluff check (DC 10 +
opponents Sense Motive rank) against an opponent
that is within melee range you may feint firing the
arrow or bolt and then at the last second attack
with the arrow or bolt, gaining a +2 surprise bonus
to your attack and damage rolls.

Arrow Trip [General]

Armored Grapple
[General]

You are a master with the bow, capable of


tripping opponents from a distance by firing
arrows in front of them as they move.

You use the weight of your armor to your


advantage when grappling with a foe.

13

Prerequisites: Precise Shot, base attack


bonus +6.
Benefit: You may make a trip attack with a
bow or crossbow, as an immediate action, against
any opponent that is moving. Your attack roll is
treated as your Strength check for purposes of
this maneuver your opponents Dexterity check
(Strength checks cannot resist a trip attempt
made with this feat) must exceed your attack roll
or your opponent is tripped by the arrow attack.
This counts as an attack of opportunity
attempt for you.

cover the surrounding area in holy power that


forces all evil characters and creatures within
its effect to make a Will save (DC 10 plus onehalf your character level (round down) plus your
Wisdom modifier) or be panicked. Those who
succeed their Will save are still shaken until they
leave the area of effect.
This power extends to a radius of 30-feet
and lasts for a number of rounds equal to your
charisma modifier. The area and duration are both
doubled for paladins.
Special: Evil characters that can rebuke
undead may take a similar feat Aura of Unholy
Terror that affects good-aligned characters and
creatures in the same manner.

Assume Template
[General]
You may temporarily affect your body,
transforming yourself with bizarre effects typically
applicable only to creatures.
Prerequisites: Greater Spell Focus
(Conjuration).
Benefit: You may, as a full-round action that
provokes an attack of opportunity, sacrifice any
one spell and apply the effects of any appropriate
acquired template to yourself. For a number of
rounds equal to the level of the spell sacrificed
plus your caster level you gain all of the benefits
and drawbacks of the chosen template. The CR of
the acquired template may not exceed one-third
the level of the sacrificed spell (round down).

Bad Blood [Survivor]


Your blood is unwholesome to creatures that
subsist on this vital fluid.
Prerequisite: You must have had Constitution
reduced to 0 through blood drain and recovered
Benefit: You are immune to the extraordinary
ability blood drain. Any opponent that attempts
to use the ability against you will be unsuccessful,
even if he meets all the requirements for the use
of the ability.

Banish the Sun [Epic]


You may permanently sacrifice a part of your
soul in order to cover the world in darkness for a
single day.
Prerequisites: Dark Eclipse, any evil
alignment, ability to cast 9th-level divine spells.
Benefit: Once per week, as a full-round
action, you may willingly suffer a negative level
in order to blot out the sun. For as long as you
are under the effects of this negative level the sun
cannot shine anywhere on the world and all
evil characters and creatures gain a +2 profane
bonus to all attack and damage rolls for as long
as you hold back the sun. At the end of this feats
duration you are exhausted and must make a
Will save (DC 35 plus the number of hours that
the sun was extinguished); if you fail then you
permanently lose your highest spell slot.

Augment Construct
[General]
The constructs that you create are more
powerful than normal.
Prerequisite: Craft Construct.
Benefit: Each construct that you create gains
a +4 enhancement bonus to Strength.

Aura of Holy
Might [Divine]
Once per day you release a blast of holy
energy, surrounding yourself in a sphere of holy
power that drives back evil.
Benefit: Once per day, as an immediate
action, you sacrifice a turn undead attempt to

14

Bardic Echo [General]


When in deep, cavernous rooms or tunnels
your mastery of bardic music coupled with your
great vocal skill enable you to sustain the effects of
your bardic music ability.
Prerequisite: Bardic music ability, Perform
(Sing) 6 ranks
Benefit: When using your bardic music ability
underground including in dungeons any
created effect last an additional 2+1d4 rounds after
you stop singing. This applies only to bardic music
effects that end as soon as the bard stops singing.

across his forehead so that his own blood obscures


his vision.
Prerequisite: Weapon Focus (any slashing
weapon), Base attack bonus +5, Dexterity 13.
Benefit: When attacking with a weapon that
inflicts slashing damage, before making your attack
roll, you may declare that you are performing a
blinding strike. This imposes a 5 penalty on your
attack roll but, if you are successful, your attack
deals 1 point of damage and leaves your opponent
blinded for a number of rounds equal to your
Dexterity modifier.

Bend Bars/Lift Gates


[General]

Blinding Reflection
[General]
Beneath the brilliant rays of the sun you can
purposefully reflect sunlight off of your armor or
weapon to blind an opponent.
Benefit: You may, as a move action, use any
carried metallic weapon, worn metallic armor,
or carried metallic shield to reflect sunlight into
an opponents eyes. The targeted opponent must
make a successful Reflex save (DC 15 plus your
base attack bonus) or be dazzled for one round.

Youve carefully studied the design of cages,


iron gates, and other vertically moving gates and
barred contrivances made of metal, mastering the
knowledge necessary to exploit their weaknesses.
Benefit: At any time that you must make
a Strength check to bend iron bars or lift a gate
or portcullis you gain a +4 insight bonus to the
check.

Blessed Healer
[General]

Borrowed Spell
[Timebound]

You were blessed at birth, granted with the


divine power to heal others by your touch.
Benefit: Each day you may, with your touch
and as a full-round action, heal a number of hit
points of damage equal to 1 plus your Wisdom
modifier times your character level. You may choose
to divide this healing amongst multiple individuals
and you do not have to use all of your healing ability
at once. Your chosen target must willingly allow you
to touch him in order for this ability to work. You
may not heal yourself.
Special: This feat may only be selected at 1stlevel.

You steal a spell from your future self, expanding


your spellcasting abilities today at the expense of
future talent.
Prerequisites: Ability to cast 1st-level spells.
Benefit: A number of times per day equal
to the total number of timebound feats that you
possess, as a full-round action, you reach through
the timestream to your near-future self and borrow
a spell slot of any level that you currently possess,
increasing the number of spells that you can cast
today. You must select a single day from a number
of days in the future equal to your Intelligence
modifier to borrow the slot from and then write
down the exact day and level of spell slot borrowed;
once the chosen day arrives you lose the selected
spell slot for that day.
Special: Use of this feat increases your temporal
dissonance score by 1.

Blinding Strike
[General]
You possess incredible accuracy with slashing
weapons and are capable of cutting a foe directly

15

Burning Spell
[Metamagic]

Charm Arrow [General]


You are able to enhance arrows with mindaffecting magic.
Prerequisite: Enhance Arrow as a class
feature.
Benefit: When enhancing arrows you may
choose to imbue charm magic into the arrow
instead of an enhancement bonus. In place of your
normal enhancement bonus the arrow casts charm
person (or charm monster, if appropriate) on the
target, after it suffers the arrows regular damage.
The charm person effect functions as if cast by a
spellcaster of a level equal to your Intelligence
modifier +3.

You envelop your damaging spells in fire,


increasing their damage.
Benefit: A spell that causes damage gains the
[Fire] descriptor and deals an extra +1 points of
damage per caster level (maximum of +10 damage).
A burning spell uses up a spell slot one level higher
than the spells actual level.

Calming Presence
[General]
Your presence during combat has a calming
effect on those around you,
enabling them to better resist the
effects of fear.
Prerequisites: Leadership.
Benefit: Your followers gain a
+2 morale bonus to saves against
fear effects when they are within
a number of feet of your position
equal to your leadership score
times two. Additionally, you gain
a morale bonus to saves against
fear effects equal to one-half your
leadership score (round down)
as long as at least one of your
followers is close enough to gain
the benefit of this feat.

Charmtouch
[General]
Your mastery of mindaffecting spells is so great that you
can use other enchantment spells
as if they were charm person.
Prerequisites:
Descriptor
Focus [Mind-affecting].
Benefit: Whenever you are
touching another you may sacrifice
one spell of the enchantment
school, as a swift action, and
immediately cast charm person at a
caster level equal to your own plus
the level of the sacrificed spell.

16

Cheat Death [General]

Cloak Disarm [General]

You survive attacks that should kill you.


Prerequisite: Hard to Kill
Benefit: One time each level an attack
that would normally kill you fails to deliver any
damage. This applies to any damage, mundane or
magical.

You can use your cloak as a weapon, lashing


out at an opponents held or worn items and
ripping them from his person.
Prerequisites: Cloak Feint, Improved
Disarm, Dexterity 13+.
Benefit: You may make disarm attempts with
a held cloak as if it were a one-handed weapon. If
successful when disarming an opponents weapon
you may make a DC 15 Reflex save to snatch the
weapon from the air using the same hand that is
holding your cloak as your cloak knocks it from
your opponents grasp.

Circle of Holy Power


[Divine]
You may redirect the gifts from your deity to
create a protective aura that shields you and your
allies from evil.
Prerequisite: Ability to turn undead, able to
cast 2nd-level divine spells.
Benefit: By sacrificing a turn undead attempt
you may project an aura of holy power that
radiates out from your position a distance of 15 ft.
+ 2 ft./character level that you possess. Any goodaligned characters or creatures within the aura
gain a +1 holy bonus on attack rolls and saving
throws while evil-aligned characters or creatures
that enter that same area must make a Will save
(DC 10 + one-half your character level, rounded
up) or they are staggered as long as they remain in
the affected area. This aura persists for a number
of rounds equal to your Wisdom modifier or
Charisma modifier (whichever is higher).

Cloak Feint [General]


You can whip off your cloak during combat,
twirling it about your body to conceal your actions
and confuse your foes.
Prerequisite: Improved Feint.
Benefit: As a swift action, if you have a free
hand, you may instantly tear off your cloak and
begin twisting and spinning it before you, slightly
obscuring your opponents view of your actions.
You gain a +4 bonus to your Bluff check when
attempting a feint.

Close Fighting
[General]
Youve trained long and hard with allies,
mastering your combat techniques when shoulderto-shoulder with your allies.
Benefit: When adjacent to an ally that
possesses the Close Fighting feat you gain a bonus
to attack and damage rolls equal to one-half your
allys base attack bonus (round down).

Clinging Spell
[Metamagic]
Spells that you cast take hold of your target
and persist for a longer period of time.
Prerequisite: Extend Spell.
Benefit: Any damage-dealing spell with a
duration of instantaneous continues to inflict
damage as it clings to the target. For a number of
rounds equal to your caster level the target suffers
an additional 1d2 points of damage of the exact
same type as the spell that you had cast inflicted
on them. (For example, a fireball would deal fire
damage.) A clinging spell uses up one spell slot
level higher than the spells actual level.

Collector of Arcane
Objects [General]
You have a habit of not only collecting magic
items but also carefully studying any that pass
through your hands, granting you greater skill in
using and identifying items.
Prerequisites: Appraise 6 ranks, Use Magic
Device 6 ranks.

17

Benefit: You gain a bonus to Appraise


when appraising magic items and Use Magic
Device checks equal to one-half your character
level (round down).

your head, appearing as a blur. For a number of


rounds equal to the level of the sacrificed spell you
gain an enhancement bonus to Will saves equal
to +2 for each ring that you threw. At the end of
this effects duration, or immediately if you are
knocked unconscious or move from the square
you were in when you threw the rings, the rings
automatically return to the container from which
you took them.

Composure [General]
Youve mastered the art of self-control and
never let your true thoughts or feelings show.
Prerequisite: Perform (Acting) 5 ranks,
Sense Motive 8 ranks
Benefit: You gain a +2 competence bonus to
ability checks, skill checks, and Will saves when
someone attempts to force information from you.

Crushing Blow
[Generic]
Your mastery of bludgeoning weapons and
knowledge of anatomy combine to cause your
opponents unimaginable pain.
Prerequisites: Greater Weapon Focus
(any bludgeoning weapon), Greater Weapon
Specialization (any bludgeoning weapon),
Improved Critical.
Benefit: When attacking with any bludgeoning
weapon with which you possess Greater Weapon
Focus and Greater Weapon Specialization, your
successful critical attacks inflict double the
weapons normal critical damage and the target
must make a successful Fortitude save (DC equal
to the amount of damage inflicted by the attack) or
suffer 1d4 points (each) of Strength and Dexterity
damage as your blow shatters bone and leaves your
target stunned for a number of rounds equal to
your Strength modifier. On a successful save the
target is stunned for a number of rounds equal to
one-half your Strength modifier (round down).
Special: A fighter may select Crushing Blow
as one of his fighter bonus feats.

Consume Enchantment
[Spelltouched]
You are a magical void, temporarily consuming
the enchantment placed on low-powered magic
items.
Prerequisite: Exposure to antimagic field.
Benefit: Any time that you come into contact
with a magic item that has a caster level of 3rd-level
or less that items abilities and enhancement bonus
(if any) are suppressed (as if that item had come
into contact with the antimagic field spell) for 1d2
hours. For each magic item that you suppress you
gain a +1 enhancement bonus to any ability of
your choice for a number of rounds equal to the
caster level of the suppressed item plus one-half
your character level (round down).

Crown of Rings [Epic]


You may utilize magic rings in a strange, but
effective, manner.
Prerequisites: Absorb Rings Power, ability
to cast 9th-level arcane spells.
Benefit: A number of times per day equal
to one-half your character level (round down),
as a full-round action, you may take a handful of
magic rings from your pocket, pouch, or other
container worn on your person no more than a
number of rings equal to one-half your caster level
(round down) and sacrifice one prepared spell
as you throw the rings into the air. Instantly, the
rings begin spinning rapidly a few inches above

Damage Conversion
[General]
You can make your opponents blows less
damaging.
Prerequisite:
Con
13,
Endurance,
Toughness
Benefit: You convert a limited number of
normal damage from each hit you take to nonlethal
damage. The amount you can convert is equal to
your Constitution modifier. Thus, a character with

18

Prerequisite: You must have died and been


restored to life
Benefit: You are immune to the supernatural
ability Death Gaze or any similar supernatural
ability that causes death by sight. Beams or rays
emitted from the eyes of a creature fall under
this immunity so long as they are supernatural in
origin and not spells or spell-like abilities. This feat
does not, however, grant immunity to a basilisks
Petrifying Gaze, since it does not cause immediate
death but petrification.

Constitution 15 converts 2 points from every hit


to nonlethal damage. You must be conscious for
this feat to function, however. That is, if reduced
to 0 or fewer hit points, any further damage you
take is normal damage and is not converted to
nonlethal damage.

Damaging Word
[General]
Your sharp tongue and quick wit are so brutal
that you can actually harm an opponent with
words alone.
Prerequisites: Intelligence 13+, Charisma
13+, Persuasive, Bluff 8 ranks.
Benefit: When making a Bluff check against
an opponent you may willingly suffer a -8 penalty
to your roll; if you win the test your words are
so mesmerizing and powerful that you inflict a
number of nonlethal points of damage equal to the
amount by which you surpassed your opponents
Sense Motive check.

Deafening Spell
[Metamagic]
You may infuse your damage-inflicting spells
with a secondary effect that envelops your target
in a localized sonic burst that deafens only the
targeted character or creature.
Benefit: Opponents injured by a deafening
spell must make a successful Fortitude save (DC
equal to your caster level plus Intelligence modifier
plus the spells base level) or become deafened for
a number of rounds equal to the actual level of the
spell cast. Sonic resistance and immunity affects
the results of a deafening spell. A deafened spell
uses up one spell slot three levels higher than the
spells actual level.

Dark Eclipse [Epic]


Once per day you may split your soul from
your body and send it to completely block the
sun.
Prerequisites: Any evil alignment, ability to
cast 9th-level divine spells.
Benefit: Once per day, as a full-round action
that provokes an attack of opportunity, your soul
leaves your body and eclipses the sun, darkening
the sun for all within a number of miles of your
location equal to one-half your character level
(round down). For those in the affected area it is
night and not day. You may remain separated from
your body for a number of rounds equal to your
Wisdom modifier, though you are shaken for as
long as you sustain this effect plus one additional
round after you cease using this feat.

Death Blow [General]


Choose one type of weapon, once per day
youre able to pierce an enemys defenses, inflicting
mortal damage.
Prerequisite: Improved Critical (identical
weapon type), Base attack bonus +12.
Benefit: When using the weapon you selected,
any critical strike deals a number of points of
damage equal to two times your Strength bonus.
This damage is in addition to any other damage
the strike inflicts.
Special: You can gain Death Blow multiple
times. The effects do not stack. Each time you take
the feat, it applies to a new type of weapon.

Dead Mans Eyes


[Survivor]
You have seen the face of death and it no
longer holds power over you.

19

Deep Tracker [General]

spell uses up one spell slot level higher than the


spells actual level.

Your knowledge of dungeons enables you to


better follow characters and creatures through the
underground.
Prerequisite: Dungeon Sense, Track
Benefit: You receive a +4 competence bonus to
your Survival check when tracking underground.

Denial [General]
During combat youre capable of closing
watching a single opponent, defending yourself
against opportunistic attacks attempted by that
foe.
Prerequisite: Lightning Reflexes, Base attack
bonus 5+.
Benefit: As an immediate action you may
designate a single opponent within visual range.
That opponent may not take attacks of opportunity
against you for any reason for the duration
of this battle or until you designate a different
opponent to protect yourself against.
Special: A fighter may select Denial as one of
his fighter bonus feats.

Deeper Vision [General]


Your darkvision is clearer than that of most,
allowing you to see further in darkness.
Prerequisite: Darkvision
Benefit: The range of your natural darkvision
ability is extended by 30 ft.

Defend Portal [Epic]


You place yourself in front of any planar portal
or magical gate, protecting it from others for as
long as you remain in a defensive position.
Prerequisites: Hold Portal.
Benefit: When adjacent to any planar portal
or magical gate, either naturally occurring or
created by an item or spell, you may, as a fullround action, block attempts to pass through
the portal. Anyone attempting to use the portal
provokes an attack of opportunity from you, no
matter whether or not they enter a square that you
threaten; you may make attacks of opportunity
through the portal to the adjoining plane of
existence. You gain a competence bonus to attack
and damage rolls equal to the number of ranks
that you possess in Knowledge (the planes) when
preventing someone to use the portal.

Deny Summoning
[General]
Your mastery over summoning and
counterspelling is so great that you can use any spell
to counter the summoning of another spellcaster.
Prerequisites: Improved Counterspell, Spell
Focus (Conjuration).
Benefit: When counterspelling a summoning
spell you may use any spell, regardless of its level or
school, in order to attempt to counter the summoning
spell. You suffer a penalty to your attempt equal to the
difference in levels between the selected spell and the
spell you are attempting to counter.

