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FAVORED OF THE COMPANIONS [EXALTED]
You swear allegiance to Talisid or one of the Five
Companions, the paragons of the guardinals, and in
exchange gain power to act on their behalf.
Benefit: Once per day, while performing an act of good,
you may call upon your guardinal patron to gain a +1 luck
bonus on any one roll or check.
Special: Once you take this feat, you may not take it
again, nor can you take either the Servant of the Heavens
feat or the Knight of Stars feat.
Your allegiance is only yours to give once.
4
HOLY KI STRIKE [EXALTED] You can sense the presence of creatures of this type within
60 feet, as well as pinpoint their exact location (distance
Your unarmed attacks deal extra damage to evil creatures. and direction) relative to you.
Prerequisites: Cha 15, Improved Unarmed Strike, Ki Normal barriers and obstructions do not block this
strike (holy), Sanctify Ki Strike. supernatural ability, allowing you to sense the presence and
Benefit: Your unarmed strike deals 2d6 points of extra location of creatures behind doors or walls, for example.
holy damage to evil creatures. This feat does not allow you to see an invisible or hidden
In addition, it is considered holy, which means that it can creature (although you can still discern its location).
bypass the damage reduction of some evil outsiders. In addition to sensing the presence of your favored enemy,
This does not stack with the extra damage from the Sanctify you deal +1d6 points of damage on weapon attack rolls
Ki Strike feat. made against evil representatives of the favored enemy
creature type.
HOLY RADIANCE [EXALTED] Special: You can choose this feat multiple times.
You can increase the intensity of the light surrounding you Its effects do not stack.
to damage undead creatures. Each time you select this feat, it applies to a different
Prerequisites: Cha 15, Nimbus of Light. favored enemy.
Benefit: At will, as a free action, you can empower the
radiance surrounding you into a blazing glow that sheds NIMBUS OF LIGHT [EXALTED]
bright light in a 10-foot radius (and shadowy illumination You are cloaked in a radiant light that marks you as a
out to 20 feet). servant of the purest ideals.
Undead within 10 feet of you take 1d4 points of damage per All who look upon you know without a doubt that you are a
round they remain within your halo. champion of good and are favored by the powers of the
Upper Planes.
HOLY SUBDUAL [EXALTED] The nimbus may take the form of a cloud surrounding your
You can turn bonus damage into nonlethal damage. entire body, or it may appear as beams of light around your
Prerequisites: Subduing Strike. head.
Benefit: When you use your weapon to deal nonlethal Benefit: Good creatures automatically recognize the
damage, you can also transform bonus damage from a holy radiance surrounding you as a sign of your purity and
weapon, your smite evil class ability, or your smite granted devotion to the powers of good.
power into nonlethal damage. You gain a +2 circumstance bonus on all Diplomacy and
Sense Motive checks made when interacting with good
Special: A fighter may select Holy Subdual as one of his
creatures.
fighter bonus feats.
Your radiance sheds light as a common lamp: bright light to
a radius of 5 feet and shadowy illumination to 10 feet.
INTUITIVE ATTACK [EXALTED] You can extinguish this radiance at will and reactivate it
You fight by faith more than brute strength. again as a free action.
Prerequisites: Base attack bonus +1.
Benefit: With a simple weapon of your size or a natural NONLETHAL SUBSTITUTION [METAMAGIC]
weapon, you may use your Wisdom modifier instead of You can modify a spell that uses energy to deal damage to
your Strength modifier on attack rolls. deal nonlethal damage instead.
Special: A fighter may select Intuitive Attack as one of his Prerequisites: Any other metamagic feat, Knowledge
fighter bonus feats. (arcana) 5 ranks.
Benefit: Choose one type of energy: acid, cold, electricity,
KNIGHT OF STARS [EXALTED] fire, or sonic.
You swear allegiance to the Court of Stars, the paragons of You can modify a spell with the chosen designator to deal
the eladrin, and in exchange gain power to act on their nonlethal damage instead of energy damage.
behalf. The altered spell works normally in all respects except the
Benefit: Once per day, while performing an act of good, type of damage dealt.
you may call upon your eladrin patron to gain a +1 luck For example, a nonlethal fireball spell works in the usual
bonus on any one roll or check. way except it deals nonlethal damage instead of fire
Special: Once you take this feat, you may not take it damage.
again, nor can you take either the Servant of the Heavens A nonlethal spell uses a spell slot of the spells normal level,
feat or the Favored of the Companions feat. modified by any other metamagic feats.
Your allegiance is only yours to give once.
NYMPHS KISS [EXALTED]
NEMESIS [EXALTED] By maintaining an intimate relationship with a good-
You are the holy bane of creatures of a particular type. aligned fey (such as a nymph or dryad), you gain some of
Prerequisites: Favored enemy class ability. the characteristics of fey.
Benefit: Choose one of your favored enemies. Benefit: Fey creatures regard you as though you were fey.
You gain a +2 circumstance bonus on all Charisma-related
checks, and a +1 bonus on all saving throws against spells
and spell-like abilities. 5
Starting with the level when you take this feat, you gain 1 Benefit: When you use a spell trigger item, such as a
extra skill point per level. wand or staff, you can use one of your turning attempts for
the day to trigger the item.
PURIFY SPELL [METAMAGIC] You still expend a charge from the wand or staff.
The spell cast by the item is modified as though it had the
You can charge your damaging spells with celestial energy Purify Spell feat applied to it.
that leaves good creatures unharmed.
Prerequisites: Any good alignment.
Benefit: A spell you modify with this feat gains the good QUELL THE PROFANE [EXALTED]
descriptor. Your mightiest attacks weaken evil foes.
Furthermore, if the spell deals damage, neutral creatures Prerequisites: Str 13, Power Attack, Resounding Blow,
take half damage, or one-quarter with a successful saving base attack bonus +8.
throw (if allowed), while good creatures take no damage at Benefit: Whenever you deal a critical hit to an evil
all. creature using a melee weapon with which you are
Evil outsiders affected by the spell take extra damage: The proficient, your opponent must succeed on a Fortitude save
spells damage is increased by one die type (each 1d6 (DC 10 + 1/2 your character level + your Cha modifier) or
becomes 1d8, each 1d8 becomes 2d6, and so on, using the take 1d4+1 points of temporary Strength damage.
same progression as weapons increasing in size). A monks unarmed strike is considered a melee weapon for
For example, a purified lightning bolt cast by a 7th-level purposes of this feat.
wizard deals 7d6 points of electricity damage to evil
creatures, half damage to neutral creatures, and no damage RANGED SMITE EVIL [EXALTED]
at all to good creatures caught in its path.
Evil outsiders (except ones immune to electricity) take 7d8 Your smite ability can be channeled through your ranged
points of damage. weapon.
A purified spell uses up a spell slot one level higher than Prerequisites: Smite evil class ability.
the spells actual level. Benefit: Your smite evil ability can be channeled through
a missile that you fire.
This counts as one use of your smite evil ability.
PURIFY SPELL-LIKE ABILITY [GENERAL]
You can charge your damaging spell-like abilities with
celestial energy that leaves good creatures unharmed.
RESOUNDING BLOW [GENERAL]
Prerequisites: Any good alignment. Your mightiest attacks cause your foes to tremble before
Benefit: This feat adds the good descriptor to a spell-like you.
ability. Prerequisites: Str 13, Power Attack, Intimidate 7 ranks.
Furthermore, if the ability deals damage, neutral creatures Benefit: Whenever you deal a critical hit using a melee
take half damage, or one-quarter with a successful saving weapon with which you are proficient, your opponent must
throw (if allowed), while good creatures take no damage at succeed on a Will save (DC 10 + 1/2 your character level +
all. your Cha modifier) or cower for 1 round.
Evil outsiders affected by the ability take extra damage: The A monks unarmed strike is considered a melee weapon for
abilitys damage is increased by one die type (each 1d6 purposes of this feat.
becomes 1d8, each 1d8 becomes 2d6, and so on, using the Special: A fighter may select Resounding Blow as one of
same progression as weapons increasing in size). her fighter bonus feats.
For example purified lightning bolt cast by an avoral deals
8d6 points of electricity damage to evil creatures, half RIGHTEOUS WRATH [EXALTED]
damage to neutral creatures, and no damage at all to good
creatures caught in its path. Your rage is empowered with divine fury.
Evil outsiders (except ones immune to electricity) take 8d8 Prerequisites: Rage class ability.
points of damage. Benefit: When you first deal damage with a melee attack
Each of your spell-like abilities can be purified three times against an evil foe during your rage, that creature must
per day, though this feat does not allow you to exceed your make a successful Will saving throw (DC 10 + 1/2 your
normal usage limit for any ability. raging class level + your Cha modifier) or be shaken.
Thus, if a tulani eladrin chooses to purify its chain lightning If you fail to affect a creature the first time you hit it, you
ability, it can use a purified chain lightning up to three times cannot affect it in that encounter.
that day. The shaken effect remains until you withdraw or are killed
Thereafter, it could use its chain lightning ability again or incapacitated.
normally (since it can use chain lightning at will), or it could While raging, you maintain clarity of mind unusual among
purify another of its spell-like abilities, such as meteor barbarians.
swarm. You are perfectly able to deal nonlethal damage, stop your
attacks to show mercy, and distinguish friend from foe
even in the heat of your rage.
PURIFY SPELL TRIGGER [EXALTED]
You can channel holy power through a spell trigger item, SACRED STRIKE [EXALTED]
such as a wand or staff.
Prerequisites: Craft Wand or Craft Staff, ability to turn Your sneak attack is enhanced by your unshakable faith in a
good-aligned deity.
6 undead.
Prerequisites: Sneak attack class ability. point damage dealt by a sanctified weapon by means of
Benefit: When you use your sneak attack ability against normal healing, including fast healing.
an evil creature, roll d8s for your sneak attack dice (instead
of d6s) and your sneak attack damage is considered good- SERVANT OF THE HEAVENS [EXALTED]
aligned for purposes of overcoming damage reduction.
You swear allegiance to one of the Tome Archons who rule
the Seven Heavens, and in exchange gain power to act on
SACRED VOW [EXALTED] their behalf.
You have willingly given yourself to the service of a good Benefit: Once per day, while performing an act of good,
deity or cause, denying yourself an ordinary life to better you may call upon your archon patron to gain a +1 luck
serve your highest ideals. bonus on any one roll or check.
Benefit: You gain a +2 perfection bonus on Diplomacy Special: Once you take this feat, you may not take it
checks. again, nor can you take either the Knight of Stars feat or the
Special: This feat serves as the prerequisite for several Favored of the Companions feat.
other feats, including the Vow of Abstinence, Vow of Your allegiance is only yours to give once.