Descendant of a
Renowned Warrior
[General]

Delayed Spell
[Metamagic]
When cast, you can program a spell so that its
effects are delayed until a time of your choosing.
Prerequisite: Any other metamagic feat.
Benefit: As soon as you have cast a delayed
spell you must specify a number of rounds any
number up to your caster level plus your Intelligence
modifier that must elapse before the spell takes
effect. Spells that target a specific individual, or
group of individuals, cannot be delayed. A delayed

One of your ancestors was a powerful, legendary


fighter.
Benefit: Your ancestors blood flows freely
through your body, strengthening your resolve and
courage. You gain a +2 morale bonus to all Strength
and Constitution checks.
Special: This feat may only be selected at 1stlevel.

20

Descriptor Focus
[General]

Discern Ring [General]


Your knowledge of magical rings is so great that
you can identify the nature and abilities of such rings
within a matter of seconds.
Prerequisites: Forge Ring.
Benefit: When holding a magic ring in both
hands, including a cursed ring, you may use a fullround action and immediately know all of the rings
abilities. Additionally, you may attempt a Spellcraft
check (DC 15 + the caster level of the rings creator at
the time of creation) as a free action during the same
round and, if successful, identify not only the rings
abilities but also its creator and time of creation.

Youve devoted your study to a specific type of


spell, focusing on an even tighter area of study than
simply a school of magic.
Prerequisite: Spell Focus (Any).
Benefit: Choose a spell descriptor, such as [Acid]
or [Fire], add +1 to the DC for all saving throws
against spells with the descriptor that 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 descriptor.

Devoted Spell
[Metamagic]

Disease Resistance
[Survivor]

You have cast a specific spell so many times that


it is permanently written in your brain, allowing you
to prepare it as if it were an easier spell.
Prerequisite: Spell Mastery, any other
metamagic feat.
Benefit: Select one of the spells affected by Spell
Mastery. Your chosen spell uses up one spell slot level
lower than the spells actual level (minimum 0-level).
Special: You can gain this feat multiple times.
Its effects do not stack. Each time you take this feat,
it applies to a new spell (that is affected by Spell
Mastery).

You are resistant to the effects of diseases.


Prerequisite: You must have survived infection
by a disease, whether non-magical or magical
Benefit: You gain a +4 bonus to any saving
throw made to resist the effects of diseases, including
magical diseases.

Dexterous Dodge
[Survivor]
Prerequisite: Dex 13, You must have been
successfully trampled by an opponent
Benefit: You gain a +4 bonus to all Reflex saving
throws to avoid being trampled by an opponent.

Disarming Smile
[General]
Youve got a friendly, relaxed smile that lures
others in.
Prerequisite: Charisma 14+
Benefit: You have a +2 circumstance bonus on
all Bluff checks against those who do not know you.

21

Divine Abilities

Divine Strength can be a valuable feat to clerics and paladins but wouldnt it be nice to boost other
abilities in this manner? The following feat, Divine Wisdom, shows how quick and easy it is for a DM
or player to adapt this feat to other abilities.

Divine Wisdom [General]


You may channel the granted power of your deity from spellcasting to improve your willpower,
perception, and intuition..
Prerequisite: Ability to cast 3rd level divine spells.
Benefit: A number of times per day equal to your Wisdom modifier, as a swift action, you may
sacrifice a prepared spell, gaining a sacred bonus (an evil divine spellcaster utilizing this feat gains a
profane bonus) to your Wisdom score equal to the level of the sacrificed spell for an equal number of
rounds.

Divine Shadow [Divine]

Divine Strength
[General]

You may call upon the powers of your god to


bathe you in a protective, obscuring shadow.
Benefit: Once per day, as a swift action, you
may expend a turn undead attempt in order to call
forth dark clouds that slightly darken the light cast
by the sun or the moon and stars. For a number
of rounds equal to one-half your character level
(round down) you gain a +4 sacred (or profane, in
the event of one that worships an evil deity) bonus
to Hide checks.

You may channel the granted power of your


deity from spellcasting to your physical prowess.
Prerequisite: Ability to cast 3rd level divine
spells.
Benefit: A number of times per day equal to
your Wisdom modifier, as a swift action, you may
sacrifice a prepared spell, gaining a sacred bonus
(an evil divine spellcaster utilizing this feat gains
a profane bonus) to your Strength score equal to
the level of the sacrificed spell for an equal number
of rounds.

Divine Shout [Divine]


You transform the divine energy granted by
your deity into an audible burst of power that
affects non-believers.
Prerequisites: Ability to cast 5th-level divine
spells.
Benefit: Once per day, as a full-round action,
you may sacrifice a prepared divine spell and one
turn undead attempt to lean back and scream your
gods name. All characters and creatures that are
not worshippers of your god, including your allies
within 100-ft. of your position must make a Will
save (DC equal to 10 plus your character level plus
the level of the spell that you sacrificed). On a
failed save that character or creature is staggered
for a number of rounds equal to the level of the
spell that you sacrificed.

Divine Sunder [Divine]


When making a sunder attempt against an
opponent you may empower your sunder attack
with divine energy.
Prerequisites: Improved Sunder.
Benefit: You may sacrifice a turn undead
attempt for the day, as a swift action, when making
a sunder attempt in order to gain a sacred bonus
(evil characters, with the ability to rebuke undead,
gain a profane bonus) to the sunder attempt equal
to one-half your character level (round down).

Dumb Luck [General]


Accidental luck plays as great a roll in your
successes as your talents and experience do.

22

Benefit: A number of times per day equal


to one-half your character level (round down),
as an immediate action, you may add a +4 luck
bonus to any ability or skill check. You must
choose to add this bonus before making the
check.

Special: Wearing a helmet or anything


that covers your ears automatically negates this
ability. You may take this feat multiple times, each
time after the first adding 10 ft. to its range to a
maximum range of 60 ft..

Enchant Arrow
[General]

Dungeon Sense
[General]

You may transfer spell energy to an arrow or


bolt, creating a temporary magical weapon.
Prerequisite: Ability to cast arcane or divine
spells
Benefit: As a swift action you may enchant
a readied arrow or loaded crossbow bolt. One
prepared spell is immediately lost and the arrow
or bolt gains an enchantment bonus equal to the
level of the lost spell +1 (limit +5). The arrow
or bolt is treated as magical ammunition for all
intents and purposes.

Through experience youve developed


an intense familiarity with the design and
construction of dungeons and can correctly
predict the layout of corridors and chambers
you have not yet visited.
Prerequisite: Knowledge (Dungeoneering)
10 ranks.
Benefit: To use this ability you must make
a Knowledge (Dungeoneering) check. The total
result times two equals the radius in feet
that you may sketch out as a map that properly
reflects the dungeon terrain.
For example, a Knowledge (Dungeoneering)
check result of 20 allows you to draw a map that
shows the dungeon passages within 40 ft. of
your position.
The map shows those areas that could be
reached but does not allow you to predict the
location of secret doors (or what may lie beyond
such doors).
Special: This feat works in constructed
dungeons only and does not apply to natural
caves or caverns.

Energy Resistance
[Spelltouched]
You are resistant to damage caused by one
type of energy.
Prerequisite: Exposure to any damaging spell
of 5th-level or higher with a descriptor identical
to the type of energy resistance gained.
Benefit: You gain a resistance of 5 against one
type of energy (acid, cold, electricity, fire, or sonic).
This feat does not stack with energy resistance
granted by magic items or nonpermanent magical
effects.
Special: A character can take this feat
multiple times. Its effects do not stack. Each time,
he chooses a new energy type.

Ear to the Ground


[General]
By lying down and placing your ear to th
ground you are able to identify the location
and distance of creatures in contact with the
ground.
Benefit: As a full-round action you may
lie down on the ground and by then placing
your ear on the ground automatically detect
the location of any creature in contact with the
ground to a range of 30 ft.

Epic Counterspell
[Epic]
You talent at disrupting an opponents spells
is legendary.
Prerequisites: Greater Counterspell.
Benefit: You gain a +12 bonus to Spellcraft
attempts to counterspell an opposing spellcasters
spell. This bonus replaces that gained through the
Greater Counterspell feat.

23

Epic Proportions Spell


[Epic, Metamagic]

Epic Strike [Epic]


You can draw upon your legendary status and
powerful experience as a warrior in order to inflict
brutal, devastating damage on a lesser opponent.
Prerequisites: Intimidate 20 ranks, +20 base
attack bonus.
Benefit: Once per day you may summon your
personal strength and focus all of your energy
into a powerful, destructive series of attacks. One
round each day you gain a bonus to your attack
rolls and damage equal to your character level.
This bonus may only be used against opponents
with a character level or CR of 19 or less.
Special: You may select this feat multiple
times, each time adding another use of this feat
each day.

Damaging spells that you cast carry with them


the force of your epic qualities.
Prerequisites: Any metamagic feat.
Benefit: A spell that causes damage deals
an extra +1d4 points of damage per caster
level (maximum of +10d4 damage). An epic
proportions spell uses up a spell slot three levels
higher than the spells actual level.

Exchange Class
Feature [Timebound]
Your mind is a blank slate, designed to
be rewritten by temporal energy to suit your
immediate needs.
Benefit: Once per day, as a full-round action
that provokes an attack of opportunity, you may
unlock a temporal alternate of yourself, replacing
any one class feature that you have chosen with
a variant or alternate class feature that you could
have originally selected in place of the class
feature that you are replacing. This change is
permanent; you lose the class feature that you
had already learned and automatically gain the
new class feature. You may, of course, use this
feat on the next day to reverse your decision.
Special: Use of this feat increases your
temporal dissonance score by 1.

Executioner of
the Lawless [General]
Your deity has charged you with the task of
slaying those who commit crimes.
Prerequisite: Sense Injustice
Benefit: You have a +2 bonus on all attack
and damage rolls against anyone who has
committed a crime in the past week.

24

Executioners Blow
[General]

Extra Bardic Music


Usage [General]

You lash out during battle, slashing your


opponents neck, stabbing through the eye, or
striking another vital area.
Prerequisites: Improved Coup de Grace,
Power Attack.
Benefit: Once per day, with any melee weapon
and as a full-round action, you may make a coup de
grace attempt on an opponent as if that opponent
was helpless.

You gain an extra bardic music use each day.


Prerequisite: Bardic Music class feature.
Benefit: The number of times per day that you
may use your bardic music ability is increased by one.
Special: You may gain this feat multiple times.
Its effects stack.

Exhausting Attack
[General]

You have developed superior speed, agility, and


flexibility.
Prerequisites: Acrobatic, Agile, Athletic,
Lightning Reflexes, Dexterity 17+.
Benefit: You gain double your total Dexterity
bonus on Balance, Escape Artist, and Tumble
checks.

Extraordinary Flexibility
[General]

You release all of your energy into a single,


devastating attack that leaves you breathless.
Prerequisites: Endurance, Power Attack.
Benefit: A number of times per day equal
to your Constitution modifier, before rolling an
attack, you may choose to deliver all of your physical
energy into the attack. You gain a bonus to attack
and damage equal to the total of your Strength
modifier and your Constitution modifier plus onehalf your character level (round down). Immediately
following this attack you become exhausted.
Special: A fighter may select Exhausting Attack
as one of his fighter bonus feats.

Fast Ability Healer


[General]
You heal ability score damage faster than
normal.
Benefit: Your ability score damage heals at 1 1/2
times the normal rate. This increase is effective while
under the care of someone using Heal as well.
Normal: Characters naturally heal 1 ability score
point for a full 8 hours of rest in a day, or 2 ability score
points for each day of complete rest. Under the care
of someone using Heal, the recovery rates are 2 ability
score points and 4 ability score points respectively.

Experienced Warrior
[General]
Youve been in enough battles and fights that
you know exactly where to strike an opponent to
inflict the most damage.
Prerequisite: Base attack bonus +4, Combat
Reflexes.
Benefit: A number of times per day equal to
your base attack bonus, after you have already rolled
damage, you may elect to increase the damage
rolled by an amount equal to your character level.
If you elect to increase the damage your target
may make a Reflex save (DC equal to the entire
amount of damage your attack inflicted); if the save
is successful your opponent has managed to twist
enough to reduce the total inflicted damage to 50%
(round up).

Fast Healer [General]


Your wounds naturally heal faster than normal.
Benefit: Your wounds naturally heal at 1 1/2
times the normal rate. This increase is effective while
under the care of someone using Heal as well.
Normal: Characters naturally heal 1 hit point
per level for a full 8 hours of rest in a day, or 2 hit
points per level for each day of complete rest. Under
the care of someone using Heal, the recovery rates
are 2 hit points per level and 4 hit points per level
respectively.

25

Other Blood Types . . .

Fire Blood (see p. 14) can be a fun feat, especially if the players first encounter it when an evil wizard
is using it. But fire isnt the only destructive spell descriptor that could be used to create a dangerous
type of blood. The following feat, acid blood, shows how quick and easy it is for a DM or player to
adapt this feat to other descriptors.

Acid Blood [General]


When you prepare an arcane spell that deals with acid, you channel a portion of that arcane energy
into your body, transforming your blood into a thick, acidic substance.
Prerequisites: Spell Focus (Evocation), Ability to cast 2nd-level arcane spells.
Benefit: When you prepare a spell with the [Acid] descriptor, you may elect to use a spell slot one
higher than the spell would typically require. By doing so your blood turns into pure acid. Anyone
in a square adjacent to yours whenever you suffer damage from a slashing or piercing weapon must
make a DC 15 Reflex save or be sprayed by your acidic blood; failure indicates that the character or
creature suffers 1d4 points of acid damage. This unusual ability remains in effect until you either cast
the prepared spell or 24-hours have passed (whichever comes first).

Fearless [General]

Prerequisites: Spell Focus (Transmutation),


Ability to cast 2nd-level arcane spells.
Benefit: When you prepare a spell with the
[Fire] descriptor, you may elect to use a spell slot
one higher than the spell would typically require.
By doing so your blood turns into pure fire. Anyone
in a square adjacent to yours whenever you suffer
damage from a slashing or piercing weapon must
make a DC 15 Reflex save or be sprayed by your
flaming blood; failure indicates that the character
or creature suffers 1d4 points of fire damage. This
unusual ability remains in effect until you either
cast the prepared spell or 24-hours have passed
(whichever comes first).

Very few things can frighten you.


Benefit: You gain a +4 bonus to all saves made
against fear effects of any sort, including magical
fear.

Fighters Discipline
[General]
Even though you have chosen a new path of
study you continue to devote a portion of your
time to training as a warrior.
Prerequisites: Fighter level 6+, Base attack
bonus +6, the character must have received any
five feats as fighter bonus feats.
Benefit: As you advance in level, your base
attack bonus continues to progress as if you were
still a fighter. No matter what your current class
or prestige class description states, your base attack
bonus is that of a fighter of a level equal to your
character level.

Firm Grasp [General]


You keep a tight hold on your weapons.
Benefit: You gain a +4 bonus to resist disarm
attempts.
Special: A fighter may select Firm Grasp as
one of his fighter bonus feats.

Fire Blood [General]

Flow Like Water


[General]

When you prepare an arcane spell that deals


with flame, you channel a portion of that arcane
energy into your body, transforming your blood
into fire.

Your body is extremely supple and difficult to


grasp.
Prerequisite: Escape Artist 5 ranks.

26

Force Magic Immunity


[Epic]

Benefit: You gain a +4 bonus to Escape Artist


checks when used to break a grappling pin. In
addition, you suffer only a 2 penalty to AC while
pinned by an opponent.
Normal: While a character is pinned, he takes
a 4 penalty to his AC against opponents other
than the one pinning him.

You are immune to the effects of many [Force]


spells.
Prerequisites: Descriptor Focus [Force],
Greater Descriptor Focus [Force], ability to cast
9th-level arcane spells.
Benefit: You possess such a strong connection
with pure force energy that you are immune to
many of its effects. This immunity allows you to
ignore the effects of all [Force] spells of 6th-level
or less in power, such as damaging spells like magic
missile and to pass through effects like wall of force
without any restrictions.

Flurry of Cuts
[General]
You are exceptionally fast with a dagger, able
to strike an opponent many times in only a few
seconds.
Prerequisite: Weapon Focus (Dagger).
Benefit: When making a full attack with a
dagger, you may make an extra attack at your best
base attack bonus if you take a 2 penalty on all
attacks that round.
Special: A fighter may select Flurry of Cuts as
one of his fighter bonus feats.

Force Thrust [General]


You may sacrifice prepared spells to create a
cone of force energy.
Prerequisites: Descriptor Focus [Force],
Greater Descriptor Focus [Force], ability to cast
5th-level arcane spells.
Benefit: You may, as a swift action, sacrifice a
prepared spell and unleash a cone of pure force energy
that extends a number of squares equal to the level of
the sacrificed spell in a direction of your choice. All
characters and creatures within the affected area must
make a successful Reflex save (DC 15 plus the level of
the sacrificed spell) or suffer a number of d6 points
of damage equal to one-half the level of the sacrificed
spell (round up) and be knocked prone by the force
thrust.

Fog of Spell Energy


[General]
You are skilled at unleashing spell energy in
order to negatively impact an opposing spellcasters
spells. This spell energy appears as a shimmering
blue patch of fog.
Prerequisite: Improved Counterspell, Caster
level 5+.
Benefit: You may sacrifice any prepared spell
as an immediate action, releasing a burst of arcane
energy that fills your own square and all squares
adjacent to your position. This unleashed spell
energy lingers for a number of rounds equal to two
times your Intelligence modifier, during which
time this spell energy reduces the damage of any
spells cast into the affected area by an amount
equal to four times the spells level. Spells cast from
within the affected area out to an unaffected area
gain a bonus to damage equal to twice the spells
level.
All characters and creatures within the affected
area are treated as standing in a light fog (10% miss
chance). The spell energy remains in the affected
squares and does not move with you.

Freedom of Movement
[Survivor]
You cannot be paralyzed.
Prerequisite: You must have suffered
paralysis
Benefit: You are immune to the extraordinary
ability paralysis, such as that possessed by a ghoul
or a ghast. Against spells, spell-like or supernatural
abilities, or magic items, however, you gain a +2
bonus to your Fortitude saves but you are not
immune to their effects.

27

Freezing Spell
[Metamagic]

Greater Augment
Summoning [General]

You charge your damaging spells with arcane


cold, increasing their damage.
Benefit: A spell that causes damage gains the
[Cold] descriptor and deals an extra +1 points of
damage per caster level (maximum of +10 damage).
A burning spell uses up a spell slot one level higher
than the spells actual level.

Creatures that you summon are empowered


by your mastery of magic and experience in calling
upon extraplanar creatures to do your bidding.
Prerequisites:
Augment
Summoning,
Greater Spell Focus (Conjuration).
Benefit: Creatures that you summon gain a
bonus to their hit points equal to your caster level.
Additionally, your summoned creatures gain a
morale bonus to attack rolls equal to one-half your
caster level (round down).

Friends in Low Places


[General]
You are feared and respected throughout the
seedier side of town.
Prerequisites:
Persuasive,
Toughness,
Intimidate 4 ranks.
Benefit: You gain a +4 bonus on all Bluff,
Diplomacy, and Intimidate checks while in the
lower-class areas of a city in which you have spent
at least one month. With a successful DC 30
Intimidate check you receive free food, lodging,
and clothing for one week.

Greater Competence
[General]
You are immensely more competent and much
more likely to succeed on skill attempts.
Prerequisites: Improved Competence,
character level 5.
Benefit: Whenever you receive a competence
bonus to any skill check that bonus is doubled.
This replaces the bonus granted by the Competent
feat.

Gray Wanderer
[Survivor]

Greater Counterspell
[General]

The passage from death to life is less traumatic


to you than to others.
Prerequisite: You must have died and been
restored to life
Benefit: If you die and are restored to life by
magical means, such as raise dead or resurrection,
you suffer no loss of either Constitution or
character levels as a result.

You are especially adept at disrupting the


spells of opposing casters.
Prerequisites: Improved Counterspell,
Caster level 5+.
Benefit: You gain a +4 bonus to Spellcraft
check attempts when making a counterspell
attempt.

Great Negotiator
[General]

Greater Descriptor
Focus [General]

Your negotiation skill is near-legendary.


Prerequisites: Negotiator, Persuasive.
Benefit: You gain a +4 bonus to Bluff,
Diplomacy, and Sense Motive checks. This bonus
stacks with your Negotiator and Persuasive feats
for a total bonus of +6 to Bluff, Diplomacy, and
Sense Motive checks.

Spells you cast that have a specific descriptor


are even more powerful.
Prerequisite: Descriptor Focus (Any).
Benefit: Choose a spell descriptor that you
already have Descriptor Focus in. Add +1 to the
DC for all saving throws against spells with the
descriptor that you select. This stacks with the
bonus gained from Descriptor Focus.

28

Greater Imprint Stone


[General]

Special: You can gain this feat multiple times.


Its effects do not stack. Each time you take the
feat, it applies to a new descriptor that you have
already applied Descriptor Focus to.

You can create power stones more quickly.


Prerequisite: Imprint Stone.
Benefit: Encoding a power stone takes one
day for each 2,000 gp in its base price. This feat has
no other impact on the creation of power stones
through the use of the Imprint Stone feat.

Greater Hold Portal


[Epic]
You may more easily, and more frequently,
hold open planar gates.
Prerequisite: Hold Portal.
Benefit: Holding open a planar gate or
portal, as per the Hold Portal feat, requires only
an immediate action. You may use the Hold Portal
feat a number of times per day equal to your
Intelligence modifier plus one.

Greater Mental Leap


[Epic, Psionic]
You are capable of astounding jumps, drawing
upon your psionic energy to leap farther that many
can imagine possible.

Greater Holy Strike


[Epic]
You can draw upon the connection to your
deity, amplifying the amount of damage your Holy
Strike inflicts on evil opponents.
Prerequisites: Holy Strike.
Benefit: When using the Holy Strike feat, a
number of times per day equal to your Wisdom
modifier, your chosen weapon deals an additional
2d6 points of damage (for a total of 4d6 extra
points of damage) against creatures of evil
alignment. You must decide whether or not to use
this ability before making your attack roll.

Greater Insight
[General]
Youve mastered your nearprecognitive senses which grants you a
greater degree of success when drawing upon
your insight.
Prerequisites: Insightful, character level 5.
Benefit: Whenever you receive an insight
bonus on any trained skill check that bonus is
doubled. This replaces the bonus granted by the
Insightful feat.

29

Greater Spirit Shield


[Spirit]

Prerequisites: Strength 17+, Improved Mental


Leap, Mental Leap, Psionic Body, Jump 20 ranks.
Benefit: A number of times per day equal to
one-half your character level (round down), as a free
action and without need to expend your psionic
focus, you may use this feat to gain a +25 bonus on
a Jump check. You may still use Improved Mental
Leap normally, though not at the same time that
you use Greater Mental Leap.

Your mastery over spirits amplifies your spirit


shield to new heights.
Prerequisites: Improved Spirit Shield.
Benefit: Your spirit shields duration increases
to your character level +2 and extends outward
from your position a number of feet equal to
your character level plus your Charisma modifier.
Additionally, you may create a spirit shield up to
two times in a single day.
Once your spirit shield fades from existence
you are left fatigued.

Greater Planar Shove


[Epic]
Your body never loses its connection to its
plane of origin. This connection allows you to rip
micro-conduits to your plane at any time.
Prerequisites: Improved Bull Rush, Improved
Planar Shove, Planar Shove, Knowledge (the planes)
30 ranks, extraplanar subtype, you must have visited
at least a dozen planes (or demiplanes) not counting
your own.
Benefit: As Planar Shove, except that you may
attempt to shove a creature back to the most recent
plane they left or to your native plane at any time.

Greater Turn Outsiders


[Divine]
Your ability to channel divine energy into a
force that affects outsiders has improved.
Prerequisites: Turn Outsiders, Divine caster
level 6+.
Benefit: As Turn Outsiders, except that
outsiders with an alignment different from yours
become frightened and the morale penalty to attacks,
checks, and saves is increased to 4. Outsiders with
an alignment identical to yours gain a +4 morale
bonus to attacks, checks, and saves.

Greater Shifting
Abilities [General]
You have achieved the highest degree of mastery
over your basic abilities that any common hero may
hope to achieve.
Prerequisite: Improved Shifting Abilities.
Benefit: As the Shifting Abilities feat, except
that you may change your ability scores once every
forty minutes and may transfer up to 14 points
between abilities.

Hammer of Divine Wrath


[Divine]
When wielding a hammer in battle you may
unleash your deitys power through a single, holy
attack.
Prerequisites: Weapon Focus (any hammer),
Base attack bonus +3.
Benefit: As a swift action you may expend a turn
undead attempt in order to channel divine energy
into your next round of attacks with any hammer.
For a single round every attack that you make with
that hammer gains a sacred bonus to attack and
damage equal to your character level.
You may use this feat at any time and the weapon
retains its sacred power until you drop it from your
hands or use it in an attack.
Special: A fighter may select Hammer of Divine
Wrath as one of his fighter bonus feats.

Greater Song of
Freedom [Epic]
Your song of freedom bardic music ability is far
more powerful than it once was.
Prerequisites: Song of Freedom Bardic Music
Ability, Perform 20 ranks.
Benefit: When using your song of freedom
ability its range is extended to 60 feet and you may
target a number of characters or creatures equal to
your Charisma modifier.

30

Hard of Hearing
[Survivor]
You cannot hear as well as you once could.
Prerequisite: Energy Resistance (Sonic), You
must have taken sonic damage equal to twice your
Wisdom score
Benefit: You are immune to spell-like or
supernatural abilities that depend on music to be
effective, such as a harpys song or a grigs fiddling. In
addition, you gain a +2 bonus to saves against sonic
attacks of other types.

Benefit: A number of times per day equal to


one-quarter your character level (round down),
before rolling to attack, you may declare that you
are using this feat. On a successful attack your
target must make a Fortitude save (DC 10 +
one-half your character level plus your Wisdom
modifier). On a failed save your target suffers a 1
penalty to attack and defense or a 5-foot penalty
to speed, attackers choice for 1d6+4 rounds.
Special: You may attack a foe that has already
been affected by this feat. The effects of a failed
Fortitude save stack.

Hard to Kill [General]

Hold Portal [General]

Youre extremely durable, surviving attacks


that would kill most other people.
Benefit: Any attack that would normally
drop you to 0 or fewer hit points instead inflicts
only enough damage to leave you with 1 hit point
remaining. If you are already at 1 hit point when
hit this feat has no effect on the damage you
sustain.
Instant kill attacks (such as coup de grace) are
also unaffected by this feat.
Special: This feat may only be chosen at first
level.

You place yourself into a planar tear between


two separate planes of existence, using willpower
alone to keep the gate open.
Prerequisites: Will save 8+, Knowledge (the
planes) 16 ranks.
Benefit: Once per day, as a full-round action,
you may stay within any open planar gate either
naturally occurring, created by an item, or created
by a spell and attempt to hold it open longer than
its normal duration. You must make a successful
Will save (DC 15 plus the number of rounds the
gate has been kept open past its natural expiration
time) in order to keep the portal open. Others may
continue to use the portal for as long as you hold
it open. You may willingly step out of the gate into
either plane of existence, allowing it to close on
the next round, but any time that you fail the Will
save the portal closes automatically and you suffer
3d6 points of damage.

High Ground Attack


[General]
Your training and experience in combat has
taught you how to take advantage of a battle when
holding the high ground.
Benefit: When you are on terrain that is
higher than your opponent you gain a +2 bonus
to melee attack rolls and a +1 bonus to ranged
attack rolls.
Special: A fighter may select High Ground
Attack as one of his fighter bonus feats.

Hold Your Ground


[General]
You lay claim to a single patch of ground during
a battle, defending your chosen space against all
comers.
Prerequisites: Combat Expertise, Combat
Reflexes
Benefit: For every two rounds that you remain
in the same square (starting on the third round that
you remain in the same square), you may make one
additional attack of opportunity, up to a maximum
of five additional attacks of opportunity. If you leave

Hindering Cut [General]


You target an opponents arms or legs, ripping
through vital muscles and injuring him so badly
that it is difficult for your targeted opponent to
attack or defend against attacks.
Prerequisites: Base Attack Bonus +4,
Deceitful, Assassin or Blackguard level 4+.

31

Hug the Wall [General]

your chosen square, willingly or unwillingly, you lose


any gained attacks of opportunity until you hold a
new square for two rounds.
Special: A fighter may select Hold Your Ground
as one of his fighter bonus feats.

Youre adept at sticking close to walls and


other obstacles when moving which allows you to
cut some corners.
Prerequisite: Agile, Dexterity 13.
Benefit: You may move diagonally past
corners, pits, and similar impassable obstacles. This
movement counts as two squares.
Normal: You cannot move diagonally past
corners and similar obstacles.

Holy Shadow
[Spelltouched]
Your shadow is a weapon of holy power,
capable of destroying lesser evils.
Prerequisite: Exposure to protection from
evil.
Benefit: Any evil-aligned creature or character
that is within 5 ft. of you, if you are between the sun
and the creature of character in question, suffers a
number of points of sacred damage equal to your
character level +1d4.
Special: This feat may be taken multiple
times, each time adding 1d4 to the amount of
damage caused by your shadow. The holy shadow
only inflicts damage to evil creatures or characters
when you are outdoors in direct sunlight. If
you are under cloudy skies, underground,
or anywhere else not illuminated by a
perfect sun this feat fails to function
as described above.

32

Immediate Coup de Grace


[General]

Benefit: When you successfully aid another


in combat the bonus you grant your ally on his
next attack roll or to AC against the specified
opponents attacks is increased by +2 to a total
bonus of +4.
Normal: The bonus granted by the aid another
action is +2.

You are fast to take advantage of a situation,


attacking a helpless opponent swiftly and decisively,
without hesitation.
Prerequisites: Lightning Reflexes, Base attack
bonus +6, Opportunistic class feature.
Benefit: You may make a coup de grace attack as
an immediate action.
Normal: Making a coup de grace attack is a fullround action.

Improved Anchor Stance


[General]
You walk up walls almost like they were floors.
Prerequisites: Anchor Stance, Athletic, Wall
Walk, Climb 10 ranks.
Benefit: As Anchor Stance except the speed
with which you may safely climb without fear of
falling is increased to 25-feet.

Immediate Strike
[General]
As soon as you snatch an opponents weapon
from his hands through a disarm maneuver you
may immediately attack that opponent with the same
weapon.
Prerequisite: Improved Disarm.
Benefit: When you successfully disarm an
opponent when you are unarmed, effectively taking
the opponents weapon away, you may make one
melee attack against that opponent as an immediate
action any time before your next turn.
Special: A fighter may select Immediate Strike
as one of his fighter bonus feats.

Improved Arcane
Fortitude [General]
You have mastered the ability to draw upon
your prepared spells, using them to temporarily
amplify your physical strength without sacrificing
the spell.
Prerequisites: Arcane Fortitude, Ability to
cast 5th-level arcane spells.
Benefit: As Arcane Fortitude except that you
do not sacrifice the chosen spell but instead simply
use the spells energy that is trapped within yourself,
waiting for release. You may use Improved Arcane
Fortitude once per day.

Improved Ability Focus


[General]
The creatures focused ability is even more
powerful than normal.
Prerequisite: Ability Focus.
Benefit: Add +2 to the DC for all saving throws
against the special attack on which the creature has
already focused. This modifier stacks with that gained
through ability focus for a total of +4.
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
that has already been affected by Ability Focus.

Improved Armor of
Force [General]
You create force energy armor for others.
Prerequisites: Armor of Force, Descriptor
Focus [Force], ability to cast 5th-level arcane
spells.
Benefit: As Armor of Force, except that the
armor of force energy that you create is bonded
to an adjacent ally that you are touching when
you activate this feat. The created armor of force
remains in existence for a number of rounds equal
to the level of the sacrificed spell or until the wearer
is no longer in a square adjacent to yours, whichever
happens first.

Improved Aid Another


[General]
You are especially skilled at assisting your allies in
melee combat.

33

Improved Augmentation
Magic [General]

survives your coup de grace attack he must make a


Fortitude save (DC 15 plus damage dealt) or die.
Normal: Attempting a coup de grace attack
provokes an attack of opportunity. If your target
survives the attack he must make a Fortitude save (DC
10 plus damage dealt) or die.

Your spells cast to improve an allys ability scores,


such as cats grace and eagles splendor, provide a greater
enhancement.
Prerequisites: Ability to cast 3rd-level arcane
spells, Greater Spell Focus (Transmutation), Maximize
Spell.
Benefit: When casting any transmutation spell
that grants its recipient a +4 enhancement bonus to
a specific ability score, such as bulls strength or bears
endurance, the recipient gains a +6 enhancement
bonus to the specified ability.

Improved Deny Summoning


[General]
You are a master at denying others the right to
summon creatures.
Prerequisites: Deny Summoning, Improved
Counterspell, Spell Focus (Conjuration).
Benefit: When using Deny Summoning to
counter a summoning spell you do not suffer a penalty
on your counterspell attempt regardless of the difference
in levels between the spell that you selected and the
level of the spell you are attempting to counter.

Improved Clinging Spell


[Metamagic]
Your clinging spells persist longer, and are more
damaging, than before.
Prerequisites: Clinging Spell, Extend Spell, and
two other metamagic feats.
Benefit: As Clinging Spell, except that the
duration of the effect is increased by three rounds and
the damage is increased to 1d3 points.

Improved Dungeon Sense


[General]
Your skill in predicting dungeon layout has
improved.
Prerequisite: Dungeon Sense
Benefit: When using the Dungeon Sense feat
the result of your Knowledge (Dungeoneering) check is
doubled.

Improved Competence
[General]
You gain a greater degree of competence when
drawing upon your knowledge and abilities.
Prerequisite: A total of 30 or more skill ranks,
spread out amongst any number of skills.
Benefit: Whenever you receive a competence
bonus to any skill check that bonus is increased by +1.
Additionally, select a number of skills equal to your
Intelligence modifier these selected skills gain a +1
bonus.

Improved Holy Shadow


[Spelltouched]
Your righteous shadow reaches farther.
Prerequisites: Holy Shadow, ability to cast 5thlevel divine spells.
Benefit: As Holy Shadow, except that your
shadow extends to cover 10-feet.

Improved Coup de Grace


[General]

Improved Infuse Template


[General]

Your combat experience and knowledge of


opponents weak points enables you to deliver faster,
more effective coup de grace attacks.
Prerequisites: Combat Expertise, Heal 8 ranks.
Benefit: Attempting a coup de grace attack does
not provoke an attack of opportunity. If your target

Your may summon templated creatures faster.


Prerequisites: Augment Summoning, Greater
Spell Focus (Conjuration), Infuse Template.
Benefit: The time to summon a creature
augmented with the Infuse Template feat is reduced to
thirty seconds.

34

Improved Intelligent
Defense [General]

Additionally, once per round, you may voluntarily


release a pinned opponent and perform a swift or
immediate action; you move so fast that he cannot
take advantage of his freedom for the brief second
that you release him and he remains pinned
after you have performed the swift or immediate
action.
Normal: A pinned opponent gains a +4
bonus to resist your disarm attempts.

You rely on your capable, exceptional


intelligence to see you safely through battle.
Prerequisites: Combat Expertise, Intelligent
Defense, Int 18+.
Benefit: Your insight bonus to Armor Class
from Intelligent Defense is increased to your
Intelligence modifier + 2.

Improved Planar Bond


[General]

Improved Mental Leap


[Psionic]

Your connection to a specific plane of existence


grows in intensity, granting you further unnatural
talent.
Prerequisites: Planar Bond, Knowledge (the
planes) 20 ranks.
Benefit: Once per day, as a full-round action,
you may tap into the plane of existence that you
have bonded with (through the Planar Bond feat)
in order to temporarily boost one of your attribute
scores; for a number of rounds equal to your
Intelligence modifier you gain a +2 insight bonus
to any one attribute score of your choice.
Additionally, you may open a portal to the
plane of existence that you have bonded with
(through the Planar Bond feat) as a free action a
number of times per day equal to one-half your
character level (round down).

You can unleash psionic energy in order to


make spectacular jumps.
Prerequisite: Str 15, Jump 10 ranks, Mental
Leap, Psionic Body.
Benefit: To use this feat, you must expend
your psionic focus. You gain a +15 bonus on a
Jump check. This bonus replaces the benefit gained
from the Mental Leap psionic feat.