Chastity, Vow of Nonviolence, Vow of Obedience, Vow of
Peace, Vow of Poverty, and Vow of Purity. SPELL FOCUS (GOOD) [GENERAL]
Your spells with the good descriptor are more potent than
SANCTIFY KI STRIKE [EXALTED] normal due to your relationship with the powers of good.
Sacred power suffuses your unarmed strikes. Prerequisites: Any good alignment.
Prerequisites: Improved Unarmed Strike, Ki strike Benefit: Add +2 to the Difficulty Class for all saving
(lawful), Cha 15. throws against your spells with the good descriptor.
Benefit: Your unarmed strikes deal 1 extra point of Special: The +2 increase also applies to the Difficulty
damage to evil creatures, or 1d4 points to evil outsiders and Class for a possessing fiend to Hide from your good spells
evil undead. such as detect evil or magic circle against evil (as detailed in the
In addition, they are considered good-aligned for purposes Book of Vile Darkness).
of overcoming damage reduction.
STIGMATA [EXALTED]
SANCTIFY MARTIAL STRIKE [EXALTED] You bear the marks of wounds on your body, as sort of a
Sacred power suffuses your attacks with a certain kind of living martyrdom.
weapon. Prerequisite: Nimbus of Light.
Prerequisites: Cha 15, Weapon Focus with the specified Benefit: You can heal the wounds and ailments of others
weapon. using your own life energy.
Benefit: Whenever you wield a specific kind of weapon, When you activate this ability, as a free action, you
it deals 1 extra point of damage to evil creatures, or 1d4 immediately take at least 2 points of temporary
points to evil outsiders and evil undead. Constitution damage.
In addition, that weapon is considered good-aligned for You can take as many points of Constitution damage as you
purposes of overcoming damage reduction. wish, as long as you remain alive and conscious.
Special: You can take this feat more than once, selecting a Once you have activated your stigmata, you can touch your
different weapon each time. allies to heal them of 1 point of damage per level they
possess for every 2 points of Constitution damage you take.
In addition, any character you touch who is suffering from
SANCTIFY NATURAL ATTACK [EXALTED]
a disease can immediately make a new saving throw against
You can focus holy power into your natural attacks. that disease with a sacred bonus equal to the number of
Prerequisites: One or more natural weapon attacks, points of Constitution damage you took.
base attack bonus +5. If the character succeeds on that saving throw, she is freed
Benefit: Each time you deal damage with a natural attack, from the disease.
you deal 1 extra point of damage to evil creatures, or 1d4 You can use this touch on one ally per point of Constitution
points to evil outsiders and evil undead. damage you take.
In addition, your natural attacks are considered good- As with delivering a touch spell, you can touch up to six
aligned for purposes of overcoming damage reduction. allies as a full-round action.
A single person can only benefit once from each activation
SANCTIFY WEAPON [EXALTED] of your stigmata, but each activation lasts for 1 hour.
For example, if you sacrifice 4 points of Constitution, you
You can focus holy power into your weapon. can grant four allies a number of hit points of healing equal
Prerequisites: Able to cast align weapon. to twice their level.
Benefit: When you cast align weapon, the affected weapon Each ally who was suffering from a disease would make a
also becomes sanctified. new saving throw with a +4 sacred bonus.
A sanctified weapon deals 1 extra point of holy damage to If only two of your allies were wounded at the time you
evil creatures or 1d4 points of damage to evil outsiders and activated the stigmata, you could save the other two uses
evil undead. for up to 1 hour, in case other characters become wounded
In addition, creatures with the corrupted template within that time.
(described in the Book of Vile Darkness) cannot recover hit 7
Even if the characters you originally healed were injured Benefit: You gain a +4 perfection bonus on Will saving
again, however, they could not benefit from the same throws against charm and phantasm spells and effects.
activation of your stigmata. Special: To fulfill your vow, you must abstain from any
When you use this ability, the wounds on your body bleed sexual contact with any other creature.
in proportion to the Constitution damage you take. If you intentionally break your vow, you immediately and
The bleeding persists for 1 hour, and the Constitution irrevocably lose the benefit of this feat.
damage cannot be restored by any means until the bleeding You may not take another feat to replace it.
has stopped. If you break your vow as a result of magical compulsion,
Once the bleeding has stopped, you can freely activate the you lose the benefit of this feat until you perform a suitable
stigmata again, whether or not you have recovered your lost penance and receive an atonement spell.
Constitution, as long as you have enough Constitution left
to use the ability and survive.
VOW OF NONVIOLENCE [EXALTED]
You have taken a sacred vow to avoid violence against
SUBDUING STRIKE [GENERAL] humanoids.
You are adept at striking to deal nonlethal damage even Prerequisites: Sacred Vow.
with normal weapons. Benefit: The saving throw DC for spells you cast or other
Benefit: You can use any melee weapon to deal nonlethal special abilities you use against humanoid or monstrous
damage with no penalty on your attack roll. humanoid targets is increased by +4 if the spell does not
If you are a rogue, you can deal nonlethal damage with your deal damage (including ability damage but not nonlethal
sneak attack even if you are using a normal melee weapon. damage), bestow negative levels, or cause death.
This feat does not allow you to deal nonlethal damage with Spells affected by this feat include most Abjuration,
ranged weapons. Enchantment, and Illusion spells (though not phantasmal
Normal: If you use a melee weapon designed to deal killer, for example), those few Divination spells that have
lethal damage to deal nonlethal damage instead, you take a targets and require saving throws (including detect thoughts
4 penalty on your attack roll. and discern lies), and even Necromancy spells such as waves
Rogues normally can only use saps or unarmed strikes to of fatigue and ray of exhaustion.
deal nonlethal damage with their sneak attacks. It does not affect most Evocation, Conjuration, and
Special: A fighter may select Subduing Strike as one of Transmutation spells.
his fighter bonus feats. The bonus granted by this feat does not stack with the
bonus granted by the Spell Focus feat.
TOUCH OF GOLDEN ICE [EXALTED] It affects only saving throw DCs, not caster level checks or
other elements of a spell.
Your touch is poisonous to evil creatures. The benefit of this feat extends to special abilities other
Prerequisites: Con 13. than spells that allow a saving throw, but only if the ability
Benefit: Any evil creature you touch with your bare hand, does not deal damage and is not dependent on dealing
fist, or natural weapon is ravaged by golden ice (see Ravages damage.
and Afflictions in Chapter 3: Exalted Equipment for For example, a character with the Stunning Fist feat can
effects). increase the saving throw DC to avoid being stunned by +4
if she deals nonlethal damage, rather than regular damage,
VOW OF ABSTINENCE [EXALTED] with her stunning attack.
You have taken a sacred vow to abstain from alcoholic A couatls venom would not become more virulent because
beverages, drugs, stimulants such as caffeine, and of this feat, however, because it deals ability damage and
intoxication. requires the couatl to deal hit point damage in order to
deliver it.
Prerequisites: Sacred Vow.
Special: To fulfill your vow, you must not cause harm or
Benefit: You gain a +4 perfection bonus on Fortitude
suffering to humanoid or monstrous humanoid foes.
saving throws against poisons and drugs (as long as you are
You may not deal real damage or ability damage to such
subjected to a drug unwillingly).
foes through spells or weapons, though you may deal
Special: To fulfill your vow, you must not consume nonlethal damage.
intoxicating, stimulating, depressant, or hallucinogenic
You may not target them with death effects, disintegrate,
substances, including alcohol, caffeine, and other drugs.
pain effects, or other spells that have the immediate
If you intentionally break your vow, you immediately and
potential to cause death, suffering, or great harm.
irrevocably lose the benefit of this feat.
Your purity is so great that any ally of yours who slays a
You may not take another feat to replace it. helpless or defenseless foe within 120 feet of you feels great
If you break your vow as a result of magical compulsion, or
remorse.
otherwise unintentionally (a drug slipped into your drink, Your ally takes a 1 morale penalty on his attack rolls for 1
for example), you lose the benefit of this feat until you
hour per your character level.
perform a suitable penance and receive an atonement spell.
For each helpless foe slain, the attack penalty increases by
1, to a maximum equal to your character level.
VOW OF CHASTITY [EXALTED] The duration of the increased penalty starts from the latest
You have taken a sacred vow to refrain from marriage and slaying.
sexual intercourse. You may ask your allies to give you an oath that a helpless
Prerequisites: Sacred Vow. foe will not be slain.
8
If the oath is sworn, an ally who later breaks the oath takes (DC 10 + one-half your character level + your Con modifier)
the penalty for doing so as if you were present. or shatter against your skin, leaving you unharmed.
If you leave a helpless foe to be killed by your allies, you Finally, you gain a +4 exalted bonus on all Diplomacy
have broken your vow. checks.
You may ask a defeated creature to give you an oath of Special: To fulfill your vow, you must not cause harm to
surrender or noninterference in exchange for its life. any living creature (constructs and undead are not included
If the creature breaks this oath to you, you can allow your in this prohibition).
allies to deal with the creature as they see fit without You may not deal real damage or ability damage to such
breaking their oaths or your vow of nonviolence. creatures through spells or weapons, though you may deal
If you intentionally break your vow, you immediately and nonlethal damage.
irrevocably lose the benefit of this feat. You may not target them with death effects, disintegrate, or
You may not take another feat to replace it. other spells that have the immediate potential to cause
If you break your vow as a result of magical compulsion, death or great harm.
you lose the benefit of this feat until you perform a suitable You also may not use nondamaging spells to incapacitate or
penance and receive an atonement spell. weaken living foes so that your allies can kill themif you
incapacitate a foe, you must take him prisoner.
VOW OF OBEDIENCE [EXALTED] If you intentionally break your vow, you immediately and
irrevocably lose the benefit of this feat.
You have taken a sacred vow to live according to the You may not take another feat to replace it.
dictates of another, generally your superior in a religious If you break your vow as a result of magical compulsion or
order or similar organization. otherwise unwittingly, you lose the benefit of this feat until
Prerequisites: Sacred Vow. you perform a suitable penance and receive an atonement
Benefit: You gain a +4 perfection bonus on Will saving spell.
throws against compulsion spells and effects. (Characters who have taken a Vow of Peace are known to
Special: To fulfill your vow, you must unquestioningly drink water through a strainer in order to avoid
obey your superior and live according to the rules of your accidentally swallowing, and thereby causing harm to, a
organization. small insect).