Improved Paladins
Mount [Divine]
You may transfer your divine power into your
special mount, increasing its abilities for a limited
time.
Prerequisite: Paladin 6+.
Benefit: You may sacrifice a turn undead
attempt, as an immediate action, in order to
enhance the power of your special mount. For a
number of rounds equal to your Paladin level your
effective level for purposes of determining your
special mounts abilities is increased by three.

Improved Planar Shove


[Epic]
Your body holds onto extraplanar energy for
an extended duration, expanding the time frame
within which you may push an opponent into
another plane of existence.
Prerequisites: Planar Shove, Knowledge (the
planes) 20 ranks.
Benefit: As Planar Shove, except that the
window of opportunity for attempting this special
maneuver extends to any point within four hours
of arriving on a new plane of existence.

Improved Pin [General]


You are an expert at taking full advantage of
your position once you have successfully pinned
an opponent.
Prerequisites: Dexterity 15+, Intelligence
15+, Combat Expertise, Improved Disarm,
Improved Grapple, Improved Unarmed Strike.
Benefit: When using a disarm action against
an opponent that you have pinned your opponent
does not gain a bonus to resist your disarm action.

35

Improved Prone Defense


[General]

Improved Spirit Shield


[Spirit]

You are an accomplished warrior, capable


of defending yourself against attack even when
prone.
Prerequisites: Kneeling Defense, Prone
Defense.
Benefit: As Prone Defense, except that you
suffer no penalty to Armor Class against melee
attacks.
Special: A fighter may select Improved Prone
Defense as one of his fighter bonus feats.

Your powerful connection to the spirit realms


better protects you from harm.
Prerequisites: Spirit Shield.
Benefit: Your spirit shields bonus is increased
to +8 and the duration is equal to your character
level 2.

Improved Squeezing
[General]
When you squeeze through tight areas you
suffer only a minor penalty on attack and defense.
Benefit: You suffer a 2 penalty on attack
rolls and a 2 penalty to AC when squeezed into
a tight space.
Normal: Squeezing into a tight space imposes
a 4 penalty on attack rolls and a 4 penalty to
AC.

Improved Shifting
Abilities [General]
Your mastery over your body increases.
Prerequisite: Shifting Abilities.
Benefit: The number of points that you may
transfer between abilities increases to 10. Your
Shifting Abilities feat is otherwise unaffected.

Improved Temporal
Harmony [Timebound]

Improved Speed of
Thought [Psionic]

Your connection to the flow of time has


achieved a level of mastery that enables you to
better resist the effects of temporal dissonance.
Benefit: Your Will save DC to resist temporal
dissonance is equal to 5 plus your
current temporal dissonance
score. Additionally, this feat has
no further impact on your temporal
dissonance score.
Normal: The Will save DC to resist
the effects of temporal dissonance is 10
plus your current temporal dissonance
score. Use of a timebound feat usually
increases your temporal dissonance
score by 1.

Your psionic energy grants you unnatural


speed.
Prerequisite: Wis 15, Speed
of Thought, Psionic Body.
Benefit: As long as you
are psionically focused you
gain an insight bonus to your
speed of 15 feet. If you are
wearing heavy armor this
bonus drops to 5 feet.

36

Improved Temporal
Strike [Timebound]
Your mastery of time makes your attacks
not only more accurate but also more powerful.
Prerequisites: Temporal Strike.
Benefit: As Temporal Strike, except that
you also gain a bonus to damage equal to the
number of timebound feats that you possess.
Special: Use of this feat increases your
temporal dissonance score by 1.

Benefit: You may make a Gather Information


check (DC 15 + the level or CR of the opponent
you are researching) when in a town, city, or
other locale where rumors are frequent in order
to gather information regarding the strengths
and weaknesses of a specific individual that
you have never met. If successful, you gain a +1
insight bonus to all die rolls (including attack
and damage rolls) during your first encounter
with that individual and a +2 insight bonus to
all die rolls during subsequent encounters.

Improved Vigilant Rest


[General]

Infuse Template
[General]

You sleep, as they say, with one eye open.


Prerequisites: Vigilant Rest, Listen 4 ranks,
Spot 4 ranks.
Benefit: Spot and Listen checks made
while you are asleep suffer no penalty. If under
the influence of magic, such as through a sleep
spell, you make Spot and Listen checks at a 5
penalty.
Special: A fighter may select Improved
Vigilant Rest as one of his fighter bonus feats.

Your summoned creatures are of an unusual,


templated type.
Prerequisites: Augment Summoning,
Greater Spell Focus (Conjuration).
Benefit: When summoning a creature you
may augment the summoned creature with
an acquired template by increasing the spells
casting time to one minute. The CR of the
acquired template may not exceed one-half your
Intelligence modifier (round down).

Indigestible [General]

Innate Affinity
[General]

Even the most ravenous creature finds itself


unable to consume your body.
Benefit: You are immune to any and all
Engulf or Swallow Whole attacks made against
you. Creatures with these extraordinary abilities
simply cannot use them against you, even if they
succeed in meeting all the conditions for their
use. This does not prevent such creatures from
successfully doing bite damage against you,
however.

You posses an unusual, remarkable gift


that allows you to better understand training
and skills outside of those normally considered
stereotypical for your race.
Benefit: In addition to your races favored
class you may select a second, different favored
class.
Special: This feat may only be chosen at
first level.

Informed Attack
[General]

Insightful [General]
You connectivity to the natural order of
things gives you a greater insight into most
skilled activities that you participate in.
Benefit: Whenever you receive an insight
bonus on any trained skill check that bonus is
increased by +1.

You use your time wisely, planning ahead


as you gather information regarding expected
foes.
Prerequisites:
Investigator,
Gather
Information 8 ranks.

37

Intelligent Defense
[General]

Lazarus-Borne [General]
One of your distant, unknown relatives bestowed
upon his bloodline the remarkable gift of spontaneous
resurrection.
Benefit: Whenever you are dead either through
massive damage, your hit points reduced to -10 or
lower, Constitution reduced to 0, or by any other
means you may make a DC 10 Fortitude save and,
if successful, return from death within 1d4+1 days.
You awaken completely whole and untouched, with
your abilities and hit points at their maximum level
and any scars, missing limbs, bruises, or other ill effects
that may have led to your death or occurred after
your death totally erased. Each time you successfully
return from the dead the DC of future Fortitude saves
to return from the dead increases by +3.
You cannot be reincarnated or resurrected by any
means other than the ability granted by this feat; not
even the gods can return you from death. Once you
fail the Fortitude save to return from death your soul is
forever imprisoned in your corpse and, if your corpse
is destroyed, your soul ceases to exist.
Special: This feat may only be chosen at first
level.

Youre a careful, methodical combatant,


always mentally surveying the battle and your
opponents.
Prerequisites: Combat Expertise, Int 15+.
Benefit: You gain an insight bonus to Armor
Class equal to your Intelligence modifier.

Intimidating Attack
[General]
You draw yourself to your full height and
attack, your steely glare and determined pose
terrifying your opponent and making your job
easier.
Prerequisites: Persuasive, Intimidate 8
ranks.
Benefit: When attacking you may, as a swift
action, make an Intimidate check opposed by your
targets modified level check (1d20 + character
level or Hit Dice + targets Wisdom bonus [if
any] + targets modifiers on saves against fear). If
you win the contest your opponent is shaken for a
number of rounds equal to your Charisma modifier
and you gain a +4 to all attack rolls against this
opponent for as long as he remains shaken due to
your intimidating presence.
Normal: You may use Intimidate to cower
an opponent through the Demoralize Opponent
use of the skill; the opponent is shaken for only a
single round and you do not gain a bonus to attack
rolls.

Lethal Charge [General]


You are adept at running down and slaying foes
with your mount.
Prerequisite: Ride 6 ranks, Spirited Charge
Benefit: When you are charging, any attack on
an opponent is treated as a coup de grace attack forcing
targets that survive the damage to make a Fortitude
save (DC 10 + damage dealt) or die.
Special: A fighter may select lethal charge as one
of his fighter bonus feats.

Kneeling Defense
[General]

Lethal Hold [General]

Your combat skills and training have been


spent honing your defensive capabilities while
kneeling you can protect yourself equally well
when kneeling or standing.
Benefit: When attacked with a melee weapon
while you are kneeling you suffer no penalty to
your AC.
Special: A fighter may select Kneeling
Defense as one of his fighter bonus feats.

You are an opportunistic fighter, taking every


chance to bite, kick, scratch, or otherwise harm an
opponent.
Benefit: On any grapple check that you win when
engaged in a grapple with a living, unarmored enemy,
you automatically inflict one point of Constitution
damage to your opponent.
Special: A fighter may select Lethal Hold as one
of his fighter bonus feats.

38

Light Step [General]

Magic Resistance
[General]

You walk gently on the ground and leave little


evidence of your passage.
Benefit: You are treated as two size categories
smaller for the purposes of determining the DC of
Survival checks made to track you. Thus, a Medium
creature is treated as Tiny, increasing the DC to +2,
while a Huge creature is treated as Medium, with no
penalty or bonus to the check. In addition, you gain
a +2 bonus to Move Silently checks.

You are resistant to the effects of magic.


Benefit: You gain a +1 bonus to any saving
throw made to resist the effects of spells, spell-like or
supernatural abilities, or magic items.

Martyrs Spell [General]


In order to unleash a more potent spell, you
willingly surrender a part of yourself to the gods of
magic.
Prerequisites: Empower Spell, Sacrificial
Spellcasting.
Benefit: Once per day, as an immediate action,
you may suffer a permanent loss of 2 points on any
attribute and instantly cast any prepared spell. Your
effective caster level increases by +10 for this spell
and its casting time is eliminated completely; the
spell takes place automatically.
Alternatively, you may permanently sacrifice
1d4+1 hit points as a free action and regain any two
spells that you had already cast that day, the spells
returning and ready for use as if they had not been
cast that day.

Locked Mind [General]


Your natural, mental defenses against psionics
continue to improve.
Prerequisite: Closed Mind.
Benefit: You gain a +4 bonus on all saving
throws to resist powers. This bonus stacks with the
bonus gained from the Closed Mind feat for a total
of +6.
As with Closed Mind, this bonus applies only
to psionic powers and psi-like abilities. This is an
exception to the psionicsmagic transparency rule.

Lock Swords [General]


When an opponent attempts to disarm you with
a weapon you are able to lock your weapon with his,
limiting his ability to escape.
Prerequisite: Improved Disarm.
Benefit: When an opponent attempts a disarm
attempt on you, with a weapon, you gain a +6
bonus to your attack roll to resist the disarm action.
If you win the disarm check then you may either
immediately attempt to disarm that opponent, as per
normal disarm rules, or you may elect to lock your
weapon with your opponents. If you choose to lock
weapons than your opponent loses his next attack
action and must make a successful Reflex save (DC
10 plus your Dexterity modifier) to break free and
make a move action. If your opponent fails this Reflex
save then he cannot move until the beginning of his
next turn. For as long as your weapon is locked with
his neither one of you may move or make attacks of
opportunity. You may elect to end the weapon lock
at any time as an immediate action.
Special: A fighter may select Lock Swords as
one of his fighter bonus feats.

Mask of Scrolls
[General]
You use scrolls in a manner far from their
intended usage.
Prerequisites: Scribe scroll, ability to cast 6thlevel arcane spells.
Benefit: A number of times per day equal to
one-half your character level (round down), as a fullround action, you may grab a dozen scrolls from a
pouch, satchel, or other item on your person and
sacrifice one prepared spell as you raise the scrolls
above your head and release them. The scrolls
immediately shred into tattered scraps that cling to
your head and face, completely enveloping your head
in shredded paper. The scrolls remain bound to your
head for a number of rounds equal to the level of
spell that you sacrificed, during which time you gain
a +4 bonus on all Will saves and possess the benefits
of the true seeing spell. The scroll scraps turn to dust
once they are no longer required.

39

Master Inquisitor
[Psionic]

Mental Fortress
[General]

You know the thoughts and feelings of others,


your mind peering deep into theirs as you interact
with them.
Prerequisite: Inquisitor.
Benefit: To use this feat, you must expend your
psionic focus.
You gain a +15 bonus on a Sense Motive check
to oppose a Bluff check this replaces the Inquisitor
feats bonus.
You must decide whether or not to use this feat
prior to making a Sense Motive check. If your check
fails, or if the opponent isnt lying, you still expend
your psionic focus.

Youve developed your mental prowess, pushing


your willpower to a point far beyond that of others of
your kind.
Prerequisites: Iron Will, Will save +4,
Concentration 10 ranks.
Benefit: A number of times per day equal to your
Wisdom modifier you may re-roll a failed Will save.
You must accept the result of the second roll.

Missile Touch
[Spelltouched]
You can absorb and redirect missile-like spells.
Prerequisite: Exposure to acid arrow or magic
missile.
Benefit: Whenever you are affected by a missilelike spell, such as acid arrow or magic missile, you suffer
only one-half damage (round down) and may, as an
immediate action, direct the other half of damage at
any opponent that you can see that is within a number
of feet of your present location equal to your character
level times two. Your chosen target may, if the spell
allows, resist the attack as if the original spellcaster had
directed the spell at your chosen target.

Master of Forms
[General]
You carefully study each creature that you
combat, memorizing their maneuvers so that you
may duplicate them in future battles.
Prerequisites: Concentration 4 ranks, Base
Attack Bonus 3+.
Benefit: Each time your defeat an opponent,
you must make a note of that opponents species.
Once per day you may cross a species off of your
list and gain a +1 competence bonus to attacks for
one encounter as you mimic the selected species
fighting style. You cannot reuse that species fighting
style again until you defeat another member of that
species in combat.

Muscle It [General]
Completely disregarding the chance for personal
injury, you push yourself when opening a stuck door,
lifting a heavy load, or are otherwise relying solely on
your strength.
Benefit: A number of times per day equal to your
unmodified Strength bonus you may double your
Strength bonus for a single Strength check. Once you
have made the Strength check in question, whether
you succeed or fail, make a Fortitude save (DC equal
to the DC of the Strength check that you just made);
on a failed save you are fatigued.

Meditative Insight
[General]
You may look deep inside yourself and unlock
your minds potential.
Prerequisites: Intelligence 13+, Wisdom
13+.
Benefit: A number of times per day equal to
your Intelligence modifier you may elect to spend
1 minute of game time in deep concentration. At
the end of that time you gain a +4 insight bonus
to all Intelligence and Wisdom-based skill checks
made during the next hour of game time.

Multiple Summoning
[General]
By sacrificing a spell you empower your
summoning magic, summoning two creatures where
you normally would have summoned only one.

40

Prerequisites: Spell Focus (Conjuration),


Spontaneous Summoner, ability to cast 5th-level
spells.
Benefit: When casting a summoning spell
you may, as a swift action, sacrifice any prepared
spell of a level equal to or lesser than the level of
the summoning spell cast. You simultaneously cast
another summoning spell (that you know) of onehalf the level the sacrificed spell (round up), both
summoning spells taking place at the same time.

modify the spell to deal nonlethal damage instead


of the indicated type of energy damage. The altered
spell uses a spell slot of the spells normal level.
The altered spell works normally in all respects
except the type of damage dealt.

Olfactory Fortitude
[Survivor]
No smell, no matter how unpleasant, can
adversely affect you.
Prerequisite: You must have failed a saving
throw against a spell, spell-like or supernatural
ability, or magic item whose effects depend on the
sense of smell
Benefit: You are immune to spells, spell-like or
supernatural abilities, or magic items whose effects
depend on overwhelming your sense of smell, such
as stinking cloud or a troglodytes stench.

Negative Energy
Resistance [Survivor]
You are less susceptible the life draining power
of negative energy.
Prerequisite: Con 15, You must have
permanently lost at least one level due to energy
drain.
Benefit: You gain negative energy resistance
equal to the total number of levels lost due to energy
drain by creatures like wights or spectres at the
time you take this feat. Thus, a character who had
previously lost two levels due to energy drain would
gain negative energy resistance 2, while one who
had lost only one level would gain negative energy
resistance 1. Should you lose additional levels after
taking this feat, your negative energy resistance does
not increase unless you choose to take this feat again,
in which case your resistance increases to your new
total levels lost.
This feat overlaps (and does not stack with) the
feat Negative Energy Buffer. If a character possesses
both feats, the level of Negative Energy Resistance
is deducted first, with any remaining negative levels
being absorbed by Negative Energy Buffer.

Opportunity Attack
[General]
You react quickly to opportunity in battle,
moving so fast that you can take advantage of
situations by inflicting multiple attacks at blinding
speed.
Prerequisites: Combat Reflexes, Dexterity
17+, Base attack bonus +6.
Benefit: You may make two attacks in a single
opportunity.
Normal: You may make only a single
attack against a target that provokes an attack of
opportunity.

Opportunity Spell
[Metamagic]

Nonlethal Substitution
[Metamagic]

You can cast spells with a range of touch as an


attack of opportunity.
Prerequisite: Quicken Spell, any one other
metamagic feat.
Benefit: When you make an attack of
opportunity you can cast any prepared spell with a
range of touch, if you have at least one hand free. For
this purpose only the spells casting time changes to
an immediate action. You may use this ability three
times a day.

You may cast some types of damage-dealing


spells, changing their damage type into nonlethal
damage.
Prerequisites: Any other metamagic feat,
Knowledge (arcana) 5 ranks.
Benefit: When employing a spell with the acid,
cold, electricity, fire, or sonic designator, you can

41

Planar Bond [General]

Normal: Attacks of opportunity can be made


only with melee weapons.

You possess an unnatural, powerful connection


a specific plane of existence, your body constantly
in tune with that plane or demiplane.
Prerequisites: Iron Will, Knowledge (the
planes) 16 ranks, must have spent at least one
month on a plane of existence other than your
home plane.
Benefit: When you select this feat you must
also select one plane or demiplane that you have
spent at least one month at. You may then once
per day, as a full-round action from any other
plane of existence, and on a successful DC 30
Knowledge (the planes) check open a portal
to your chosen plane or demiplane. This portal
remains open for a number of rounds equal to
your Intelligence modifier during which time you
and others may pass through it.

Overcast [General]
You burn your life force to strengthen your
spellcasting ability.
Prerequisite: Any metamagic feat.
Benefit: While casting a spell, you can choose
to increase your effective caster level by one, but in so
doing you suffer 1d8 points of damage. At 8th level,
you can choose to increase your effective caster level
by two, but you take 3d8 points of damage. At 15th
level, you can increase your effective caster level by
three, but you take 5d8 points of damage.
The effective increase in caster level increases
all caster level-dependent effects, such as range and
duration.