If you intentionally break your vow, you immediately and
irrevocably lose the benefit of this feat.
You may not take another feat to replace it. VOW OF POVERTY [EXALTED]
If you break your vow as a result of magical compulsion, You have taken a sacred vow to forswear material
you lose the benefit of this feat until you perform a suitable possessions.
penance and receive an atonement spell. Prerequisites: Sacred Vow.
Benefit: You gain bonuses to your Armor Class, ability
VOW OF PEACE [EXALTED] scores, and saving throws, as well as bonus exalted feats, all
depending on your character level.
You have taken a sacred vow to abstain from harming any See Voluntary Poverty in Chapter 2 for details.
living creature. Special: To fulfill your vow, you must not own or use any
Prerequisites: Sacred Vow, Vow of Nonviolence. material possessions, with the following exceptions: You
Benefit: This sacred vow grants significant supernatural may carry and use ordinary (neither magic nor masterwork)
benefits, but its cost is high. simple weapons, usually just a quarterstaff that serves as a
First, you are constantly surrounded by a calming aura to a walking stick.
radius of 20 feet. You may wear simple clothes (usually just a homespun
Creatures within the aura must make a successful Will save robe, possibly also including a hat and sandals) with no
(DC 10 + one-half your character level + your Cha modifier) magical properties.
or be affected as by the calm emotions spell. You may carry enough food to sustain you for one day in a
Creatures who leave the aura and reenter it receive new simple (nonmagic) sack or bag.
saving throws. You may carry and use a spell component pouch.
A creature that makes a successful saving throw and You may not use any magic item of any sort, though you
remains in the aura is unaffected until it leaves the aura and can benefit from magic items used on your behalfyou
reenters. can drink a potion of cure serious wounds a friend gives you,
The aura is a mind-affecting, supernatural compulsion. receive a spell cast from a wand, scroll, or staff, or ride on
Second, you gain a +2 natural armor bonus to your AC, a +2 your companions ebony fly.
deflection bonus to your AC, and a +2 exalted bonus to your You may not, however, borrow a cloak of resistance or any
AC. other magic item from a companion for even a single
This exalted bonus does not apply to touch attacks and does round, nor may you yourself cast a spell from a scroll, wand,
not hinder incorporeal touch attacks. or staff.
Brilliant energy weapons, however, do not ignore it. If you break your vow, you immediately and irrevocably
It does not stack with an armor bonus. lose the benefit of this feat.
If you also have the Vow of Poverty feat, the natural armor, You may not take another feat to replace it.
deflection, and exalted Armor Class bonuses granted by
that feat all increase by +2.
If a creature strikes you with a manufactured weapon, the
weapon must immediately make a successful Fortitude save
9
VOW OF PURITY [EXALTED] Each time it is taken, the creature can apply it to each of its
spell-like abilities three additional times per day.
You have taken a sacred vow to avoid contact with dead
flesh.
Prerequisites: Sacred Vow. BOOST SPELL RESISTANCE [GENERAL]
Benefit: You gain a +4 perfection bonus on Fortitude By making a deal with an evil power, the character makes
saving throws to resist disease and death effects. himself even more resistant to magic.
Special: To fulfill your vow, you must avoid all contact Prerequisite: Any evil alignment.
with dead creatures, including meat cooked for food. Benefit: If the character already has innate spell
You may not touch fallen foes. resistance, he gains a +2 profane bonus to his existing spell
You may fight undead foes, but must purify yourself as resistance score.
soon as possible afterward.
You may touch dead characters in order to restore them to CORRUPT SPELL [METAMAGIC]
life (by way of a raise dead or similar spell that requires you
to touch the corpse), but for no other purpose. The character can transform one of her spells into a thing
If you fight undead creatures or accidentally touch dead of evil due to a deal she makes with an evil power.
flesh, you must purify yourself in a special ritual that Prerequisite: Any evil alignment.
requires 1 hour and a flask of holy water. Benefit: This feat adds the evil descriptor to a spell.
If you intentionally break your vow, you immediately and Furthermore, if the spell deals damage, half of the damage
irrevocably lose the benefit of this feat. is unholy damage.
You may not take another feat to replace it. For example, a corrupted fireball cast by a 6th-level wizard
If you break your vow as a result of magical compulsion, deals 6d6 points of damage: 3d6 points of fire damage and
you lose the benefit of this feat until you perform a suitable 3d6 points of unholy damage.
penance and receive an atonement spell. Thus, creatures immune to fire still potentially take 3d6
points of damage.
The corrupted spell uses up a spell slot one level higher
WORDS OF CREATION [EXALTED] than the spells actual level.
You have learned a few of the words that were spoken to Special: A character may take this feat multiple times,
create the world. choosing a different spell each time.
Prerequisites: Int 15, Cha 15, base Will save bonus +5.
Benefit: You can use the Words of Creation to enhance
bardic music, to help cast good spells and create good magic
CORRUPT SPELL-LIKE ABILITY [GENERAL]
items, and to enhance the process of creation (see Words of One of the creatures spell-like abilities is powered by evil.
Creation in Chapter 2). A dark pact provides the creature with unholy energy.
Normal: A nonevil creature that tries to utter the Words Prerequisite: Any evil alignment.
of Creation without learning them properly is affected as Benefit: This feat adds the evil descriptor to a spell-like
by a feeblemind spell, while an evil character is struck dead. ability.
Fortunately, it is impossible to make someone speak the Furthermore, if the spell-like ability deals damage, half of
Words of Creation against his will, because their that damage (rounded down) is unholy damage.
pronunciation is so exacting. For example, if a corrupted fireball from a pit fiend deals a
total of 35 points of damage, half of that amount (18 points)
is fire damage and the other half (17 points) is unholy
BOOK OF VILE DARKNESS damage.
Nonevil creatures immune to fire still take the 17 points of
(3.0) unholy damage.
Each of a creatures spell-like abilities can be corrupted
three times per day, though the feat does not allow the
MAIN SECTION FEATS creature to exceed its normal usage limit for any ability.
Thus, if a pit fiend chooses to corrupt its fireball ability, it
can use a corrupted fireball up to three times that day.
BOOST SPELL-LIKE ABILITY [GENERAL] Thereafter, it could use its fireball ability again normally
One of the creatures spell-like abilities is harder to resist (since it can use fireball at will), or it could corrupt another
than it otherwise would be. of its spell-like abilities, such as meteor swarm.
Benefit: The saving throw Difficulty Class (DC) of a Special: This feat can be taken multiple times.
boosted spell-like ability is increased by +2. Each time it is taken, the creature can apply it to each of its
Each of a creatures spell-like abilities can be boosted three spell-like abilities three additional times per day.
times per day, though the feat does not allow the creature
to exceed its normal usage limit for any ability. DARK SPEECH [VILE]
Thus, if a succubus chooses to boost its suggestion ability, it
The character learns a smattering of the language of truly
can use a boosted suggestion up to three times that day.
dark power.
Thereafter, it could use its suggestion ability again normally
(since it can use suggestion at will), or it could boost another Prerequisite: Base Will save bonus +5, Int 15, Cha 15.
of its spell-like abilities, such as charm monster. Benefit: The character can use the Dark Speech to bring
loathing and fear to others, to help cast evil spells and
Special: This feat can be taken multiple times.
10
create evil magic items, and to weaken physical objects (see Benefit: The character gains a +2 deformity bonus to
Dark Speech in Chapter 2). Constitution and a 2 deformity penalty to Dexterity.
Normal: Attempting to utter a word of the Dark Speech Furthermore, she gains a +2 circumstance bonus on
always ends in immediate death for a speaker who is not Intimidate checks and saving throws against poison.
trained in its dark power. Special: A character with this feat may not take the
Fortunately, it is impossible to make someone use the Dark Deformity (gaunt) feat.
Speech if he or she is unwilling, because the languages
pronunciation is so exacting. DISCIPLE OF DARKNESS [VILE]
Special: The character gains a +4 circumstance bonus on
saving throws made when someone uses the Dark Speech The character formally supplicates himself to an archdevil.
against him or her. In return for this obedience, he gains a small measure of
power.
Benefit: Once per day, while performing an evil act, the
DEFORMITY (CLAWED HANDS) [VILE] character may call upon his diabolic patron to add a +1 luck
Because of intentional self-mutilation, the character has bonus on any one die roll.
deformed arms and hands ending in sharp claws. Special: Once a character takes this feat, he may not take
Prerequisite: Willing Deformity. it again; he may not be the disciple of more than one devil.
Benefit: The character has the ability to deal 1d6 points of Nor may he take the Thrall to Demon feat.
damage as an unarmed claw attack.
The character is considered armed even when unarmed. EMPOWER SPELL-LIKE ABILITY [GENERAL]
Special: The character does not draw attacks of
opportunity when attacking unarmed, and he threatens The creature can use a spell-like ability with greater effect.
areas even when unarmed. Benefit: All variable, numeric effects of an empowered
spell-like ability are increased by one-half.
An empowered spell-like ability deals half again as much
DEFORMITY (EYES) [VILE] damage as normal, cures half again as many hit points,
The character has either drilled a hole in her forehead affects half again as many targets, and so on as appropriate.
trying to add a third eye, or she has supernaturally scarred For example, a night hags empowered magic missile deals
one of her regular eyes. one and one-half times normal damage (roll 1d4+1 and
Prerequisite: Willing Deformity. multiply the result by 1.5 for each missile).
Benefit: As a supernatural ability, the character can use Saving throws and opposed rolls (such as the one made
see invisibility for 1 minute per day. when a character casts dispel magic) are not affected.
Special: The character takes a 2 deformity penalty on Spell-like abilities without random variables are not
Spot and Search checks. affected.
Each of a creatures spell-like abilities can be empowered
twice per day, though the feat does not allow the creature to
DEFORMITY (FACE) [VILE]
exceed its normal usage limit for any ability.
Because of intentional self-mutilation, the character has a Thus, if a night hag chooses to empower its magic missile
hideous face. ability, it can use an empowered magic missile up to two
Prerequisite: Willing Deformity. times that day.
Benefit: The character gains a +2 circumstance bonus on Thereafter, it could use its magic missile ability again
Intimidate checks and a +2 deformity bonus on Diplomacy normally (since it can use magic missile at will), or it could
checks dealing with evil creatures of a different type. corrupt another of its spell-like abilities, such as sleep.
Special: This feat can be taken multiple times.
DEFORMITY (GAUNT) [VILE] Each time it is taken, the creature can apply it to each of its
spell-like abilities two additional times per day.
Through intentional starvation and macabre operations, the
character is grossly underweight.