Perfect Balance
[General]

Planar Ghost [Epic]


You have visited so many planes of existence
that numerous shadow forms of yourself, planar
ghosts, exist across an unimaginable number of
planes of existence.
Prerequisites: Planar Shadow, must
have visited at least twenty different planes or
demiplanes.
Benefit: When you are killed you must make
a Will save (DC equal to 10 plus your character
level at the time of death). If successful, you are
not really killed but instead immediately shift your
soul to one of your planar ghosts of your choosing.
This planar ghost becomes you, retaining all of
your abilities and memories, though you lose all of
your equipment.
Additionally, you are immune to all divination
spells.

Your sense of balance is astounding, allowing


you to retain your footing at all times.
Prerequisites: Acrobatic, Agile, Athletic,
Acrobatics 10 ranks.
Benefits: You cannot be knocked prone.

Planar Blast [Epic]


Your body absorbs planar energy as you leap
between planes of existence, the energy coursing
through your veins waiting to be unleashed.
Prerequisites: Planar Bond.
Benefit: Once per day, at the loss of your ability
to open a portal to your bonded plane of existence
and as a full-round action that provokes attacks of
opportunity, channel planar energy through your
body into an explosive burst that inflicts a number
of six-sided dice of damage equal to your character
level to all characters and creatures within 30-feet
of your position. Affected characters and creatures
that make a successful Reflex save (DC 10 plus
one-half your character level (round down) plus
your Wisdom modifier) suffer half-damage.
You cannot use this feat when you are on your
bonded plane.

Planar Leap
[Spelltouched]
When you jump you can extend the distance
moved by passing through a separate plane of
existence.
Prerequisites: Exposure to plane shift.
Benefit: Whenever you jump you may, a
number of times per day equal to your Intelligence

42

bonus, tap into an external plane of existence


in order to leap farther than normal. You gain a
circumstance bonus to your Jump check equal
to one-half the number of ranks you possess in
Knowledge (the planes) (round down). Your
maximum jump distance is extended by a number
of squares equal to the number of ranks you possess
in Knowledge (the planes).
You must decide whether or not to use this
feat before making your Jump check.

twisting and tearing your very soul until a faint


shadow of yourself remains on all planes that you
have visited.
Prerequisite: Must have visited at least ten
different planes or demiplanes.
Benefit: You receive a +2 competence bonus
to Will saves when making a saving throw against
divination spells and magic used against you, such
as scrying. Your competence bonus increases by 1
to a maximum of +5 for every two new planes or
demiplanes that you visit after selecting this feat.

Planar Shadow
[General]

Planar Shove [Epic]


Your body retains a measure of extraplanar
energy after any planar journey, energy that you can
use to propel an opponent into the last plane that
you visited.
Prerequisites: Improved Bull Rush, Knowledge
(the planes) 12 ranks, you must have visited at least
a dozen different planes and/or demiplanes (not
counting your home plane).
Benefit: At any point within one hour of
arriving on a new plane of existence you may bull
rush an opponent in an attempt to shove that
opponent back into the plane that you recently left.
When using this feat, if you make a successful bull
rush attempt on an opponent, your opponent must
make a successful Reflex save (DC 10 plus onehalf your
character level (round down)
plus
your Strength modifier) or else be
shoved into the last plane that you
visited for a number of rounds equal
to the number by which you beat your
opponents Strength check to resist the bull
rush. If your opponent succeeds on the Reflex save
then the bull rush attempt completes normally.

Repeated interaction with planar travel has


split your essence into multiple components,

Poison Resistance
[General]
You are resistant to the effects of poison
Benefit: You gain a +4 bonus to any saving
throw to resist the effects of poisons, including
magical poisons.

43

Potion Mastery
[Item Creation]

Benefit: You may join hands with an ally and


increase you allys effective manifester level by one, but
in the process you suffer 1d10 points of damage. This
increase in manifester level stacks with any increase
your ally gains from the use of the Overchannel feat.

You are highly skilled at the creation of magical


potions.
Prerequisite: Brew Potion, Caster level 6th.
Benefit: You may brew two potions in a single
day, though you must pay the standard costs for each
potion.

Psionic Heart [Psionic]


You may temporarily strengthen your body
through psionic power.
Benefit: To use this feat, which requires an
immediate action, you must expend your psionic focus.
You gain a +4 bonus to Fortitude saves for a number of
rounds equal to your Wisdom modifier.
You must decide whether or not to use this feat
prior to making a Fortitude save. If your check fails,
you still expend your psionic focus.

Powerful Cohort
[General]
One of your followers is more powerful.
Prerequisites: Leadership, character level
16th.
Benefit: Select any one of your followers.
That individual has been hiding his true abilities
from you and others, biding his time as he watched
your actions to decide whether or not you were
the leader he has been searching for. Those chosen
characters actual level is twice what it has been
to this point increase the characters level and
abilities to his true level as he comes forward to
reveal his secret and pledge himself to your cause.
The chosen follower becomes a cohort.
If this elevated follower is ever lost in battle
you may expend 5,000 XP in order to elevate
another follower to replace the lost character.

Psionic Mastery [General]


You have achieved a degree of mastery over the
psionic art.
Prerequisites: Psionic Affinity, Psicraft 6 ranks,
Use Psionic Device 6 ranks.
Benefit: You gain a +4 benefit on all Psicraft and
Use Psionic Device checks. This stacks with the bonus
granted by the Psionic Affinity feat for a total bonus
of +6.

Psionic Void [General]


Through training and experience you have
developed your ability to negatively affect psionic
characters and creatures.
Prerequisite: Psionic Hole.
Benefit: In addition to the effects of the Psionic
Hole feat, any foe that possesses a psionic focus that
strikes you in melee combat must make a successful
Will save (DC 15 plus your Wisdom modifier) or be
stunned for 1d4+1 rounds.

Prone Defense [General]


You are an accomplished warrior, capable of
defending yourself against attack even when prone.
Prerequisites: Kneeling Defense.
Benefit: When you are prone, you gain a +6
bonus to Armor Class against ranged attacks, but take
a -2 penalty to Armor Class against melee attacks.
Normal: A prone defender gains a +4 bonus to
Armor Class and suffers a -4 penalty to Armor Class
against melee attacks.
Special: A fighter may select Prone Defense as
one of his fighter bonus feats.

Puppeteer [General]
Your knowledge of and connection with
constructs enables you to assume temporary control of
their actions.
Prerequisites: Craft Construct, Knowledge
(arcana) 16 ranks, ability to cast 9th-level arcane
spells.

Psionic Gift [Psionic]


You can elect to channel your life force into a
companion, strengthening that individuals powers.
Prerequisite: Overchannel.

44

Benefit: Once per day, as a full-round action,


you may sacrifice any prepared arcane spell to release
a cloud of arcane energy that settles over a construct
of your choice (that is within your line of sight). The
chosen construct must make a successful Will save
(DC 10 plus your caster level) or fall under your
control for a number of rounds equal to the level
of the spell that you sacrificed. For as long as the
construct is under your command you may order it
about as an immediate action.

Prerequisites: Dexterity 17+, Manyshot, Point


Blank Shot, Rapid Shot, Base attack bonus +6.
Benefit: You may fire arrows for a number of
rounds equal to your Dexterity modifier without
making attack or damage rolls; you launch the arrows
high into the air so that they fall on a designated
area a number of adjacent squares equal to your
Dexterity modifier anywhere within range on the
round after you fire the last volley. All characters
and creatures in the affected area during the round
in which the arrows rain down suffer 2d6 points of
damage x the number of rounds arrows were fired
as the arrows return to earth, impacting anything in
their path; those that make a successful Reflex save
(DC 15 + the total number of arrows that you fired)
suffer only half damage.
If you are interrupted while using this ability and
do not fire arrows each round keep track of how many
arrows that you fired and continue to count rounds;
the arrows fired before you were interrupted are still
airborne and will return though they inflict only 2d6
points of damage (1d6 on a successful Reflex save) to
all characters and creatures in the targeted area.

Quick Learner [General]


You learn quicker than most others.
Prerequisite: Intelligence modifier +3.
Benefit: You are treated as having one extra
level when determining your special class abilities.
This applies to class abilities, and not save or attack
bonuses, hit dice, or spellcasting.
Special: You may take this feat multiple times,
once for each character class you posses.

Radiant Blast [General]


Once per day you may release the holy power
of your god, enveloping everything near you in
cleansing, holy power that heals those of a pure heart
and inflicts suffering upon evil creatures foolish
enough to approach you.
Prerequisite: Smite Evil/3 day
Benefit: Once per day, as a free action and in
place of three uses of smite evil for that day, you
may release a blast of holy energy that heals all
good-aligned characters (2 hp/paladin level) and
wounds all evil-aligned characters (1 hp/paladin
level. This blast affects all good-aligned characters
and creature within 30-feet of your position and is
an instantaneous effect.
Special: Undead creatures suffer1d10 points of
additional damage when struck by radiant blast.

Reclaim Necromantic
Energy [General]
You may take back the power youve invested
in your undead creations, using it to bolster your
own abilities.
Prerequisites: Spell Focus (Necromancy),
any metamagic feat.
Benefit: You may, as a full-round action when
adjacent to any undead creature that you created
and that you still control, extend your open hands
and chant a secret string of command words that
suck the energy from that particular undead
creation. You gain a caster level bonus on your
next cast spell equal to the number of HD of the
targeted undead. This action completely destroys
your undead creation, reducing it to nothing more
than a pile of ash.
You retain this caster level bonus for a period
of 24-hours or until youve cast a spell, whichever
comes first.

Rain of Arrows
[General]
You can fire multiple arrows over several
seconds, your precision and timing so remarkable
that the arrows descend on a specified area at the
exact same second.

45

Recognize Objects
Weakness [General]

Reflexive Shot [General]


You react quickly to danger, firing an arrow
before anyone involved in an encounter can react.
Prerequisites: Improved Initiative, Lightning
Reflexes, Base attack bonus +4.
Benefit: If you have a missile weapon drawn
and ready when you encounter a foe you may make
a single attack before rolling for initiative. If your
target is flat-footed you gain a circumstance bonus
to damage equal to your base attack bonus.

Your knowledge of crafting items allows you


to recognize and exploit structural weaknesses
in objects.
Prerequisites: Craft (weaponsmithing) 8
ranks, Craft (armorsmithing) 8 ranks, any other
three Craft skills at 8 ranks/each.
Benefit: When attacking any inanimate object,
either carried or not, treat the objects hardness as
one-half its actual value (round down).

Refuse to Fall [General]


Your body is stubborn, allowing you to fight for
as long as you are threatened and adrenaline courses
through your blood.
Prerequisites: Endurance, Great Fortitude,
Self-Sufficient.
Benefit: Whenever your hit points are reduced
to 0 or less there is a chance that you will not fall
but will instead continue fighting. For each round
that your hit point total is below 0 you must make
a Fortitude save, DC determined by the following
table:
Current Hit Point Total
0 to -5
-6 to -10
-11 to -15
-16 to -20
-21 to -25
-26 to -30
-31 to -35
-36 on . . .

Fortitude DC
12
16
20
24
28
32
36
40

If you succeed your Fortitude save then you


continue standing and fighting. As soon as you fail
your Fortitude save you suffer the effects of your
current hit point total.
At the end of the encounter you immediately fall
victim to your current hit point total.

Rest in Peace [Survivor]


Should you die, your body and soul will gently
repose unless called back by your deity.

46

Sacrificial Spellcasting
[General]

Prerequisite: You must have been reduced to


0 or fewer hit points by an undead creature that
can create spawn and survived; Patron deity
Benefit: You cannot become the spawn of any
undead creature. Should you be killed by an undead
create that can create spawn, you will not rise as
one of them but will remain dead until restored to
life by a cleric of the deity you worship.

You can willingly sacrifice attribute points in


order to empower cast spells.
Prerequisite: Empower Spell.
Benefit: A number of times per day equal to your
caster level you may reduce any one of your attribute
scores by 2 points in order to double all variable,
numeric effects of a spell. Saving throws and opposed
rolls are not affected, nor are spells without random
variables.
The attribute reduction is treated as attribute
damage which must be recovered as detailed in the
SRD.

Return Arrow [General]


When you grab an opponents arrow from
the air and if you have a bow in hand you may
immediately fire it.
Prerequisite: Dexterity 18+, Snatch Arrow
Benefit: As long as you have a bow in hand, you
may immediately fire a snatched arrow back at the
attacker at a 2 attack penalty. This is a free action.

School Resistance
[General]

Reverse Grapple
[General]

You are resistant to the effects of a single


school of magic.
Benefit: You gain a +3 bonus to any
saving throw made the resist spells, spell-like or
supernatural abilities, or magic items whose effects
come from a particular school of magic, such as
evocation, divination, or enchantment.
Special: A character can take this feat
multiple times. Its effects do not stack. Each time,
he chooses a new school of magic.

When grappled by an opponent, you can


immediately reverse the situation.
Prerequisites: Improved Grapple, Improved
Unarmed Strike, Bluff 6 ranks.
Benefit: When resisting a grapple, the instant
your opponent wins the initial grapple check, you
may make a Bluff check against your opponents
Sense Motive. If you succeed, you reverse the
situation and have managed to successfully grapple
your opponent. You may not use this feat on grapple
attempts that you initiate.

Second Sight [General]


Your mind is attuned to the energies of the
Ethereal Plane, allowing you to sense invisible
creatures and objects.
Prerequisite: Wisdom 15, Alertness
Benefit: You gain a +4 bonus to Spot checks
to notice the presence of an active invisible creature
within 30 feet of yourself. In addition, you do not
lose your Dexterity bonus to Armor Class when
attacked by an invisible opponent. Neither does
an invisible opponent get a +2 bonus to hit you
as usual. However, ranged attacks by an invisible
opponent still ignore your Dexterity bonus to
Armor Class and gain a +2 bonus to attack.
Special: This +4 bonus to Spot checks does
not stack with the bonus gained through the
Alertness feat.

Running Strike
[General]
You attack opponents as you run past them.
Prerequisites: Dexterity 17.
Benefit: When running in a straight line
you may make a single melee attack against any
opponent that you move past during your run
you may move both before and after this attack.
Attempting a Running Strike during your turn
reduces your running speed to three times your
speed (two times your speed if youre in heavy
armor).

47

Sense Injustice
[General]

increase the DC of the required Strength check by 10.


If you are successful then you shatter the bars or gates
in your hands, your strength reducing the obstacle to
scrap. If you fail, and as long as you rolled a 2 or higher,
then you successfully bend the iron bars or lift the gate
in question.

Youre so attuned to the holy powers of your


lawful good deity that you can sense the crimes of
those near to you.
Prerequisite: Lawful good alignment, ability
to cast 3rd- level divine spells.
Benefit: Once per day, as a full round action,
you may use this feat. For a number of rounds
equal to your Charisma bonus all of those within
30 ft. of your position that have committed crimes
within a number of days equal to your Charisma
bonus appear to you as dark, evil souls, their bodies
enflamed in a dark radiance that only you can see.

Shield of Scrolls
[General]
By tapping into your talents as an arcane
spellcaster you can transform magical scrolls into a
defensive shield.
Prerequisites: Scribe scroll, ability to cast 2ndlevel arcane spells.
Benefit: A number of times per day equal to onehalf your character level (round down), as a full-round
action, you may grab a dozen scrolls from a pouch,
satchel, or other item on your person and sacrifice
one prepared spell to create a magical shield crafted
completely from the chosen scrolls. This shield of
scrolls acts exactly like the shield spell except that the
effective caster level is equal to your own arcane caster
level plus the level of the sacrificed spell. Once this
shield vanishes the scrolls automatically return to the
container from which you drew them.

Shadow Caster
[General]
You are most comfortable casting spells
beneath the cover of darkness.
Prerequisite: Darkvision, Ability to cast 3rdlevel arcane spells.
Benefit: Arcane spells with the [Evil] and
[Darkness] descriptors that you cast at night,
or in a darkened environment (such as deep
underground), are more powerful, all leveldependant effects increased as if your caster level
was one higher than your actual level.

Shifting Abilities
[General]

Sharp Bargainer
[General]

One of your ancestors was a horrific lycanthropic


creature. You possess a mild, controllable ability to
transform your natural strength, intelligence, and
other abilities at will.
Benefit: Once per hour, as a full-round action,
you may willingly alter your body and mind in order
to change your ability scores. Transfer up to 6 points
(in even increments) amongst your six abilities: no
more than 4 points subtracted from or added to
any one ability. If this ability score shift affects any
feat or prestige class prerequisites you lose access to the
appropriate feat or class effects until your ability scores
return to a state at which you meet the necessary
prerequisites.
You may never decrease an ability score to less
than 3 through the use of this innate ability.
Special: This feat may only be selected at 1stlevel.

Youre skilled at the art of bargaining and can


manipulate most deals to benefit yourself.
Prerequisites: Persuasive.
Benefit: The amount that you receive when
selling items is increased by 5% while the cost of
goods that you buy are decreased by 5%.

Shatter Bars and Gates


[Epic]
You can summon your inner strength, unleashing
all of your fury as you rip apart obstacles.
Prerequisites: Bend Bars/Lift Gates.
Benefit: Whenever using your strength to
attempt to bend bars or lift gates you may elect to

48

Shift Enhancement
[General]

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.

Your talent with magic allows you to shift the


benefits of magical effects to a form that better
interacts with other magical enhancements.
Prerequisites: Any metamagic feat.
Benefit: Once per day, as an immediate
action and for a number of rounds equal to your
caster level, you may change any one enhancement
bonus currently affecting you to a new bonus
type, greater enhancement. As a new bonus
type, a greater enhancement bonus stacks with an
enhancement bonus.

Sleeping Mind
[Spelltouched]
Your unconscious mind instantly drops into
a deep sleep whenever you are targeted by mindaffecting spells.
Prerequisite: Exposure to sleep spell.
Benefit: You gain a +4 bonus to Will saves
against spells with the [Mind Affecting] descriptor.

Social Graces [General]

Shorten Spell
[Metamagic]

You are exceptionally skilled at social


conversation, diplomatic discussion, and displaying
the proper etiquette in the presence of royalty and
nobility.
Prerequisites: Investigator, Negotiator.
Benefit: You gain a +4 insight bonus to all
Gather Information and Knowledge (nobility and
royalty) checks.