He has a skeletal appearance, and his weight is now half EVIL BRAND [VILE]
normal for creatures of his kind. The character is physically marked forever as a servant of an
Prerequisite: Willing Deformity. evil power greater than herself or as a villain who does not
Benefit: The character gains a +2 deformity bonus to care who knows that she seeks only death, destruction, and
Dexterity and a 2 deformity penalty to Constitution. misery for others.
Furthermore, he gains a +2 circumstance bonus on Escape The symbol is unquestionable in its perversity, depicting a
Artist checks and Intimidate checks. depravity so unthinkable that all who see it know beyond a
Special: A character with this feat may not take the doubt that the bearer is forever in the sway of the blackest
Deformity (obese) feat. powers.
Benefit: Evil creatures automatically recognize the
DEFORMITY (OBESE) [VILE] symbol now emblazoned upon the character as a sign of her
utter depravity or discipleship to a powerful patron,
Through intentional gorging and general gluttony, the although the specific identity of the patron is not revealed.
character is obese. She gains a +2 circumstance bonus on Diplomacy and
Grossly overweight, she is now at least triple the normal Intimidate checks made against evil creatures.
weight for creatures of her kind.
Prerequisite: Willing Deformity. 11
LICHLOVED [VILE] QUICKEN SPELL-LIKE ABILITY [GENERAL]
By repeatedly committing perverted sex acts with the The creature can use a spell-like ability with a moments
undead, the character gains dread powers. thought.
Prerequisite: Evil Brand. Benefit: Using a quickened spell-like ability is a free
Benefit: Mindless undead see the character as an undead action that does not provoke an attack of opportunity.
creature. The creature can perform another actionincluding the
Becoming more and more like an actual undead creature, use of another spell-like abilityin the same round that it
he gains a +1 circumstance bonus on saving throws against uses a quickened spell-like ability.
mind-affecting effects, poison, sleep, paralysis, stunning, The creature may use only one quickened spell-like ability
and disease. per round.
A spell-like ability that duplicates a spell with a casting time
MALIGN SPELL FOCUS [GENERAL] greater than 1 full round cannot be quickened.
Each of a creatures spell-like abilities can be quickened
The characters spells that have the evil descriptor are more only once per day, and the feat does not allow the creature
potent than normal due to a deal she makes with an evil to exceed its normal usage limit for any ability.
power. Thus, if a demon chooses to quicken its darkness ability, it
Prerequisite: Any evil alignment. cannot use quickened darkness again the same day, though
Benefit: Add +2 to the DC for all saving throws against it could use its darkness ability again normally (since it can
any of the characters spells that have the evil descriptor. use darkness at will), or it could quicken another of its spell-
like abilities, such as desecrate.
MORTALBANE [GENERAL] Normal: Normally the use of a spell-like ability requires a
standard action and provokes an attack of opportunity
The creature can make a spell-like ability particularly
unless noted otherwise.
deadly to mortals.
Special: This feat can be taken multiple times.
Benefit: A mortalbane ability is a damaging spell-like
Each time it is taken, the creature can apply it to each of its
ability that deals 2d6 points of additional damage when
spell-like abilities one additional time per day.
used against living nonoutsiders, but only half damage
(rounded down) against outsiders, undead, and constructs.
For example, if a mortalbane cone of cold from a gelugon SACRIFICIAL MASTERY [VILE]
would normally deal 45 points of damage, it actually deals The character is skilled at offering living sacrifices to evil
45 + 2d6 points of damage to a humanoid, but only 22 gods or fiends.
points of damage to a night hag. Prerequisite: Wis 15.
Creatures immune to coldregardless of their typestill Benefit: The character gains a +4 profane bonus on
take no damage from a mortalbane cone of cold. Knowledge (religion) checks made when performing a
Mortalbane can be applied to each of a creatures spell-like sacrifice.
abilities five times per day, though the feat does not allow Normal: Without this feat, a character who performs a
the creature to exceed its normal usage limit for any ability. sacrifice makes a normal Knowledge (religion) check
Thus, if a gelugon chooses to apply Mortalbane to its cone of modified as described in Chapter 2.
cold ability, it can use a mortalbane cone of cold up to five
times that day.
Thereafter, it could use its cone of cold ability again normally THRALL TO DEMON [VILE]
(since it can use cone of cold at will). The character formally supplicates himself to a demon
Special: This feat can be taken multiple times. prince.
Each time it is taken, the creature can apply it to each of its In return for his obedience, the character gains a small
spell-like abilities five additional times per day. measure of power.
Benefit: Once per day, while performing an evil act, the
POISON IMMUNITY [GENERAL] character may call upon his demonic patron to add a +1
luck bonus on any one roll.
After prolonged exposure to a poison or toxin, the character Special: Once a character takes this feat, he may not take
has rendered himself immune to it. it again; he may not be the thrall of more than one demon.
Benefit: The character is immune to one specific poison Nor may he take the Disciple of Darkness feat.
(chosen by the DM or the characters player), whether
available as a blade poison, the venom of a specific creature,
or one other toxin. VERMINFRIEND [VILE]
The character also gains a +1 circumstance bonus on saving Vermin regard the character better than they would
throws against other poisons. normally.
Special: A character may take this feat multiple times, Prerequisite: Cha 15.
choosing a different poison each time. Benefit: If a vermin is about to attack the character, she
The +1 bonus against other poisons doesnt stack with itself, may make a Charisma check (DC 20).
because the circumstances of each poison immunity are If the check succeeds, that vermin refuses to attack her for
essentially the same. 24 hours.
12
VILE KI STRIKE [VILE] Thereafter, it could use its lightning bolt ability again
normally once (since it can use lightning bolt three times per
The character can focus evil power into his unarmed strike. day), or it could violate another of its spell-like abilities,
Prerequisite: Cha 15, Improved Unarmed Strike. such as fireball.
Benefit: Each time the character deals damage with his Special: This feat can be taken multiple times.
unarmed strike, he deals 1 additional point of vile damage. Each time it is taken, the creature can apply it to each of its
spell-like abilities two additional times per day.
VILE MARTIAL STRIKE [VILE]
The character can focus evil power into her weapon blows. WILLING DEFORMITY [VILE]
Prerequisite: Cha 15, Weapon Focus with the specified Through scarification, self-mutilation, and supplication to
weapon. dark powers, the character intentionally mars her own
Benefit: Each time the character deals damage with a body.
specific kind of weapon, she deals 1 additional point of vile Benefit: The character gains a +2 deformity bonus on
damage. Intimidate checks.
Special: A character may take this feat more than once,
selecting a different weapon each time.
CHAMPIONS OF RUIN (3.5)
VILE NATURAL ATTACK [VILE]
The character can focus evil power into his natural attacks.
Prerequisite: Natural attack that deals at least 1d8 points MAIN SECTION FEATS
of damage, base attack bonus +5.
Benefit: Each time the character deals damage with his BLOODSOAKED INTIMIDATE []
natural attack, he deals 1 additional point of vile damage. Your bloody and vicious approach to combat makes you a
fearsome foe.
VIOLATE SPELL [METAMAGIC] Prerequisites: Snatch Trophy.
The character can transform one of his spells into an evil Benefit: When you collect a trophy using the Snatch
spell, and the wounds the spell inflicts are tainted with the Trophy feat, you can make an Intimidate check as a swift
foulest evil. action against an adjacent opponent who witnesses your
Prerequisite: Any evil alignment. savage act (see the Swift and Immediate Actions sidebar for
Benefit: This feat adds the evil descriptor to a spell. more information).
Furthermore, if the spell deals damage, half of the damage Normal: Making an Intimidate check in combat is a
dealt is vile damage. standard action.
For example, a violated lightning bolt cast by an 8th-level
wizard deals 8d6 points of damage: 4d6 points of electricity CHAKRAM RICOCHET []
damage and 4d6 points of vile electricity damage (but You can hurl a chakram so that it strikes two enemies
creatures immune to electricity take no damage). instead of one.
A violated spell uses up a spell slot one level higher than Prerequisites: Dex 13, base attack bonus +1, proficient
the spells actual level. with chakram.
Special: A character may take this feat multiple times, Benefit: If you hit a creature with a thrown chakram, you
choosing a different spell each time. can cause it to ricochet and strike a secondary target in an
adjacent square (within 5 feet of the primary target).
VIOLATE SPELL-LIKE ABILITY [GENERAL] You immediately make an attack roll against the secondary
The creatures spell-like abilities are particularly tainted target, at a 2 penalty.
with evil. If the attack hits, you deal damage normally.
Benefit: This feat adds the evil descriptor to a spell-like Special: A rogue with Chakram Ricochet can deal sneak
ability. attack damage to both targets if they are within 30 feet and
Furthermore, if the spell-like ability deals damage, half of denied their Dexterity bonus to AC.
that damage (rounded down) is vile damage.
For example, if a violated lightning bolt from a cornugon CORRUPT SPELL [METAMAGIC]
deals a total of 35 points of damage, half of that amount (18 You can transform one of your spells into a thing of evil due
points) is electricity damage and the other half (17 points) to a deal you make with an evil power.
is vile damage.
Prerequisites: Any evil alignment.
Creatures immune to electricity take no damage from a
violated lightning bolt. Benefit: This feat adds the evil descriptor to one
Each of a creatures spell-like abilities can be violated twice damaging spell you can cast.
You must choose the spell at the time you select the feat.
per day, though the feat does not allow the creature to
exceed its normal usage limit for any ability. If the spell deals damage, half of the damage is unholy
Thus, if a cornugon chooses to violate its lightning bolt damage.
ability, it can use a violated lightning bolt up to two times For example, a corrupted fireball cast by a 6th-level wizard
that day. deals 6d6 points of damage: 3d6 points of fire damage and
3d6 points of unholy damage.
13
Thus, creatures immune to fire still potentially take 3d6 After the spell is cast, lingering tendrils of raw energy
points of damage. persist; creatures damaged by the spell are entangled for 1
Special: A character can take this feat multiple times, round.
choosing a different spell each time. The spell is considered to be in effect during this time and
This feat originally appeared in Book of Vile Darkness and has can be dispelled normally.
been revised for D&D v.3.5. An entangling spell uses up a spell slot two levels higher
than the spells actual level.
CRAVEN []
Like most sly rogues, you are a dangerous coward. FERAL ANIMAL COMPANION []
However, your sneak attacks deal more damage than You can enslave a feral animal and adopt it as your animal
normal. companion.
Prerequisites: Sneak attack class feature, cannot be Prerequisites: Animal companion class feature, evil
immune to fear. alignment.
Benefit: You take a 2 penalty on saving throws against Benefit: Instead of calling a normal animal companion,
fear effects. you can call a feral animal companion that foams at the
However, when making a sneak attack, you deal an extra 1 mouth.
point of damage per character level. Any creature harmed by the animals bite attack must
succeed on a DC 15 Fortitude save or contract red ache (see
DIRE FLAIL SMASH [] Dungeon Masters Guide page 292).
The disease has no harmful effect on the feral animal.
You have mastered the style of fighting with the dire flail In addition, your feral animal companion gains a +2 bonus
and have learned to deal thunderous blows with the to Strength and Constitution.
weapon. Attempts by others to influence your feral animal
Prerequisites: Str 13, Improved Sunder, Power Attack, companion with Handle Animal checks take a 10 penalty.
Weapon Focus (dire flail). Special: This feat does not transform a normal animal
Benefit: If you hit the same creature with both ends of companion into a feral animal companion.
your dire flail in the same round, it must make a Fortitude
saving throw (DC 10 + 1/2 your character level + your Str
modifier) or be dazed by the pain for 1 round. FLAY FOE []
Special: A fighter can select this feat as one of his fighter You are skilled at flaying the flesh from your enemys
bonus feats. bones.
Prerequisites: Str 15, base attack bonus +6, proficient
with slashing melee weapon.
DIRTY RAT []
Benefit: If you hit the same enemy more than once in a
You are quite adept at slipping under a foes guard while single round with a slashing melee weapon, you deal an
hes distracted. extra point of damage with each hit after the first.
Prerequisites: Tumble 4 ranks. Special: A fighter can select this feat as one of his fighter
Benefit: You gain an additional +1 bonus on attack rolls bonus feats.
when flanking an opponent.
IMPROVED FIENDISH SERVANT []
DOOMSPEAK [BARDIC]
You gain the service of a powerful fiendish animal servitor.
You can demoralize an enemy with horrible Prerequisites: Fiendish servant class feature.
condemnations and grim portents of impending doom. Benefit: Add the following creatures to your list of
Prerequisites: Bardic music class feature, Intimidate 8 eligible fiendish servants: ape, black bear, boar, crocodile,
ranks, Perform 8 ranks. dire badger, dire bat, dire weasel, heavy warhorse, leopard,
Benefit: You can spend one of your bardic music uses to monitor lizard, constrictor snake, Large viper snake,
utter a string of crass and appalling epithets and curses at wolverine.
one enemy within 120 feet. In addition, any fiendish servant you call has the fiendish
The intended target must be able to hear and comprehend creature template (Monster Manual page 107).
your damning remarks. The fiendish servant otherwise conforms to the rules in the
A target that fails a Will save (DC 10 + your character level + Dungeon Masters Guide (page 183).
your Cha modifier) is cursed with a 10 penalty on attack
rolls, saves, ability checks, and skill checks for 1 round.
This is a supernatural, necromantic effect. LINGERING SPELL [METAMAGIC]
Residual eldritch energy from your spell continues to harm
your enemies after the spells main effect has expired.
ENTANGLING SPELL [METAMAGIC]
Benefit: The feat can be applied to any one instantaneous
Your spell releases residual eldritch power that entangles spell that deals acid, cold, electricity, fire, or sonic damage,
your enemies. such as fireball or lightning bolt.
Benefit: The feat can be applied to any instantaneous After the spell is cast, lingering tendrils of energy persist,
spell that deals acid, cold, electricity, fire, or sonic damage, dealing 1d6 points of damage of the appropriate energy
such as fireball or lightning bolt. type at the beginning of your next turn to all creatures
14 initially damaged by the spell.
The spell is considered to be in effect during this time and Benefit: You are immune to one specific poison (chosen
can be dispelled normally. by you), whether available as a blade poison, the venom of a
A lingering spell uses up a spell slot one level higher than specific creature, or one other toxin.
the spells actual level. You also gain a +1 circumstance bonus on saving throws
against other poisons.
MALIGN SPELL FOCUS [] Special: A character can take this feat multiple times,
choosing a different poison each time.
Your evil spells are more potent than normal due to a deal The +1 bonus against other poisons does not stack with
forged with an evil power. itself.
Prerequisites: Any evil alignment.
Benefit: Add +1 to the DC for all saving throws against
any of your spells that have the evil descriptor. PROFANE OUTBURST [DIVINE]
Special: This feat originally appeared in Book of Vile With a horrendous release of divine energy, you steel your
Darkness and has been revised for D&D v.3.5. undead allies and minions against harm.
Prerequisites: Ability to rebuke undead, evil alignment.
MORTIFYING ATTACK [] Benefit: As a standard action, you can spend one of your
rebuke attempts to bathe all undead creatures within 60
Those who witness your brutal death attack are unnerved feet in divine energy, granting them a +1 profane bonus to
and jarred by the experience. Armor Class for 1 minute.
Prerequisites: Death attack class feature.
Benefit: All creatures within 30 feet that witness you
make a successful death attack must succeed on a Will save PULVERIZE FOE []
(DC equal to death attack damage dealt) or be shaken for You enjoy smashing your opponents into submission.
2d4 rounds. Prerequisites: Str 15, base attack bonus +6, proficient
Any creature you consider your ally is unaffected. with bludgeoning melee weapon.
In addition, creatures that fail the save are so horrified by Benefit: If you hit the same enemy more than once in a
the attack that they lose their Dexterity bonus to Armor single round with a bludgeoning melee weapon, you deal
Class for 1 round. an extra 1d6 points of bludgeoning damage with each hit
The target of the death attack must also make the saving after the first.
throw if it survives. Special: A fighter can select this feat as one of his fighter
This extraordinary ability is a fear effect. bonus feats.
23
Members of all three of these groups can select this feat as FAVORED IN GUILD BENEFIT (FANGSHIELDS)
long as they are at least 4th level in their respective orders
primary class. []
If you have the Favored in Guild feat, you gain a special
benefit for belonging to this guild.
SUN SOUL MONK [] When the moon is at least half full (waxing or waning), you
Your training with this monk order gives you special get a +2 bonus on Hide checks and Move Silently checks;
powers depending on which sect you follow. this bonus stacks with the other skill bonuses from the
Prerequisites: Monk 6th, member of the Sun Soul Favored in Guild feat.
monk order (see page 25 of the FORGOTTEN REALMS Members of this group are also eligible to take the Silver
Campaign Setting and page 41 of City of Splendors: Water deep). Fang feat (see page 33).
Benefit: This feats benefit depends on the patron deity of
the monastery where you studied.
FAVORED IN GUILD BENEIT (FELLOWSHIP OF
Lathander: You can channel your ki to turn an undead
creature. THE PURPLE STAFF) []
Once per day you can choose to imbue a single unarmed If you have the Favored in Guild feat, you gain a special
strike with ki; this decision must be made before the attack benefit for belonging to this guild depending on your class.
roll is made. If you have levels in wizard and are also a divine spellcaster,
If you hit an undead creature with this attack, it is turned choose one of the two benefits described below.
unless it succeeds on a Will save (DC 10 + 1/2 your HD + Divine SpellcasterAdd handfire (1st), horrible taste* (1st),
your Wis modifier). lionheart* (2nd), love bite* (2nd), rosemantle (1st), and
If the undead creature has turn resistance, it can add this as warning* (2nd) to your spell list.
a bonus on its save. (If you have levels in more than one divine spellcasting
If you have the Stunning Fist feat, you can also expend a class, choose one class spell list to receive this benefit; all
daily use of your stunning fist to use this feat. other classes are unaffected).
If you have the turn undead class feature, you can expend a * New spells described in Chapter 2.
turn undead attempt to use this feat. WizardEach time you gain an even-numbered wizard
Selne: Your unarmed strikes deal an extra 1 point of cold level, you can add one of these spells to your spellbook:
damage and count as silvered weapons for the purpose of alarm, break enchantment, continual flame, Darssons potion,
overcoming damage reduction. dispel magic, dream, fabricate, fly, greater dispel magic, hardening,
When in moonlight or starlight, treat your monk level as healing touch, hold monster, illusory wall, levitate, mirage arcana,
three levels higher for the purpose of determining your move earth, overland flight, permanent image, stone shape,
unarmored speed bonus. telekinesis, wall of iron, wall of stone, or water breathing.
Sune: Your combat style is fascinating to watch. This extra spell is in addition to the two spells you learn
Once per day as a standard action, you can perform a upon gaining a new wizard level.
maneuver that fascinates a single creature within 30 feet
that can see you (Will negates, save DC 10 + 1/2 your HD +
FAVORED IN GUILD BENEFIT (GUARDIANS OF
Cha modifier).
Creatures of a type different from your gain a +4 bonus on THE WEAVE) []
the save. If you have the Favored in Guild feat, you gain a special
This supernatural effect lasts for 1 round. benefit for belonging to this group.
If you have the Stunning Fist feat, you can also expend a As part of their special training, Guardians using detect
daily use of your stunning fist to use this feat. magic can recognize a wild magic or dead magic area on the
first round of the spell instead of the second round.
They get a +1 competence bonus on caster level checks to
SIDEBAR FEATS detect, counterspell, or dispel Shadow Weave effects, and a
+1 competence bonus on saving throws against Shadow
FAVORED IN GUILD [] Weave effects.
You are an active and valued member of your organization. Members of this group are also eligible to take the
Prerequisites: Membership in a guild or organization. Overcome Shadow Weave feat (see page 33).
Benefit: Select one of your organizations associated
skills. FAVORED IN GUILD BENEFIT (KNIGHTS OF
As long as you remain a member of the organization, you THE FLYING HUNT) []
gain a +2 competence bonus on all checks made with that
A Knight of the Flying Hunt must have the Favored in
skill.
Guild feat to qualify for membership in the organization
An organization member with this feat also gains one
and must have taken 1st level in the prestige class (see page
additional fringe benefit, the exact details of which depend
106).
on his organization.
Thus, he gains special benefits automatically for belonging
These benefits are described in each organization entry.
to this group.
Normal: To receive general benefits from your He earns a salary of 100 gp per Knight of the Flying Hunt
organization, you must pay your monthly dues. level each month so long as he actively participates in his
duties or is on special assignment.
24
He receives any necessary curative and restorative spells to FAVORED IN GUILD BENEFIT (THE KNIGHTS
heal wounds and other maladies sustained in battle.
And he receives the legendary flying hunt armor of the OF THE NORTH) []
Knights (see page 65) as a gift from the Nimbral Lords. If you have the Favored in Guild feat, you gain a special
benefit for belonging to this group.