You can prepare spells at a lower level by


decreasing their duration.
Prerequisite: Extend Spell.
Benefit: A shortened spell last half as long as
normal (round all odd results down). A spell with
a duration of less than two rounds is not affected
by this feat. A shortened spell uses up one spell slot
level lower than the spells actual level.

Sphere of Air [General]


You may transform your unused spells into a
pocket of air that extends around you, allowing you
and others within it to breathe normally despite
environmental conditions.
Prerequisites: Caster level 3+.
Benefit: You may, as a free action, sacrifice any
prepared spell in order to create a magical sphere that
extends around you a number of feet equal to your
caster level plus your Intelligence or Wisdom modifier
(whichever is higher). For a number of rounds equal
to the level of the spell sacrificed this sphere holds
breathable air, allowing you and all others within
the sphere to breathe normally. If created within
an adverse condition, such a as a toxic cloud or
underwater, this sphere or air transforms whatever is
within the affected area into harmless, breathable air.
This magical sphere ceases to exist only when it
expires or you are rendered unconscious or slain. The
sphere generated by this feat has no further effect
beyond containing a pocket of breathable air around
you.

Sight that Pierces


the Dark Veil [General]
Your nightvision is slightly better than those
of others of your race.
Prerequisite: Does not possess darkvision as
a natural ability.
Benefit: You gain darkvision with a range of
15 ft.

Skill Beyond Your


Years [General]
Select any one skill, such as Climb. You have
a deep understanding of that skill and possess
knowledge beyond that normally allowed.
Benefit: Your maximum skill ranks in the
chosen skill, whether it is a class skill or cross-class
skill, is equal to your character level +5.
Normal: Your maximum skill rank is equal to
your character level +3.

49

Spirit Burst [Spirit]

Fortitude save (DC 15 + your Charisma modifier)


are deafened for only a single round, regardless of
your Charisma modifier.
Additionally, all characters and creatures within
the affected area must make a successful DC 20
Will save or become shaken for a number of rounds
equal to your Charisma modifier.

You can redirect the spirit energy away from


you and release it as a concentrated burst the
wounds those around you.
Prerequisites: Spirit Shield.
Benefit: When encased in a shield of spirits
you may, as a swift action at any point during the
spirit shields duration, elect to release the spirit
energy in an explosive blast that radiates outward
in all directions a number of squares equal to
one-half your character level (round down). The
explosion of spirits washes over all within range,
inflicting 2d6 (plus your character level) points of
nonlethal damage. The spirits disperse swiftly once
released you may not draw upon any other spiritrelated feat for 4d6 rounds after using this feat.
Special: This feat increases the number of
times that you may use spirit shield each day by
one. You may select this feat multiple times, each
time increasing your spirit shield uses by one and
increasing the damage dealt by your spirit burst by
1d6.

Spirit Gate [Spirit]


You use your connection to the spirit realm to
open a gate through which only you may pass.
Benefit: Once per day, as a swift action, you
tap into the realm of spirits and summon forth
a towering planar gate comprised entirely of
screaming, terrible spirits. The gate connects to any
plane of existence of your choosing, so long as it is
a plane of existence that you have visited within the
last 24-hours. The gate remains in existence for a
number of rounds equal to your Charisma modifier
during which time you may move freely through the
gate though no others may pass through it. As soon
as the gate expires it vanishes in a blinding flash of
spiritual energy; all within visual range of the gate
must make a DC 15 Reflex save or be blinded for
1d4 rounds.
Additionally, tapping into the spirit realm to
use this feat severs your connection to the spirit
realm for a number of minutes equal to 20 minus
the number of rounds that the gate remained open.

Spirit Charge [Spirit]


You summon the spirit energy, directing it
to empower your legs, strength, and soul, which
provides you with a more powerful charge attack.
Prerequisites: Base attack bonus +5.
Benefit: Once per day your charge may pass
through a number of squares equal to one-half your
character level (round down) that would otherwise
be considered blocked, your body melding with
the spirits and becoming insubstantial for a brief
second.

Spirit Grapple [Spirit]


The spirits around you come to your aid,
helping you to hold an opponent tight.
Prerequisites: Improved Grapple.
Benefit: A number of times per day equal to
one-half your character level (round up) you may
empower your body with spirit energy, gaining a +4
bonus on all grapple checks made within the next
10 rounds. This bonus stacks with the +4 bonus
granted by Improved Grapple (for a total of +8).
If your opponent is a divine spellcaster your
total bonus is increased to +10 (+6 for this feat
and +4 for Improved Grapple); spirits have a much
easier time interacting with those that have devoted
their lives to communicating with the deities and
interacting with the undead and religion.

Spirit Cry [Spirit]


At your command the spirits that are near you
give off a terrible, painful cry that affects everyone
but yourself.
Benefit: Once per day, as a free action, you
may direct the spirits around you to cry out. All
characters and creatures not touching a part of
your body, and within a number of feet of your
location equal to twice your character level, are
deafened for a number of rounds equal to your
Charisma modifier. Those that make a successful

50

Spirit Host [Spirit]

Spirit Rage [Spirit]

You open your body to the spirits, allowing


them to possess your form for a limited amount of
time, during which you gain abilities unlike those
you normally possess.
Prerequisites: Character level 15+.
Benefit: Once per day, as a full-round action,
you may absorb the spirit energy that fills the
world in order to become someone that you are
not. For a number of rounds equal to one-half your
character level (round down) plus your Wisdom
modifier replace all of your statistics and abilities
with those of any other character of a level equal to
(or lesser than) your own.

When raging, you have the ability to transform


yourself into a being of spiritual energy that can
equally affect the spirit realm and the real world.
Prerequisites: Rage ability.
Benefit: Once per day, as a free action when
you activate your Rage ability, you become a being
of spiritual energy and are an incorporeal creature.
You may interact with the material world during
this time, and your attacks and damage inflicted
may harm corporeal or incorporeal creatures.
Once your Rage ends the spirits that bonded
to you and changed you into a being of spiritual
energy are released in an explosion that inflicts 1d4
points of damage to all characters and creatures
within a number of squares of your location equal
to your Charisma modifier.

Example: A Fighter 10/Wizard 8 that uses this


ability could become, for a limited time, a Thief 18, a
Cleric 18, or any other class combination that totals
18 levels. It is recommended that the player prepare
the statistics for this temporary character ahead of
time, or draw statistics from a sourcebook.

Spirit Shield [Spirit]


You may call to the spirit realms for
protection.
Benefit: Once per day you may call a spirit
shield. This shield, appearing as a gaseous mass of
screaming, moaning creatures, extends out in all
directions a number of feet equal to your character
level. The spirit shield grants you and all others
within its borders a +6 shield bonus to AC.
Additionally, all those who touch the spirit shield
by passing through it, for example must make
a Will save (DC 15 + your character level) or be
shaken for 2d4 rounds. Designated allies selected
at the time of calling this shield need not make
the Will save if they touch the shield.
A spirit shields duration is equal to one-half
the characters level (round down, minimum 1).

For as long as you are a different character all


of your belongings and your body itself vanish
into an adjacent plane that cannot otherwise be
reached. For the duration of this possession you
are the chosen character, your own mind and
abilities gone, though who you have become
retains a connection to your original self and acts
as you require.

Spirit Mount [Spirit]


You call the spirit energy to you and create a
temporary mount.
Benefit: Once per day, as a full-round action,
you may tap into the spirits and generate an
invisible, spirit mount. This mount is identical to a
heavy horse in all abilities except that it is a being
of pure spiritual energy. For as long as you ride the
mount you are also spiritual energy both mount
and rider are treated as incorporeal creatures. The
mount remains in existence until you dismount
or a number of hours equal to your character level
have passed.
Once the mount fades from existence you are
left exhausted.

Spirit Shot [Spirit]


You may direct the spirit energy around you
into an arrow, crossbow bolt, or other type of
ammunition used by a ranged weapon that you are
proficient with.
Prerequisites: Proficiency with a ranged
weapon.
Benefit: A number of times per day equal to
one-half your character level (round up) you may
imbue a single round of ammunition with spirit

51

Spirit Abilities

Spirit Strength can be a valuable feat to any character but wouldnt it be nice to boost other abilities
in this manner? The following feat, Spirit Wisdom, shows how quick and easy it is for a DM or player
to adapt this feat to other abilities.

Spirit Wisdom [Spirit]


You absorb the spirit energy that surrounds you and release it into your body, improving your
willpower, perception, and intuition.
Prerequisite: Base Will save 4+.
Benefit: Once per day, as an immediate action, you gain a +6 inherent bonus to Wisdom for a
number of rounds equal to your character level.
energy. The ammunition retains this energy for a
period of 24 hours and, if used in during the time,
grants a +1d6 enhancement bonus to damage.
Targets that suffer damage from a spirit shot
arrow, crossbow bolt, or other ammunition must
make a successful DC 20 Will save or be sickened
for 1d4+1 rounds.

physical strength.
Prerequisite: Base Will save 4+.
Benefit: Once per day, as an immediate
action, you gain a +6 inherent bonus to Strength
for a number of rounds equal to your character
level.

Spirit Stride [Spirit]

Spirit Spell [Spirit]


You may overload your body on spirit energy,
trapping it within yourself in order to increase
your spellcasting abilities.
Benefit: Once per day, as a full-round action,
you may absorb a dangerous amount of spirit
energy to regain spell slots for that day. For every
point of Constitution damage that you willingly
suffer when activating this feat you regain one
spell slot level 2 points of damage would regain
a level one slot, 3 points of damage would regain a
level two slot, and so on.

Your feet enter the spirit realm, permitting


you to pass through difficult terrain and some
obstacles without penalty.
Benefit: A number of times per day equal to
one-half your character level (round down), as a
free action and for a number of rounds equal to
your Charisma modifier, you may will the lower
half of your body to enter the spirit realm. For the
duration of this feats effect you may pass through
difficult terrain and obstacles that extend no
higher than your waist without suffering any
penalties to your speed.

Spirit Sight [Spirit]

Spirit Strike [Spirit]

You may channel your connection to the spirit


realms in order to see what others cannot.
Benefit: A number of times per day equal
to one-half your character level (round down,
minimum 1), you may use see invisibility as a 6th
level spellcaster. This is a free action.

Your connection to the spirit realms may be


called upon to attack opponents.
Prerequisite: Charisma 13.
Benefit: A number of times per day equal to
your Charisma modifier, as a free action, you may
speak to the spirit realm and draw forth a stream
of incorporeal power that may then be directed
at an opponent. This stream of power appears as
a swarm of spirits that streak forth against the
chosen target, unerringly striking the target and

Spirit Strength [Spirit]


You absorb the spirit energy that surrounds
you and release it into your body, amplifying your

52

Split Second Power


Attack [Epic]

inflicting 2d6 points of damage. Additionally, the


target and all others within 10-feet of the target
must succeed on a DC 15 Fortitude save or
immediately be stunned for 1d3 rounds.

Your physical combat prowess is finely tuned


to the point that you can shift your muscles at the
last second in order to deliver a more powerful
blow.
Prerequisite: Strength 15+, Power Attack.
Benefit: After rolling to attack with a twohanded weapon, or a one-handed weapon used
with two hands, you may subtract a number of
points from your attack roll up to your base attack
bonus and add a number equal to that subtracted
to your damage roll. The final effect of this feat is
identical to Power Attack; the only difference is
that you may subtract points from your attack roll
after you have made the roll.

Spirit Sunder [Spirit]


When making a sunder attempt against an
opponent you may call upon the spirits to aid you
in your sunder attack.
Prerequisites: Improved Sunder.
Benefit: A number of times per day equal to
your Charisma modifier, as a free action and when
making a sunder attempt, you call forth a swarm of
spirits from the spirit realm. These spirits cling to
you, wrapping you in a shimmering green light and
granting you a spirit bonus to your sunder attempt
equal to one-half your character level (round
down). As soon as the sunder attempt is made the
swarm of spirits, wailing and moaning, abandons
your body and binds itself to your target (even if the
sunder attempt failed), inflicting your chosen target
with a -1 penalty to all attack and damage rolls for
one round after which point the swarm of spirits
vanishes.

Spontaneous Evoker
[General]
You may exchange prepared arcane spells for
evocation spells at will.
Prerequisites: Spell Focus (Evocation),
ability to cast 3rd-level spells.
Benefit: You may channel stored spell energy
into evocation spells that you did not prepare
ahead of time. You can lose any prepared spell in
order to cast any evocation spell of the same level
or lower as the lost spell at any time.

Spirit Touched [General]


You are attuned to the spirit realms and may
speak with the dead.
Prerequisite: Must have suffered damage from
an incorporeal creature.
Benefit: You gain a +2 bonus on all Will saving
throws. Once per week you may cast speak with
dead as a 10th level cleric.

Spontaneous Summoner
[General]
You may exchange prepared arcane spells for
summoning spells at will.
Prerequisites: Spell Focus (Conjuration),
ability to cast 3rd-level arcane spells.
Benefit: You may channel stored spell energy
into Conjuration (Summoning) spells that you
did not prepare ahead of time. You can lose any
prepared spell in order to cast any Conjuration
(Summoning) spell of the same level or lower as
the lost spell at any time.

Spirit Track [Spirit]


The spirits are all around us, watching our every
move. Your connection to the spirit world enables
you to tap into the spirit knowledge when tracking
an opponent.
Prerequisite: Track.
Benefit: When tracking an opponent, you
may elect to either move at your normal speed with
no penalty on your Survival check or at half your
normal speed and gain a +5 to your Survival check.

53

Stack Arcane
Enhancements [General]

Steely Resolve
[General]

By expending arcane energy you are able to meld


two magical effects, gaining a greater enhancement
than is normally allowed.
Prerequisites: Any two metamagic feats,
ability to cast 5th-level arcane spells.
Benefit: As a swift action you may sacrifice a
prepared arcane spell in order to take advantage of
two separate enhancement bonuses at once. For a
number of rounds equal to the level of the sacrificed
spell the two enhancement bonuses stack and create
a single, more powerful enhancement bonus.
Normal: Enhancement bonuses do not stack.

You have a firm grasp on reality and few things


can undermine it.
Prerequisite: Wis 13
Benefit: You can ignore a limited amount of
Wisdom ability damage from the effects of madness
per day. The amount of ability damage ignored is
equal to double your current Wisdom modifier.
Thus, if a character has Wisdom 13, he may ignore
2 points of Wisdom damage from madness effects
per day, while a character with Wisdom 17 may
ignore 6 points of Wisdom damage. Should your
Wisdom modifier increase after you have taken
this feat, so do its effects.

Staggering Blow
[General]

Stone Faced [Survivor]


Neither the gaze of the medusa nor the basilisk
holds any fear for you.
Prerequisite: Must have been petrified and
restored to normal.
Benefit: You are immune to the supernatural
ability Petrifying Gaze. You are not, however,
immune to petrification by other means, such as a
cockatrices bite or the flesh to stone spell.

When attacking with a bludgeoning weapon


you can attempt to stagger a foe.
Prerequisite: Power Attack.
Benefit: A number of times per day equal to
your Strength modifier, when you make an attack
with a bludgeoning weapon but before you roll to
attack, you may attempt to stagger your opponent.
If you successfully strike your opponent then
the targeted character or creature must make a
Fortitude save (DC 10 plus one-half your character
level (round down) plus your Strength modifier) or
be staggered by the attack for a number of rounds
equal to the number of dice of damage the weapon
typically inflicts on a successful hit. The targeted
character or creature is otherwise unaffected by this
attack.
Special: A fighter may select Staggering Blow
as one of his fighter bonus feats.

Strike from on High


[General]
Through extensive training and experience
you have learned to take better advantage of the
high ground.
Prerequisites: High Ground Attack, Base
attack bonus +4.
Benefit: Your bonus to melee attacks when
you are on high ground is increased to +3.
Additionally, you gain a +2 bonus to ranged
attacks when you control the high ground.
Special: A fighter may select Strike from on
High as one of his fighter bonus feats.

Steady Feet [General]


Your feet are solidly planted on the ground.
Benefit: You gain a +4 bonus to Dexterity and
Strength checks used to resist trip attacks made
against you. In addition, an opponent must be two
size categories larger than you before he gains a +4
bonus to his trip attempt.
Normal: An opponent gets a +4 bonus for
every size category he is larger than Medium.

Strong Willed
[General]
Your mind is particularly unruly and difficult
to control.

54

Suffocating Spell
[Metamagic]

Prerequisite: Iron Will


Benefit: You gain a +2 bonus to Will saves
against all spells, spell-like abilities, magic items, or
other effects that attempt to control your mind. In
addition, you have twice as many opportunities to
break free from any effects that give you one. For
example, an aboleths supernatural enslave ability
grants anyone affected by it the opportunity
to make a Will save in order to break free every
24 hours. A character with this feat gets an
opportunity every 12 hours.
Special: This bonus stacks with other bonuses
to Will saves, including those that specifically resist
mind-affecting magic.

You may infuse your damage-inflicting spells


with a secondary effect that sucks the air out of
your target and leaves behind an airless pocket,
centered around the target.
Benefit: Opponents injured by a suffocating
spell are immediately subjected to a Constitution
check to resist suffocation (DC equal to your
caster level plus Intelligence modifier plus the
spells base level). For a number of rounds equal
to the level of the spell cast, the target is without
air and the DC to resist suffocation increases by

55

Benefit: At any time that you begin to suffer


the effects of starvation you may, as an immediate
action, tap into an alternate timestream in order to
transfer sustenance to yourself from an alternate
time. You are shaken for a number of rounds equal
to the number of days that you went without food
(minimum of one) but are otherwise unaffected by
the experience.
Special: Use of this feat increases your temporal
dissonance score by 1.

1 for each round that passes. If the target fails the


Constitution check to resist suffocation, before the
spells effect expires, the target immediately suffers
the effects of suffocation (see the SRD).
A suffocating spell uses up one spell slot three
levels higher than the spells actual level.

Surefooted [General]
Youre steady on your feet, capable of moving
through rough terrain with little difficulty.
Prerequisites: Acrobatic, Alertness, Athletic.
Benefit: Difficult terrain has little effect on
you a square of difficult terrain does not count
as 2 squares of movement for you. If you encounter
terrain with a cost in movement of more than 2
squares that terrains movement cost is reduced by
1 square for you.
Normal: Each square of difficult terrain counts
as 2 squares of movement.