Members of the Knights of the North gain access to a
FAVORED IN GUILD BENEFIT (THE DRUIDS OF
variety of goods and services that make their adventuring
TALL TREES) [] exploits easier, particularly for those tasks done in the
If you have the Favored in Guild feat, you gain a special service of the Knights.
benefit for belonging to this group. Training, spell access and castings, and shares of the spoils
Any druid member of the circle casts conjuration (healing) brought in by Knights actions are all available, so long as a
spells at +1 caster level. member continues to contribute to the efforts of the
Any character (druid or not) receives free healing for any Knights.
wounds received while defending the forest from foes. Because the Knights engage in legitimate trade, aid
merchants who are rivals of the Zhentarim, and claim the
goods taken from Zhent caravans they raid, they have
FAVORED IN GUILD BENEFIT (THE KNIGHTS access to an amazing array of merchandise.
OF IMPHRAS II) [] Any item a character wishes to purchase (within the
Members of the Knights of Imphras II gain access to a strictures of the gp limit) can be bought for 90% of the
variety of goods and services that make their adventuring standard value, while an item offered for sale to the Knights
exploits easier, particularly for those tasks done in the nets only 60% of the book value.
service of the Knights. In addition, characters who participate in raids on Zhent
Training, spell access, and shares of the spoils brought in by caravans are permitted to keep any personal items the
Knights actions are all available, so long as the member guards and agents carried, while the Knights only claim the
continues to contribute to the efforts of the Knights. goods in the wagons themselves for trade elsewhere.
Because the Knights are pledged to the defense of the Knights also have access to free spellcasting within the
monarchy, they can draw on the royal treasury for the organization.
purchase of arms and armor. Once per month, any member can request a single spell be
Any such item the character wishes to purchase (within the cast upon him.
strictures of the gp limit) can be bought for 90% of its This spell can be of any level a caster of up to two levels
standard value, with the crown paying the difference. higher than the requesters level could cast.
In addition, characters who battle would-be invaders of Thus, a 5th-level Knight could request a single spell of a
Impiltur are permitted to keep any personal items the 7th-level caster.
interlopers carried, while the crown only claims siege If any expensive material components are needed to cast
weapons and the invaders supplies. the spell, the requester must provide those (or the coin to
Knights also have access to free spellcasting within the purchase them).
organization. Spells with XP components are not available through this
Once per month, any member can request a single spell be service.
cast upon him. Once per month, as part of the preparation for a mission, a
This can be a divine spell cast by a member of up to two Knight receives disposable magic (scrolls, potions, and
levels higher than the requester, or an arcane spell cast by a wands) equal to 10% of the Knights expected character
member of up to the same level as the requester. wealth (see page 135 of the Dungeon Masters Guide) from the
Thus, a 5th-level Knight could request a single divine spell leadership.
of a 7th-level caster or a single arcane spell of a 5th-level This benefit most often takes the form of curative magic,
caster. specialized spells needed for unusually tricky or difficult
If any expensive material components are needed to cast missions, or extra firepower for raids.
the spell, the requester must provide those (or the coin to Occasionally, a member can receive permanent magic
purchase them). equipment on loan (usually with defensive or unusual
Spells with XP components are not available through this properties, such as nondetection), but he is expected to
service. return these items upon completion of the mission.
Once per month, as part of the preparation for a mission, a
Knight receives disposable magic equipment (scrolls, FAVORED IN GUILD BENEFIT (THE SOFT
potions, and wands) equal to 10% of the Knights expected
character wealth (see page 135 of the Dungeon Masters CLAWS) []
Guide) from the leadership. If you have the Favored in Guild feat, you gain a special
This benefit most often takes the form of curative magic, benefit for belonging to this group.
specialized spells needed for unusually tricky or difficult You receive lodging at the Moonstone Mask for half the
missions, or extra firepower for raids. normal rate.
Occasionally, a member can receive permanent magic You also receive free healing sufficient to return you to full
equipment on loan (usually with defensive or unusual hit points after one evenings lodging.
properties, such as nondetection), but he is expected to In addition, you receive a nevertoken (see page 70) as a
return these items upon completion of the mission. symbol of your affiliation with the group and as a tool for
your work.
25
Nevertokens are magical recognition badges carried by all (If you previously considered yourself right-handed, you
Soft Claws, given to them by Zundaerazylym. suffer no penalty for using your left hand as your primary
She has a cache of identical items, for the entire cache of hand.
Halruaan family trading-tokens was given to her in the Year Handedness isnt defined in the game; the point of the vow
of the Watching Cold (1320 DR) by Ensible Mritavvalan, is to restrict yourself to using one hand).
the dying last member of that family. Special: If you violate your oaths and use your right hand
Finally, there is a percentage chance equal to your character for any purpose, you lose the benefits of this feat until you
level (or that of the highest-level character in a group of perform a rite of purification in a shrine or temple of Tyr,
Soft Claws) that Zundaerazylym will come to your rescue which requires 24 hours of vigil and prayer.
during a dire situation should you somehow manage to
contact her. INITIATE OF SHAR [INITIATE]
The steel dragon will only perform this heroic service once
during your stint of duty with the Soft Claws. You have been initiated into the greatest secrets of Shars
Subsequent requests are politely declined, with the dragon church.
citing her own safety and anonymity as reasons for her Prerequisite: Able to cast 1st-level divine spells, patron
refusal. deity Shar.
Benefit: You add Bluff and Hide to your list of class skills.
In addition, you add the following spells to your divine
CITY OF SPLENDORS spellcaster spell list.
If you have more than one divine spellcasting class before
WATERDEEP (3.5) taking this feat, you must decide which class has the
additional spells added to its list.
1st Disguise Self: Changes your appearance.
MAIN SECTION FEATS 3rd Crushing Despair: Subject takes 2 on attack rolls,
damage rolls, saves, and checks.
4th Armor of Darkness: Creates a shroud of shadow
DUNGEONEERS INTUITION [] around target that grants darkvision, a bonus to
You can sense when things dont feel right, and you have a AC, and a bonus on some saving throws.
knack for avoiding deadly traps and sudden ambushes. 5th Darkbolt: One beam of darkness/2 levels deals
Prerequisites: Wisdom 13, trap sense class feature. damage and dazes opponents.
Benefit: You add your Wisdom bonus to your trap sense Special: The armor of darkness and darkbolt spells also
bonus. appear on the Darkness domain list.
In addition, you can apply your trap sense bonus to your With this feat, you can cast them as regular cleric spells, not
AC during a surprise round (although you still might be just domain spells.
flat-footed if you were not aware of your foes before they
struck). JESTERS MAGIC []
You are a skilled master of magical jests, capable of inciting
HAND OF TYR [] audiences to laughter or lulling them to sleep.
You have sacrificed your right hand to Tyr, the Maimed Prerequisites: Perform (acting) 8 ranks, ability to cast
God, proving your resilience and strength of spirit. arcane spells.
Most who take this feat wrap their right hands in white Benefit: Choose either the bardic jester tradition or the
gauze, voluntarily refraining from using the hand. jester mage tradition.
Others have lost their hand in battle, and a few fanatical You gain +1 caster level when casting a spell from the list
followers of the Maimed God choose to cut off their hand below for your tradition.
to demonstrate their zeal and devotion to Tyrs faith. The bardic tradition of jesters magic includes the following
Prerequisites: Patron Tyr, alignment lawful good, bard spells at the appropriate levels: 0prestidigitation;
ability to turn undead. 1stremove fear, hypnotism, Tashas hideous laughter; 2nd
Benefit: As long as you refrain from using your right calm emotions, enthrall; 3rdconfusion, glibness; 4thmodify
hand, you receive a +1 sacred bonus on attack rolls, damage memory; 5thmass suggestion; 6thOttos irresistible dance.
rolls, and Will saves. The mage tradition of jesters magic includes the following
Since you are using only one hand, you cannot fight with sorcerer/wizard spells at the appropriate levels: 0
two weapons, wield a two-handed weapon, or fight with a prestidigitation; 1stgrease, hypnotism; 2ndTashas hideous
one-handed weapon and a heavy shield. laughter, rope trick; 3rddeep slumber, suggestion; 4th
You can fight with a one-handed weapon and a light shield, confusion; 5thseeming; 6thmass suggestion; 7thproject
but you cannot use your shield hand to hold other objects image; 8thOttos irresistible dance; 9thweird.
such as a holy symbol, spell components, or a light source.
(This means you must use your weapon hand to cast spells, LUNAR MAGIC []
so you might have to drop or sheathe a weapon when you Your spells and spell-like abilities are tied to the phase of
wish to cast a spell requiring your holy symbol or somatic the moon, rising and falling with the strength of Selne.
components). Prerequisite: Patron deity Selne or Mystra, arcane or
You take a 4 penalty on Climb, Disable Device, Open divine spellcaster level 1st.
Lock, and Tumble checks.
You can only gain the benefit of wearing one magic ring.
26
Benefit: As shown in the table below, your effective FAVORED IN GUILD FRINGE BENEFIT (AGENTS
caster level for all spells you cast or spell-like abilities you
possess is tied to the phase of the moon.
OF THE EYE) []
For purposes of this feat, the new moon and full moon are You know the best markets for valuable merchandise.
considered to last three successive nights (the night before, Once per character level, you can sell a magic item for 100%
the night of, and the night after the true full moon or new of its market value, or an art object or gem for 120% of its
moon). normal value.
Since Selnes month is almost exactly as long as the
calendar month, the moon is always full right at the FAVORED IN GUILD FRINGE BENEFIT (BLACK
beginning of the month, and dark right in the middle of
the month, as shown below.
BOAR TRIBE) []
You have learned to overcome pain and weakness in order
to impress your fellows.
Once per character level you can automatically shake off
the effects of being sickened, stunned, or shaken.
FAVORED IN GUILD FRINGE BENEFIT (ORDER FAVORED IN GUILD FRINGE BENEFIT (THE TEL
OF THE BLUE MOON) [] TEUKIIRA) []
Your resolve in the service of Mystra and Selne gives you a The Moonstars count many skilled magical artisans among
special blessing. their friends.
Once per character level, you can call on your blessing to Once per character level you can purchase a single magic
gain a +5 sacred bonus on one attack roll or check to item of 50,000 gp or less for 75% of its normal market price.
penetrate spell resistance, provided the target of your attack
or spell is evil.
FAVORED IN GUILD FRINGE BENEFIT (THE
UNSEEN) []
FAVORED IN GUILD FRINGE BENEFIT (ORDER
Due to your long association with many shapechangers,
OF THE EVEN-HANDED) [] you gain a +2 bonus on Spot and Sense Motive checks made
Your resolve in the service of Tyr the Just gives you a to see through a Disguise or Bluff attempt.
special blessing.
Once per character level, you can call on your blessing to
add a +3 bonus to the save DC of one stunning attack you
FAVORED IN GUILD FRINGE BENEFIT (WANDS)
make using the Stunning Fist feat or cleric spell you cast, []
provided the target of your attack or spell is evil. House Wands subsidizes the costs of any magic item you
If you are a monk, you can freely multiclass as a cleric or create, reducing the cost of raw material components by
sacred fist and still advance as a monk. 20%.
29
Benefit: When you wear light or medium armor, you
CITYSCAPE (3.5) gain 1 more point of armor bonus to your AC than that
armor normally provides.
For example, a suit of studded leather would have a +4
MAIN SECTION FEATS armor bonus rather than 3.
However, because you must adjust and customize the
CITY MAGIC [METAMAGIC] armor to more effectively cover weak spots, it is also
slightly more encumbering, increasing its armor check
You can use the city itself to shape and enhance your penalty by 1.
spellcasting. You are not required to make use of this feat.
Prerequisite: Caster level 3rd. You decide when donning the armor whether you wish to
Benefit: You can modify any damaging spell you cast to don it normally, or with this feat in effect.
incorporate the urban environment. Special: A fighter can select this feat as one of his bonus
When casting an offensive spell with an energy subtype feats.
acid, cold, electricity, fire, or sonicyou can invest the
spell with a portion of the citys spirit.
In most cases, this investment is gritty and spectacular, EXTRA CONTACTS []
drawing dirt, gravel, nails, and other nearby detritus into You make connections and alliances easily.
the spell effect. Prerequisite: Cha 11.
In other cases, the investiture is much more subtle, often Benefit: Your maximum number of contacts increases by
merely changing the look of the spell. four.
Only half the damage from a spell with the appropriate Normal: Without this feat, a character is normally limited
subtype is considered energy damage, and is thus subject to to a number of contacts equal to his Charisma modifier
resistances or immunities. (minimum 1).
The remainder comes from the city itself, and is not subject Special: You can take the Extra Contacts feat multiple
to spell or energy resistances or immunities. times.
This investiture only occurs for spells cast within urban Its effects stack.
environments, defined as any area above the size of a small Each time you take the feat, you add another four to your
town (DMG 137). maximum number of contacts.
For example, a wizard uses City Magic to cast a fireball at a
creature with resistance to fire 15.
The damage roll is 20, half of it fire damage and half city. FAVORED []
Thus, the target takes 10 points of city damage instead of 5 You are an active and valued member of your guild, church,
points of fire damage. or other organization.
This feat is useless to spellcasters who cast their spells in a Prerequisites: Membership in a guild, church, or other
nonurban environment as defined above. organization.
A spell modified using the City Magic feat uses a spell slot If selecting this feat for a church, you must also be a true
of the spells normal level. member, not merely a congregant (as described on page
105).
DECEPTIVE SPELL [METAMAGIC] Benefit: Select one of your organizations associated
skills.
You can cast spells that seem to come from somewhere As long as you remain a member of that organization, you
other than where they should. gain a +2 competence bonus on checks made with that skill.
Benefit: A deceptive spell appears to come from any Additionally, you gain one special benefit depending on
direction you choose. your specific guild, church, or organization.
For instance, a magic missile might shoot from a nearby These are described as favored benefits in the guild,
doorway, rather than from your own finger, or a lightning organization, and church entries, beginning on page 84.
bolt might emerge from the floor rather than from you. Special: You can take this feat more than once.
You cannot use this feat to gain a bonus to hit, to Its effects do not stack.
circumvent cover, to flank, or in any other way to gain a Each time you take this feat, you apply it to a different
numeric or mechanical advantage on any attack rolls. organization of which you are a member.
Its purpose is to disguise the source of the spell, preventing
anyone who did not actively observe you casting it from
recognizing you as its caster. INVISIBLE SPELL [METAMAGIC]
You cannot apply Deceptive Spell to any spell with a range You can make your spell effects invisible.
of touch or a target of you. Prerequisite: Any metamagic feat.
A deceptive spell uses up a slot one level higher than the Benefit: You can modify any spell you cast so that it
spells actual level. carries no visual manifestation.
All other aspects of the spell, including range, area, targets,
EFFICIENT DEFENDER [] and damage remain the same.
Note that this feat has no bearing on any components
You have learned to use new techniques and modifications required to cast the enhanced spell, so the spells source
to your armor to increase its protective ability. might still be apparent, depending on the situation, despite
Prerequisite: Heavy armor proficiency. its effects being unseen.
30
For example, a fireball cast by someone with this feat could Urban Acrobatics: You can make use of windowsills,
be made invisible in the moment of its detonation, but awnings, lampposts, and similar features of the city when
everyone in the area would still feel the full effect leaping or falling from buildings.
(including the heat), and any flammable materials ignited If you deliberately jump downward within arms reach of a
by the explosion would still burn visibly with nonmagical wall or similar vertical surface, you can move yourself
fire. sideways along the wall, traveling up to 5 feet horizontally
Those with detect magic, see invisibility, or true seeing spells or for every 10 feet you fall.
effects active at the time of the casting will see whatever If you accidentally fall, you can move 5 feet horizontally for
visual manifestations typically accompany the spell. every 20 feet you fall.
A spell modified using the Invisible Spell feat uses a spell You can move up to your full movement horizontally in
slot of the spells normal level. this fashion (so long as the wall is wide enough), even if
that distance, plus your falling distance, exceeds your
PRIMARY CONTACT [] normal movement rate.
Normal: Falling characters can move in no direction but
Your rapport with one of your contacts is stronger than down.
your relationship with the rest.
Prerequisite: Favored.
Benefit: When you gain this feat, select one of your ROOFWALKER [TACTICAL]
existing contacts to be named your primary contact. You are adept at moving and fighting on rooftops and
Choose one skill associated with the organization to which ledges.
your contact belongs. Prerequisites: Balance 5 ranks, Jump 5 ranks, Dodge,
You gain 1 bonus rank in that skill (even if doing so would Mobility.
put you above your normal maximum ranks for that skill). Benefit: The Roofwalker feat enables the use of three
In addition, you can double the frequency with which you tactical maneuvers.
can call upon your primary contact for no-charge favors. Fleet of Feet: You can walk across a precarious surface more
For example, if your primary contact normally provides its quickly than normal.
no-charge favor once per month, you can now call upon You can move at your full speed without taking a 5
that favor twice per month. penalty on your Balance check.
Special: This feat cannot be taken more than once. Graceful Drop: If you intentionally jump from a height, you
If the primary contact associated with this feat dies or is take less damage than you would if you fell.
otherwise removed from the campaign, the DM can, at his If you succeed on a Jump check when jumping down (PH
discretion, either replace that contact with a new contact 77), you take falling damage as if you had dropped 20 fewer
from the same organization or allow you to name one of feet than you actually did.
your other contacts as your primary contact. Master of the Roof: You know how to use the slopes to your
In either event, you do not gain the bonus skill rank a advantage.
second time, but neither do you lose it just because your You gain a +1 dodge bonus to AC against any opponent
contact has left the campaign. who is at a different elevation from you.
STRONG STOMACH []
You have greater resilience to illness and foul odors than
most people. Normal: Characters without this feat can use Gather
Prerequisites: Con 13, Endurance. Information to find out about specific individuals, but each
Benefit: You reduce the effects of sickening and nausea check takes 1d4+1 hours and doesnt allow for effective
by one step. trailing.
You cannot become nauseated. Special: A character with 5 ranks in Knowledge (local)
If you are exposed to an effect or condition that would gains a +2 bonus on the Gather Information check to use
normally make you nauseated, you become sickened this feat.
instead. (Note: This feat first appeared in Unearthed Arcana.
If an effect or condition would normally sicken you, that This update supersedes the original).
effect is negated.
32
FAVORED BENEFITS (CRIMINAL The discount for hiring a fellow member to cast a spell or
perform a service is 10%, rather than the standard 5%.
ORGANIZATIONS) [] (Characters who abuse this privilegetaking advantage of
The organization covers bail money, legal fees, court costs, it when not absolutely necessarycould find it stripped
and bribes relating to the arrest or trial of its most valued away from them at the DMs discretion).
members.
Depending on their relationship with the organizations
superiors, members are expected to pay back 10% to 50% of
FAVORED BENEFITS (LABORERS GUILDS) []
all such costs incurred. Members gain a +1 bonus on Diplomacy and Intimidate
checks when negotiating with potential employers.
When performing basic physical labor, members can
FAVORED BENEFITS (CULT) [] expect to be paid 5% to 10% more than the standard value
Membership in this small, tightly knit group strengthens for those services.
an individuals faith and determination.
When accompanied by at least one other member of the
cult, or when within the cults shrines or holdings, a
FAVORED BENEFITS (MERCANTILE GUILDS) []
member receive a +1 bonus on Will saves made against Membership in the guild is a sign of quality merchandise.
spells cast by anyone not part of the cult. Members can charge an average of 5% more than the
standard market value on their goods and services in any
city where the organization maintains a guildhouse.
FAVORED BENEFITS (DOMINANT CHURCH) []
A member of a dominant church gains a +1 bonus on
Diplomacy and Intimidate checks involving anyone from
FAVORED BENEFITS (MERCENARY GUILDS) []
the local government, major mercantile concerns such as Members of the same mercenary guild learn
guilds, or members of smaller churches in the city. complementary combat tactics.
Additionally, a member has access to the churchs library Whenever a member is adjacent to another member, each
and records. of them gains a +1 competence bonus to Armor Class.
He can take 20 on any Knowledge (history) or Knowledge
(religion) check after he has been actively engaged in FAVORED BENEFITS (PERFORMERS GUILDS) []
research in the church library (reading books and speaking
In any city wherein the guild maintains a guildhouse, the
to other members), a process that takes 1d4+1 days for each
member can substitute Perform or Profession check for a
check.
Diplomacy or Gather Information check by offering her
services for free.
FAVORED BENEFITS (GLADIATORIAL STABLES) In addition, she earns twice the normal income when using
[] her Perform or Profession skill to earn money
So long as the privilege is not abused, the stable heals a These uses of Perform or Profession must match those with
gladiator of injuries suffered outside the arena as well as which the character has earned guild membership.
within. For example, a character who joined the guild as an actor
Additionally, in one out of every four matches, the stable cannot apply this benefit to Profession (blacksmith) checks.
takes only 20% of the purse, rather than 30%.