Temporal Flank
[Timebound]
By manipulating the flow of time you can use
alternate selves to permit you to flank opponents.
Benefit: A number of times per day equal to the
total number of timebound feats that you possess, as
a swift action, you may tap into the timestream and
gain a +2 flanking bonus against a single opponent
for one round; your past, future, and alternate selves
fulfill the flanking requirements for this round.
Special: Use of this feat increases your temporal
dissonance score by 1.

Swift Strike [Psionic]


You can move with blinding speed with a
weapon that you have charged with psionic power.
Prerequisite: Psionic Weapon.
Benefit: By reducing the amount of extra
damage to 1d6 when using your Psionic Weapon
feat, you may make the attack as a swift action. You
must decide to use this ability before making either
the attack or damage roll.

Temporal Health
[Timebound]
You steal vitality and health from your future
self, keeping yourself living today at the cost of
suffering pain tomorrow.
Benefit: A number of times per day equal
to the total number of timebound feats that you
possess, as an immediate action, you reach through
the timestream to your near-future self and steal hit
points in order to heal yourself. You must select one
day out of the next seven to borrow hit points from
and then write down the exact day and number of
hit points borrowed (each time you use this feat you
may borrow a number of hit points equal to your
character level plus the number of timebound feats
that you possess); once the chosen day arrives you
lose the designated number of hit points.
Special: Use of this feat increases your temporal
dissonance score by 1.

Swords as a Shield
[General]
You are adept at using your swords as a shield
during combat.
Prerequisites: Weapon Focus (any sword),
Two-Weapon Fighting.
Benefit: When wielding a sword in each hand
you gain a +2 shield bonus to defense, as you employ
the swords to defend yourself. Your combat abilities
are unaffected.

Temporal Feast
[Timebound]
You fight off the effects of starvation by drawing
upon an alternate timestream.

56

Temporal Metamagic
Spell [Timebound]

Prerequisites: Any two other timebound feats.


Benefit: A number of times per day equal to the
total number of timebound feats that you possess, as
a swift action, you tap into the flow of time and wrap
yourself in a shimmering aura of temporal energy. For
a number of rounds equal to one-half your character
level (round down), you act as if under the effects of
a haste spell.
Special: Use of this feat increases your temporal
dissonance score by 1.

You may use tomorrows metamagic feat


today.
Prerequisites: Any three metamagic feats,
ability to cast 5th-level spells.
Benefit: A number of times per day equal
to your caster level, as an immediate action, you
reach through the timestream to your near-future
self and tap into a metamagic feat (that you already
possess) to amplify the effects of a spell cast
today. An appropriate spell of your choice is cast
today as if it had been prepared with the selected
metamagic feat, without increasing the spell slot
requirements of the spell. You must select one
day out of the next seven to borrow a metamagic
feat from and then write down the exact day and
metamagic feat borrowed; once the chosen day
arrives you lose access to the selected metamagic
feat as well as access to your highest level spell
slot for that day.
Special: Use of this feat increases your
temporal dissonance score by 1.

Temporal Strike
[Timebound]
By tapping into the flow of time your past and
future selves help to guide your hand in battle.
Benefit: A number of times per day equal to
your base attack bonus, as a free action, you may use
the flow of time to gain an insight bonus to an attack
equal to the total number of timebound feats that
you possess.
Special: Use of this feat increases your temporal
dissonance score by 1.

Temporal Turning
[Timebound]

Temporal Power Attack


[Timebound]

You alter the flow of time in order to subject


undead creatures to your future turn dead power.
Prerequisites: Ability to turn undead.
Benefit: A number of times per day equal to
the number of timebound feats that you possess,
as a full-round action that provokes attacks of
opportunity, you reach through the timestream
to your near-future self and use a turn undead
attempt from the future today. Make your turn
undead check normally. You must select one day
out of the next seven to borrow a turning attempt
from and then write down the exact day; once
the chosen day arrives you lose on turn undead
attempt for that day.
Special: Use of this feat increases your
temporal dissonance score by 1.

You take advantage of your control over


time to draw power from alternate timestreams,
instantly rewriting history to better suit your own
needs.
Prerequisite: Strength 15+, Power Attack,
Split Second Power Attack.
Benefit: After rolling damage for an attack
amplified by Power Attack or Split Second Power
attack the player may, a number of times per day
equal to the number of timebound feats that the
character possess as a free action, re-roll damage and
use the better of the two rolls.

Temporal Speed
[Timebound]
Your knowledge of the flow of time allows you
to temporarily draw upon temporal forces in order
to move faster than those around you.

57

Terrifying Spell
[Metamagic]

Time Shield [Timebound]


You swirl the flow of time around yourself,
creating a temporary barrier against the effects of
temporal energy.
Benefit: Once per day, as an immediate action,
you may erect a barrier of temporal energy around
your own square and a number of adjacent squares
equal to the number of timebound feats that you
possess. All characters and creatures within this
barrier, including yourself, gain a bonus equal
to your character level to all saves made to resist
temporal effects or time-based spells. This barrier
remains in existence for a number of rounds equal
to your current temporal dissonance score and if
you move, the barrier moves with you. As a free
action for as long as the barrier exists you may
warp it to cover different, adjacent squares.
Special: Use of this feat increases your
temporal dissonance score by 1.

You may meld mind-affecting, fear effects to


any damaging spell that you cast.
Prerequisites:
Greater
Spell
Focus
(Necromancy).
Benefit: Opponents injured by a terrifying spell
must make a successful Will save (DC equal to your
caster level plus the amount of damage dealt by the
spell) or become frightened for a number of rounds
equal to the actual level of the spell cast. A terrifying
spell uses up one spell slot three levels higher than
the spells actual level.

Through the Shield


[General]
You know exactly where to attack a shield
in order to shatter it, striking through it to your
opponent.
Prerequisites: Improved Sunder, Recognize
Objects Weakness.
Benefit: When making a sunder attempt
against an opponents shield you gain a +10 insight
bonus to your attack and, on a successful attack, a
+2d6 bonus to damage. If this attack destroys your
opponents shield your opponent suffers a number
of points of damage equal to your Strength modifier
plus your base attack bonus.
Special: A fighter may select Through the
Shield as one of his fighter bonus feats.

Tiring Spell [Metamagic]


You may infuse your damage-inflicting spells
with a secondary effect that tires those wounded
by your spells.
Benefit: Opponents injured by a tiring spell
must make a successful Will save (DC equal to
your caster level plus Intelligence modifier plus the
spells base level) or become fatigued for a number
of rounds equal to the actual level of the spell cast.
A tiring spell uses up one spell slot three levels
higher than the spells actual level.

Time Scarred
[Spelltouched]

Touch of Death
[Survivor]

Through past experience with temporal magic


you have discovered how to make minor adjustments
to the flow of time for your benefit.
Prerequisites: Exposure to any temporal-based
or time-affecting spell, such as temporal stasis or
time stop.
Benefit: Once per day, as a swift action, you may
tap into the flow of time, twisting temporal reality
to grant yourself a +2 insight bonus to any die roll.
Additionally, you possess a precognitive sense that
grants you a +2 insight bonus to any saves made to
resist temporal effects or time-based spells.

The cold hand of death both protects and


curses you.
Prerequisite: You must have died and been
restored to life
Benefit: Mindless undead, such as skeletons
and zombies, ignore you unless you attack them.
Intelligent undead ignore you if they fail a Will save
whose DC is 10 + the reverse of your Charisma
modifier. Thus, if you have Charisma 13, the DC is
9, because your +1 ability modifier is in this case a
1 modifier. On the other hand, if your Charisma
were 9, the DC would be 11, since the 1 modifier

58

becomes +1. Undead with the supernatural ability


lifesense are immune to the effects of this feat and
can detect you as normal.

on the same target (assuming he had prepared the


spell multiple times) that would give the target a
total of +8 to Constitution for a limited time. (+4
inherent bonus for the modified casting and +4
enhancement bonus for the unmodified casting.)

Transmute Potion
[General]

Trap Sense [General]

By focusing your arcane spellcasting ability into


an existing potion, you can transform the potion
into a different variety.
Prerequisites: Brew Potion, ability to cast 4thlevel arcane spells.
Benefit: A number of times per day equal
to one-half your caster level (round down) as a
full-round action you may sacrifice any prepared
spell in order to hold a single potion in both hands
and transform that potion into any type of potion
with an equal or lesser value. This action leaves you
staggered for a number of rounds equal to the level
of the spell that the potion now mimics.

You are skilled in uncovering snares, pits, and


other traps.
Prerequisite: Dungeon Sense
Benefit: You may find magical and nonmagical traps that have a Search DC greater than 20
as per the rogue class.

Transmute Spells
Bonus Type
[General]
You may unleash your uncast arcane
spells, using the power to transform anothers spells
bonus type.
Prerequisites:
Greater
Spell
Focus
(Transmutation), ability to cast 8th-level arcane
spells.
Benefit: Once per day, as an immediate action,
you may sacrifice any prepared spell in order to
change the bonus type of the next spell that you cast
from an enhancement bonus into an inherent bonus
(or vice versa). This change in bonus type lasts for a
number of rounds equal to two times the level of
the sacrificed spell. If an appropriate spell is not cast
within 4 rounds of sacrificing the prepared spell the
caster suffers 1 point of Constitution damage as the
unresolved spell energy eats away at his body.
For example, an arcane spellcaster could
sacrifice a 5th-level spell and then cast bears
endurance, transmuting the spells enhancement
bonus to Constitution into an inherent bonus
for 10 rounds. The caster could then immediately
follow with a second, unaffected bears endurance

59

Normal: Only rogues may find traps with a


Search DC greater than 20.

Prerequisites: Base attack bonus +6, Turning


Attack, Weapon Focus (any bludgeoning weapon).
Benefit: Once per day, as a full-round action,
you may strike the ground with your hammer and
create a shockwave of holy energy. Immediately
make a turn undead attempt with a +6 bonus to
your effective level in that class that grants you the
ability to turn undead.

Trap Springer [General]


Like a rogue, you may disarm magical traps.
Prerequisite: Trap Sense, Disable Device 8
ranks
Benefit: You may use the Disable Device skill to
disarm magical traps.

Unlock Forbidden
Knowledge [General]

Turn Outsiders [Divine]


You call upon the power of the gods to terrify
outsiders. Blasted by the power of your god, they
quake in fear before your righteous aura.
Prerequisites: Divine caster level 3+.
Benefit: You may use your ability to turn
undead against outsiders. Resolve the turn attempt
as normal. Outsiders are not rebuked, commanded,
turned, or destroyed. Instead, outsiders with an
alignment different from yours become shaken and
suffer a 2 morale penalty to attacks, checks, and
saves for a number of rounds equal to 1d4 + your
Charisma modifier. Outsiders with an alignment
identical to yours gain a +2 morale bonus to attacks,
checks, and saves for the same duration.
Normal: Turning affects only undead
creatures.

Though you initially devoted your wizardly


studies to a single school of magic, you have recently
made time to pursue arcane secrets that were once
blocked from your field of expertise.
Prerequisite: Intelligence 17, ability to cast
3rd-level arcane spells, any metamagic feat, specialist
wizard.
Benefit: Select any one school of magic that
is prohibited. You may now study and cast spells
of that school, though they use up a spell slot three
levels higher than the spells actual level.
Special: You can gain this feat twice, each time
selecting one of your two prohibited schools of
magic.

Unmovable [Epic]
You can summon an inner strength, locking
yourself in place.
Prerequisite: Unstoppable.
Benefit: Once per day, as a full-round action,
you can make yourself unmovable. This feat grants
you 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 you, either physically or magically.
Any one saving throw.
If an effect that would move the you either
physically or magically does not normally allow a
saving throw, you can use this ability to gain a Will
saving throw. You gain the +20 bonus on the saving
throw in such a case.

Turning Attack [Divine]


You meld your turn undead attempts with
attacks with a hammer or other bludgeoning
weapon, creating a brutal combination that
devastates most undead foes.
Prerequisites: Base attack bonus +6, Weapon
Focus (any bludgeoning weapon).
Benefit: When attacking any undead creature
with a bludgeoning weapon with which you possess
Weapon Focus you may, once per day as a free
action, also make a turn undead attempt. Resolve
the attack and turn attempts separately.

Turning Blast [Divine]


You strike the ground near you with your
hammer, unleashing your power to turn undead as
an explosion of holy energy.

60

Unnaturally Healthy
[General]

Venomous Spell
[Metamagic]

You tend to have more hit points than others


of your same class and level.
Prerequisite: Constitution 13+
Benefit: When you roll for hit points at each
level roll twice and select the better roll.
Special: This feat affects only hit points rolled
after the feat has been gained. You do not get the
option of rolling again for hit points gained before
this feat was acquired.
Normal: You roll only once for hit points at
each level.

You may infuse your damage-inflicting spells with


a secondary effect that poisons those wounded by your
spells.
Benefit: Opponents injured by a venemous spell
must make a successful Fortitude save (DC equal to
your caster level plus Intelligence modifier plus the spells
base level) or fall victim to a deadly poison that deals
initial and secondary damage of 1d6 Constitution. A
venemous spell uses up one spell slot three levels higher
than the spells actual level.

Verbal Bull Rush


[General]

Unshakeable [General]
Nothing can cause you to lose your grip on
reality.
Prerequisite: Steely Resolve
Benefit: You are immune to the spells confusion
and insanity, as well as other spells, spell-like abilities,
and magic items that cause madness. Nothing short of
a miracle or wish can cause you to go insane.

You talk quickly and are adept at talking in circles


around most, leaving them confused for a few seconds
after listening to you speak.
Prerequisites: Persuasive, Skill Focus (Bluff ),
Bluff 8 ranks.
Benefit: Any time that you succeed on a Bluff
check against an opponent that opponent must
immediately make a successful Will save (DC equal to
the result of your Bluff check) or become stunned for
a number of rounds equal to one-half the number of
ranks that you possess in Bluff (round down).

Unstoppable [Epic]
You can batter through even the most durable of
doors and shatter the strongest of items.
Prerequisites: +6 Strength bonus, Rage ability.
Benefit: When raging, once per day as an
immediate action, you gain a +20 bonus on your
Strength check to break or burst a door or item.
Alternatively, you may apply the +20 bonus to a single
attack roll.

Vigilant Rest [General]


You sleep lightly, your body constantly maintaining
a subconscious watch on your surroundings.
Benefit: Spot and Listen checks made while you
are asleep suffer a 5 penalty. If under the influence of
magic, such as through a sleep spell, you may not use
this ability.
Normal: Spot and Listen checks made while
sleeping suffer a 10 penalty.

Untouchable [General]
Youre never standing still in combat, always
leaping and tumbling even in close quarters battle.
Prerequisite: Tumble 8 ranks
Benefit: Youre difficult to hit and gain a +2
dodge bonus (this is in addition to the standard dodge
bonus granted by the Tumble skill see the SRD for
more information).

Walk Without Rhythm


[General]
You can disguise your footfalls so that they are
harder to detect.
Prerequisite: Light Step

61

Benefit: The special quality tremorsense does


not work against you. Thus, a purple worm cannot
detect you simply because you are moving within 60
ft. of it. The creature must instead detect you through
normal means. In addition, you gain a +2 bonus to
your Move Silently checks. This bonus stacks with
that from the feat Light Step and any other feat that
grants a similar bonus (such as Stealthy).

Benefit: As Anchor Stance except the speed


with which you may safely climb without fear of
falling is increased to 15-feet.

Weapon of Arcane
Force [General]
You may channel the energy of prepared
evocation spells into any held non-magical weapon,
temporarily enhancing that weapon.
Prerequisites: Spell Focus (Evocation),
Ability to cast 2nd-level arcane spells.
Benefit: A number of times per day equal to
your caster level, as a swift action, you may sacrifice
a prepared evocation spell that has the [Force]
descriptor, instantly transferring that arcane energy
into one melee weapon that you are carrying. The
affected weapon gains an enhancement bonus to
attack and damage rolls equal to the level of the
sacrificed spell maximum of +5 for a number
of rounds equal to your Intelligence modifier plus
the level of the sacrificed spell.
If you voluntarily release, or accidentally drop,
the enhanced weapon the magic instantly fades
and the weapon reverts to its normal state.

Wall of Scrolls
[General]
As a being of immense power, and drawing
upon your superior knowledge of scrolls and
magic, you transform arcane parchments into an
impenetrable wall of force.
Prerequisites: Mask of Scrolls, Shield of
Scrolls.
Benefit: Once per day, as a full-round action,
you outstretch your empty hands and summon all
unrestrained scrolls that are within a number of
feet of your location equal to your character level.
All scrolls in the affected area that are not held back
either by being held in someones hand or hidden
within a locked box, scroll case, closed backpack,
or other container leap to you, opening and
interlocking together to create a wall of paper and
arcane energy 20-feet long and 10-feet high along
the edge of any square adjacent to your location,
regardless of the exact number of scrolls you
summoned to you (though if there are no scrolls in
the immediate area your attempt fails and you may
not use this feat again until 24-hours have passed).
This wall provides total concealment for a number
of rounds equal to one-half (round down) your
caster level. As a free action you may move this wall
at the rate of 5-feet per round; though it appears
along any square adjacent to you when summoned
it need not remain adjacent to you once it is created.
The wall is paper thin.

Weapon of Divine Power


[General]
You may channel the energy of prepared war
domain spells into any held non-magical weapon,
temporarily enhancing that weapon.
Prerequisites: Ability to cast 4th-level divine
spells.
Benefit: A number of times per day equal to
your caster level, as a swift action, you may sacrifice
a prepared war domain spell, instantly transferring
that divine energy into one melee weapon that
you are carrying. The affected weapon gains an
enhancement bonus to attack and damage rolls
equal to the level of the sacrificed spell maximum
of +5 for a number of rounds equal to your
Wisdom modifier plus the level of the sacrificed
spell.
If you voluntarily release, or accidentally drop,
the enhanced weapon the magic instantly fades
and the weapon reverts to its normal state.

Wall Walk [General]


Your mastery of climbing has reached a point
that you may move quickly across vertical and
overhanging surfaces without risk of falling.
Prerequisites: Anchor Stance, Athletic, Climb
6 ranks.

62

Weapon of Force
[General]

Wings of Rings [Epic]


You take to the air, flying through the power of
magic trapped within rings.
Prerequisites: Absorb Rings Power, ability to
cast 9th-level spells.
Benefit: A number of times per day equal to
one-half your character level (round down), as
a full-round action, you may take a handful of
magic rings from your pocket, pouch, or other
container worn on your person no more than
a number of rings equal to one-half your caster
level (round down) and sacrifice one prepared
spell as you throw the rings into the air. Instantly,
the rings race to your back and start spinning
rapidly, creating a glowing pair of insubstantial
wings. For a number of hours equal to the level
of the sacrificed spell you gain the benefits of the
fly spell. At the end of this effects duration, or
immediately if you are knocked unconscious, the
rings automatically return to the container from
which you took them.

You may sacrifice prepared spells to create


temporary weapons comprised of pure arcane
energy.
Prerequisites: Descriptor Focus [Force],
ability to cast 3rd-level arcane spells.
Benefit: You may, as a full-round action,
sacrifice a prepared spell to create a weapon of
pure force energy. This weapon can take the form
of any weapon with which you are proficient and
it remains in existence for a number of rounds
equal to twice the level of the sacrificed spell
during which time it is treated as a +1 weapon of
the chosen form. If you drop the weapon or are
rendered unconscious before it naturally expires,
the weapon of force immediately vanishes.
You may only create this weapon of force
energy if both of your hands are free and you are
not carrying anything.

Werewolf Taint
[Survivor]

With my Last Breath . . .


[General]

You retain the natural scent of a lycanthrope.


Prerequisites: Great Fortitude, You must
have been reduced to 0 hp by a werewolf attack
and not contracted lycanthropy.
Benefit: You smell like a werewolf to other
werewolves, allowing you to mingle with them
without arousing suspicion. Additionally, you
gain a +4 Diplomacy check to influence a wolf s
attitude.

You make one last, desperate attack as the damage


youve suffered drops you from the fight.
Benefit: Whenever an attack reduces your hit
point total to -1 or less you may immediately take one
attack action before you suffer the effects of dying.

Wizards Protective
Aura [General]
When you prepare a spell, you channel a portion
of the reserved arcane energy into a temporary spell
weave that provides you a slight protection against
harm.
Prerequisites: Ability to cast 3rd-level arcane
spells.
Benefit: When you prepare a spell, you may
elect to use a spell slot one higher than the spell would
typically require. By doing so you gain a shield bonus
to Armor Class equal to one-half the level of the used
spell slot (round down) that remains in effect until
you either cast the prepared spell or 24-hours have
passed (whichever comes first).

Wild Feat [General]


Youre constantly studying the actions of
those around you, using your sharp intellect to
memorize and duplicate their actions.
Prerequisite: Intelligence 17.
Benefit: Once each day, as a swift action, you
may select any feat that you do not have access to
but that you meet all of the prerequisites for. You
may use this chosen feat as if you had selected
instead of Wild Feat for a number of minutes
equal to your Intelligence modifier.

63

Wizards Study
[General]

progression of your current class, youre


available arcane spell slots are the same as if
you were a wizard of your current character
level. Note that your effective caster level does
not increase. If your new class advances your
spell slots you must choose each level to
accept the advancement offered by the new
class or the advancement of the wizard class;
you do not gain spell slots from both classes.

Even though you have chosen a new path


of study you continue to devote a portion of
your time to arcane studies.
Prerequisites: Wizard level 6+, must have
started 1st-level as a wizard.
Benefit: As you advance in level, youre
available spell slots continue to advance as if
you were still a wizard. No matter the spell

Appendix 1

Reserve Points
This variant gives each character a capacity
to recover quickly from injury. This capacity,
measured as reserve points, replenishes lost hit
points quickly after a fight. Thus, characters may
be wounded and near death by the end of a fight
but then recover to full strength (or nearly full
strength) before the next fight begins;
Reserve points work particularly well in lowmagic campaigns or any game in which healing is
rare, expensive, or otherwise hard to get.

points equal to or less than his HD to reduce his


nonlethal damage an equal amount. (If a character
has the Endurance feat, the DM might choose to
make this a move action, to reflect the fact that
such characters can more easily persevere through
exhausting situations.)

Alternate Uses for


Reserve Points
In order to make reserve points a more
valuable facet of your campaign, the following
alternate uses are presented. This is an optional
subset of an optional rule and should only be used
during a game session with the DMs permission.
These options make reserve points similar to
action points, though with a much lower variety,
and more concentrated focus, of uses.

Using Reserve Points


A characters quantity of reserve points equals
his full normal hit point total.
After a character becomes injured (by losing
hit points), reserve points begin automatically
converting to hit points at the rate of 1 per minute
of nonstrenuous activity (such as resting or hiking,
but not climbing, swimming, or fighting). Thus,
for each minute of nonstrenuous activity, the
character regains 1 hit point and loses 1 reserve
point.
Nonlethal Damage: Reserve points can also
reduce a characters nonlethal damage total. For
each reserve point that converts to a hit point, a
character also subtracts 1 point from his nonlethal
damage. In addition, a character can take a
standard action to spend a number of reserve

Expending Reserve Points to


Overcome Adverse Conditions
As a free action, at any time during play, a
character may expend reserve points to overcome
the following adverse conditions that typically
weaken, slow, or kill.
Ability Damaged: A character may overcome
temporary loss of ability score points by expending
10 reserve points per ability score point of damage
suffered. These reserve points must be spent

64

immediately in reaction to whatever caused the


damage. The character may elect to not overcome
the full amount of ability score damage suffered.
Ability Drained: Much like ability damage,
a character may overcome the permanent loss of
ability score points by permanently expending
15 reserve points per ability score point of drain
suffered. These reserve points must be spent
immediately in reaction to whatever caused the
drain. The character may elect to not overcome the
full amount of ability score drain suffered.
Blinded: A character may resist the effects of
blindness by spending a number of reserve points
equal to the number of rounds during which
the character would suffer from this condition.
These reserve points must be spent immediately
in reaction to whatever caused the blindness. A
character may not choose to negate only part of
time during which blindness would be suffered
but must, instead, expend points to completely
overcome the full duration of the condition.
Cowering: At the cost of 2 reserve points
a character may ignore the effects of cowering.
These reserve points must be spent immediately in
reaction to whatever caused the condition.
Exhausted: A character may ignore the
effects of exhaustion by permanently expending 5
reserve points. These reserve points must be spent
immediately in reaction to whatever caused the
condition.
Fascinated: At the cost of 6 reserve points
a character may ignore the effects of fascination.
These reserve points must be spent immediately in

reaction to whatever caused the condition.


Fatigued: A character may reduce fatigue to
mere exhaustion by permanently expending 10
reserve points. These reserve points must be spent
immediately in reaction to whatever caused the
condition.
Nauseated: A character may reduce the effects
of nausea to sickened by expending 2 (+ 1 point
per round the nausea would affect the character)
reserve points. These reserve points must be spent
immediately in reaction to whatever caused the
condition.
Shaken: At the cost of 2 reserve points a
character may ignore the effects of shaken. These
reserve points must be spent immediately in
reaction to whatever caused the condition.
Sickened: At a cost of 1 reserve point for
each round the character would suffer from this
condition the character may ignore the conditions
effects. These reserve points must be spent
immediately in reaction to whatever caused the
condition. A character may choose to only partially
reduce the number of rounds during which he is
sickened and does not have to overcome the full
time.

Expending Reserve Points to Regain


Use of a Class Feature
A character may, as a free action on his turn,
choose to expend reserve points in order to reuse
a class feature that has a limited number of uses
per day.
By permanently spending a number of reserve
points equal to the class level at which the class
feature becomes available the character may use
that feature one more time that day.
Example: A cleric with the ability to turn
undead may do so only a limited number of times per
day. If the cleric finds himself in need of this feature
after he has already used it its maximum number of
times in a single day may permanently expend 1
reserve point to turn undead once again that same
day. A paladin, on the other hand, would need to
permanently spend 4 reserve points to use his turn
undead feature again, since the paladin gains the
class feature at 4th level.

Permanently Spending
Reserve Points
Some of the options presented require
that the character permanently expend
reserve points. This makes these expenditures
particularly painful, as permanent reserve
point loss will weaken a character over time.
The player will need to think through the
expenditure quickly, weighing the current gain
with the long-term loss, before initiating any of
these options.

65

Reserve Point-Related Feats


The following feats were written specifically for use with the reserve point rules detailed above. If you
do not use the reserve point system in your game these feats will prove useless to your game.
Reserve point-related feats are designated as [Reserve] in order to make it easier for a DM to include
the concept in his campaign and to make it easier to identify reserve-point related feats quickly when theyre
presented in a list of other feat types.

Battle Hardened [Reserve]


You possess a greater reserve of energy and vitality to draw upon when you are wounded.
Benefit: Your pool of reserve points is increased by +6.

Faster Recovery [Reserve]


You recover quickly after a fight.
Benefit: Your reserve points transfer into hit points at a rate of 2 per minute of nonstrenuous activity.
Normal: Reserve points typically transfer into hit points at a rate of 1 per minute of nonstrenuous
activity.

Recovery During Battle [Reserve]


You may steal precious seconds during a battle to recover from sustained wounds.
Prerequisite: Battle Hardened, Fast Recovery.
Benefit: A number of times per day equal to one-half (round down) your Fortitude save bonus, as a
standard action, you may make a DC 20 Fortitude save: on a successful save you immediately transfer a
number of reserve points equal to your character level to replenish hit points lost during battle. If this save
fails you permanently lose 1 reserve point.

Replenishing Reserve
Points

Constitution Changes
If a characters Constitution modifier goes
up or down, his reserve points go up or down just
as his hit points do. If a decrease in Constitution
would drop a characters reserve points below 0,
any excess reduction is deducted from his current
hit points.

Characters naturally regain lost reserve points


at the same rate that they naturally heal lost hit
points (see Healing in the SRD). If a character
receives any magical healing, that healing is applied
first to the characters lost hit points. Any excess
healing left over after the characters hit points are
restored to full normal is applied to increase the
characters current reserve point total (up to its
normal maximum).

66

Appendix 2

Defense Bonus
Table: Defense Bonus

In the standard rules, a characters skill at


attacking gets better as he goes up in level but
not so his skill at avoiding attacks. Characters
rely on armor and an ever-growing collection of
magic items to protect them in combat. But what
about campaigns in which its not common or
appropriate for characters to go everywhere in full
plate?
This variant is particularly appropriate for
swashbuckling or stealth-based campaigns, for
settings in which firearms are common, for
seafaring campaigns (in which the characters
would rather not wear armor for fear of drowning),
or any other setting in which armor is not worn on
a day-to-day basiseven by adventurers.

1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

The Class Defense Bonus


In this variant, every character has a defense
bonus based on his character level. The defense
bonus applies to Armor Class. However, it does not
stack with the characters armor bonus. A character
wearing armor gains his armor bonus (including any
enhancement to that bonus) or his defense bonus
whichever is higher but not both. The defense
bonus stacks with all other bonuses to AC, including
the characters shield bonus, natural armor bonus,
and so forth.
Unlike an armor bonus, a defense bonus does
improve a characters AC against touch attacks.
A characters defense bonus is derived from his
character level and class, as shown on Table: Defense
Bonus. For a multiclass character, use the highest
defense bonus of those offered by the characters
classes. For example, a 2nd-level barbarian has a
defense bonus of +4. If the character gains a level
of cleric (becoming a 2nd-level barbarian/1st-level
cleric), her defense bonus increases to +7, because
the clerics +7 at 3rd character level is better than the
barbarians +5 at 3rd character level.

A
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
+8

B
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
+8
+9
+9
+9

C
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
+8
+9
+9
+9
+10
+10
+10

D
+6
+6
+7
+7
+7
+8
+8
+8
+9
+9
+9
+10
+10
+10
+11
+11
+11
+12
+12
+12

1. Use column A for monk, sorcerer, or


wizard.
2. Use column B for bard, ranger or rogue.
3. Use column C for barbarian or druid.
4. Use column D for cleric, fighter or paladin.

Bonuses For
Other Classes
For classes not mentioned here, determine a
characters class defense bonus based on the armor
proficiency granted by the class (and only that gained

67

from the class you cant take an Armor Proficiency


feat to improve your defense bonus). Consult Table:
Defense Bonus For Other Classes; the defense bonus
progression refers to the indicated column on Table:
Defense Bonus.

For instance, giants are considered proficient


with whatever type of armor (light, medium or heavy)
they are described as wearing. Hill giants, described
as wearing hide armor, therefore have a +2 defense
bonus (hide armor is medium armor). Since this is
lower than the +3 bonus of hide armor, the typical hill
giant probably prefers to wear his armor. A 1st-level
hill giant barbarian, however, would have a defense
bonus of +4, and would benefit from discarding his
hide armor (though hed gain a higher armor bonus
by putting on chainmail or a breastplate).

Table: Defense Bonus For Other


Classes
Armor Proficiency

Defense Bonus
Progression
Column A
Column B
Column C
Column D

None
Light
Light and medium
Light, medium, and heavy

Defense Bonus Feats


The following feats only usable in campaigns in
which the optional defense bonus rules are in effect.
Defense bonus-related feats are designated as
[Defense] in order to make it easier for a DM to
include the concept in his campaign and to make it
easier to identify defense bonus-related feats quickly
when theyre presented in a list of other feat types.

Monster Defense
Bonuses
Table: Creature Defense Bonuses
Armor Proficiency
None
Light
Light and medium
Light, medium and heavy

Defense Bonus
+0
+1
+2
+4

Accelerated Defense [Defense]


Youve concentrated your combat training in the
art of defense, sacrificing offensive skill in order to
improve your defensive abilities.
Prerequisite: Class level 2+.
Benefit: When calculating your defense bonus
your effective class level is increased by +2. Conversely,
your base attack bonus is treated as if your class level
were one lower than it actually is.
Special: A fighter may select Accelerated
Defense as one of his fighter bonus feats.

Monsters do not have inherent defense bonuses


unless they also have levels in a class or are normally
proficient with armor. When calculating a monsters
defense bonus to AC, do not include the monsters
base HD or level adjustment (if any).
For example, a typical green dragon, gargoyle or
black pudding has no class levels and is not proficient
with any armor. Such creatures do not get a defense
bonus.
If a creature is proficient with one or more types
of armor, however, it gains a defense bonus. See Table:
Creature Defense Bonuses.
If a creature has levels in a class, it gains a defense
bonus just like any other character with a class. This
bonus does not stack with any defense bonus the
creature may have from armor proficiency.

Improved Accelerated Defense


[Defense]
Youre defensive skills are significantly improved.
Prerequisite: Accelerated Defense.
Benefit: When calculating your defense bonus
your effective class level is increased by +1, for a
total bonus of +3. Additionally, your offensive skills
increase to the point that your base attack bonus is no
longer penalized.

68

Open Game License


Version 1.0A
The following text is the property of
Wizards of the Coast, Inc. and is Copyright
2000 Wizards of the Coast, Inc (Wizards). All
Rights Reserved.
1. Definitions: (a)Contributors means
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5. Representation of Authority to

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material as Open Game Content, You represent
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15. COPYRIGHT NOTICE
Open Game License v. 1.0a Copyright
2000, Wizards of the Coast, Inc.
System Reference Document Copyright
2000-2003, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams,
Rich Baker, Andy Collins, David Noonan, Rich
Redman, Bruce R. Cordell, John D. Rateliff,
Thomas Reid, James Wyatt, based on original
material by E. Gary Gygax and Dave Arneson.

69

Modern System Reference Document


Copyright 2002, Wizards of the Coast, Inc.;
Authors Bill Slavicsek, Jeff Grubb, Rich Redman,
Charles Ryan, based on material by Jonathan
Tweet, Monte Cook, Skip Williams, Richard
Baker,Peter Adkison, Bruce R. Cordell, John
Tynes, Andy Collins, and JD Wiker
101 More Feats Copyright 2007 Philip
Reed. Published by Ronin Arts.
101 Feats Copyright 2005 Philip Reed.
Published by Ronin Arts.
Another 101 Feats Copyright 2006 Philip
Reed. Published by Ronin Arts.
Cityworks Copyright 2003, Fantasy
Flight Publishing, Inc.
Deadlands d20 Copyright 2001, Pinnacle
Entertainment Group, Inc.
Dragonstar:
Starfarers
Handbook
Copyright 2001, Fantasy Flight Publishing, Inc.
Dungeoncraft Copyright 2003, Fantasy
Flight Publishing, Inc.
Fantasy Players Companion: Feats 1
Copyright 2004 Philip Reed, www.philipjreed.
com.
Fantasy Players Companion: Hard to Kill
(Feats 2) Copyright 2004 James Maliszewski,
published by Ronin Arts, www.roninarts.com.
Giant Lore Copyright 2003, Fantasy
Flight Publishing, Inc.
Hammer & Helm: A Guidebook to
Dwarves, Copyright 2002, Green Ronin
Publishing; Author Jesse Decker.
Heroes of High Favor: Dwarves Copyright
2002, Benjamin R. Durbin; published by Bad
Axe Games, LLC.
Heroes of High Favor: Halflings
Copyright 2003, Jeremy Baldridge and Benjamin
R. Durbin; published by Bad Axe Games, LLC.
Monte Cook Presents: Iron Heroes
Copyright 2005 Monte J. Cook. All rights
reserved.
Mutants & Masterminds Copyright 2002,
Green Ronin Publishing.
Open game content from Encyclopaedia
Arcane: Drow Magic Copyright 2004,
Mongoose Publishing.
Open Game Content from The Tide
of Years Copyright 2001, Michelle A. Brown
Nephew
Path of Magic Copyright 2002, Fantasy
Flight Publishing, Inc.
Path of Shadow Copyright 2002, Fantasy
Flight Publishing, Inc.
Path of the Sword Copyright 2002,
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Portals & Planes Copyright 2003, Fantasy
Flight Publishing, Inc.
Seafarers Handbook Copyright 2001,
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Swords of Our Fathers Copyright 2003,
The Game Mechanics.
Tournaments, Fairs, and Taverns,
Copyright 2002 Natural 20 Press
Traps & Treachery Copyright 2001,
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Unearthed Arcana Copyright 2004,
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Decker, David Noonan, Rich Redman.
Werewolf Taint copyright 2005, by Mark
Gedak. Published by Purple Duck Publications.
Wild Spellcraft, Copyright 2002, Natural
20 Press
The Book of Unusual Feats Copyright
2007 Philip Reed. Published by Ronin Arts.

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