FAVORED BENEFITS (POLITICAL
FAVORED BENEFITS (GOVERNMENT GUILDS) ORGANIZATIONS) []
[] The organization pulls bureaucratic strings on behalf of
The character gains a +1 bonus on Diplomacy and favored members, reducing by 20% the cost of any fines or
Intimidate checks with members of any guild. levies imposed by the government.
(When dealing with members of his own guild, these
bonuses stack with the standard guild bonuses). FAVORED BENEFITS (PSIONIC GUILDS) []
The guild subsidizes the creation of psionic items, reducing
FAVORED BENEFITS (HEROIC the characters raw materials cost by 5%.
ORGANIZATIONS) []
As a rule, most organizations will pay to have identify cast on FAVORED BENEFITS (RACIAL GUILDS) []
magic items a number of times per month equal to the Members gain a +1 bonus on Diplomacy and Gather
members level. Information checks involving any member of that race who
Depending on circumstances (such as the availability of knows of the guilds existence.
spellcasters), this number can vary slightly.
FAVORED BENEFITS (RELIGIOUS GUILDS) []
FAVORED BENEFITS (INDEPENDENT CHURCH) The members faith and understanding of her fellows is
[] bolstered by association with others who share her beliefs
Members of independent churches make a concerted effort and purpose.
to aid one another.
33
She gains a +1 bonus on Diplomacy and Gather This use of the Appraise skill requires 8 hours of
Information checks when dealing with any follower of her uninterrupted work and consumes 25 gp worth of special
religion, whether or not they are in the guild. materials.
She also gains a +2 bonus on Will saves when resisting any The DC of the Appraise check is 10 + the caster level of the
compulsion that would cause her to act outside the dictates item.
of her faith.
ASCETIC HUNTER []
FAVORED BENEFITS (RELIGIOUS You have gone beyond the bounds of your monastic
ORGANIZATIONS) [] training to incorporate new modes of bringing the
The organization reduces the cost of spells cast by its unlawful to justice.
members on behalf of other members by 10%. Although many of your fellow monks frown on your
methods, none can doubt that your diverse training has
added to your ability to strike precisely and bring down
FAVORED BENEFITS (SCHOLASTIC GUILDS) [] your foes quickly.
To its favored members, a scholastic guild offers complete Prerequisites: Improved Unarmed Strike, favored
access to its many libraries and troves of research. enemy.
A favored member who is in the guildhouse and is making Benefit: When you use an unarmed strike to deliver a
use of both the library and other guild members for stunning attack against a favored enemy, you can add one-
research purposes can take 20 on any single Knowledge half your favored enemy bonus on damage rolls to the DC
skill in which he has at least 1 rank. of your stunning attempt.
Such painstaking research is time-consuming, however, If you have levels in ranger and monk, those levels stack for
requiring 2d4 days (8 hours per day) to complete. the purpose of determining your unarmed strike damage.
For example, a human 7th-level ranger/1st-level monk
FAVORED BENEFITS (SECT) [] would deal 1d10 points of damage with her unarmed strike.
In addition, you can multiclass freely between the monk
As the parent church, if the sect is open and accepted. and ranger classes.
In the case of a conflicted or secret sect, members swiftly You must still remain lawful in order to retain your monk
learn techniques for keeping their affiliation secret. abilities and take monk levels.
The character gains a +1 bonus on Bluff checks when You still face the normal XP penalties for having multiple
dealing with matters of religious affiliation. classes more than one level apart.
Additionally, he can make use of the Deceptive Spell feat
(see page 60) once per day, without the associated increase
in spell slot, even if he does not possess that feat. ASCETIC KNIGHT []
This ability can be applied only to domain spells or to spells You belong to a special order of religious monks that
that, for reasons of alignment, could not be cast by teaches its adherents that self-enlightenment and
members of the parent church. honorable service grow from the same well of purity.
As a student of this philosophy, you have blended your
FAVORED BENEFITS (SLAVERS GUILDS) [] training as a paladin and as a monk into one seamless
whole.
Favored members of the guild can purchase slaves at a 20% Prerequisite: Improved Unarmed Strike, ability to
discount. smite evil.
Further, if a favored member needs a few hours of physical Benefit: Your paladin and monk levels stack for the
labor performed, the guild provides the temporary loan of purpose of determining your unarmed strike damage.
slaves, free of charge. For example, a human 3rd-level paladin/1st-level monk
would deal 1d8 points of damage with her unarmed strike.
COMPLETE ADVENTURER Your paladin and monk levels also stack when determining
the extra damage dealt by your smite evil ability.
In addition, you can multiclass freely between the paladin
(3.5) and monk classes.
You must still remain lawful good in order to retain your
paladin abilities and take paladin levels, and you must
MAIN SECTION FEATS remain lawful in order to continue advancing as a monk.
You still face the normal XP penalties for having multiple
APPRAISE MAGIC VALUE [] classes more than one level apart.
Your ability to determine an items worth and your
knowledge of magic allow you to determine the exact ASCETIC MAGE []
properties of a magic item without the use of the identify You practice an unusual martial art that mixes self-taught
spell or similar magic. spellcasting and melee attacks to great effect.
Prerequisites: Appraise 5 ranks, Knowledge (arcana) 5 Prerequisites: Improved Unarmed Strike, ability to
ranks, Spellcraft 5 ranks. spontaneously cast 2nd-level arcane spells.
Benefit: If you know that an item is magical, you can use Benefit: As a swift action that doesnt provoke attacks of
the Appraise skill to identify the items properties. opportunity, you can sacrifice one of your daily allotment
34
of spells to add a bonus to your unarmed strike attack rolls Special: A fighter may select Brutal Throw as one of his
and damage rolls for 1 round. fighter bonus feats.
The bonus is equal to the level of the spell sacrificed.
The spell is lost as if you had cast it. COMBAT INTUITION []
If you have levels in sorcerer and monk, those levels stack
for the purpose of determining your AC bonus. Your keen understanding of your opponents moves and
For example, a human 4th-level sorcerer/1st-level monk your instinctive feel for the flow of combat enable you to
would have a +1 bonus to AC as if she were a 5th-level shrewdly assess your opponents combat capabilities.
monk. Prerequisites: Sense Motive 4 ranks, base attack bonus
If you would normally be allowed to add your Wisdom +5.
bonus to AC (such as for a unarmored, unencumbered Benefit: As a free action, you can use Sense Motive to
monk), you instead add your Charisma bonus (if any) to assess the challenge presented by a single opponent in
your AC. relationship to your own level/Hit Dice (see the assess
In addition, you can multiclass freely between the sorcerer opponent option under the Sense Motive skill, page 102).
and monk classes. You gain a +4 bonus on such checks and narrow the result
You must still remain lawful in order to continue to a single category.
advancing as a monk. In addition, whenever you make a melee attack against a
You still face the normal XP penalties for having multiple creature that you made a melee attack against during the
classes more than one level apart. previous round, you gain a +1 insight bonus on your melee
attack rolls against that creature.
Special: A fighter may select Combat Intuition as one of
ASCETIC ROGUE [] his fighter bonus feats.
You have gone beyond the bounds of your monastic
training to incorporate new modes of stealthy combat.
Although your fellow monks may frown on your methods, DANGER SENSE []
none can doubt that your diverse training has improved You are one twitchy individual.
your ability to strike precisely and bring down your foes Prerequisite: Improved Initiative.
quickly. Benefit: Once per day, you can reroll an initiative check
Prerequisites: Improved Unarmed Strike, sneak attack. you have just made.
Benefit: When you use an unarmed strike with a sneak You use the better of your two rolls.
attack to deliver a stunning attack, you add 2 to the DC of You must decide to reroll before the round starts.
your stunning attempt.
If you have levels in rogue and monk, those levels stack for DEATH BLOW []
the purpose of determining your unarmed strike damage.
For example, a human 5th-level rogue/1st-level monk You waste no time in dealing with downed foes.
would deal 1d8 points of damage with her unarmed strike. Prerequisites: Improved Initiative, base attack bonus
In addition, you can multiclass freely between the monk +2.
and rogue classes. Benefit: You can perform a coup de grace attack against a
You must still remain lawful in order to retain your monk helpless defender as a standard action.
abilities and take monk levels. Doing this still provokes attacks of opportunity as normal.
You still face the normal XP penalties for having multiple Normal: Performing a coup de grace is a full-round
classes more than one level apart. action.
45
If some obstacle prevents a blasted creature from being Thus, a 4th-level sorcerer (maximum spell level 2nd) gains a
moved to the edge of the effect, the creature is stopped and new 0-level or 1st-level spell known with which to expand
takes 1d6 points of damage from striking the barrier (in her repertoire.
addition to any damage taken from the distance moved For classes such as wizard that have more options for
before then). learning spells, Extra Spell is generally used to learn a
In any event, this movement does not provoke attacks of specific spell that the character lacks access to and would be
opportunity. unable to research.
Explosive Spell can be applied only to spells that allow Special: You can gain this feat multiple times.
Reflex saves and affect an area (a cone, cylinder, line, or Each time, you learn a new spell at any level up to one
burst). lower than the highest level of spell you can cast.
An explosive spell uses up a spell slot two levels higher
than the spells actual level. EXTRA SPELL SECRET []
You learn an additional spell secret.
EXTRA EDGE [] Prerequisites: Spell secret class ability, able to cast 2nd-
Your ability to deal spell damage is particularly striking. level spells.
Prerequisite: Warmage level 4th. Benefit: You choose one spell known to you that
Benefit: You gain a +1 bonus on your warmage edge, plus becomes permanently modified as though affected by
an additional +1 bonus per four warmage levels. Enlarge Spell, Extend Spell, Still Spell, or Silent Spell.
For instance, an 8th-level warmage with 18 Intelligence The spells level does not change, nor does the choice of
gets a +7 bonus on the damage dealt by any spell that deals spell and modification once chosen.
hit point damage. As you go up in level, you can choose the same spell to be
Normal: A characters warmage edge is equal to his modified in different ways with multiple spell secrets
Intelligence modifier. (either from additional uses of this feat or through the spell
secret class ability).
EXTRA INVOCATION [] You do not need to have the metamagic feat that you apply
to the spell.
You learn an additional invocation. Special: You can take this feat multiple times.
Prerequisite: Ability to use lesser invocations. Each time, you can select another spell to be permanently
Benefit: You learn one additional invocation from the list modified as though affected by one of the metamagic feats
available to you, choosing an invocation of one grade lower mentioned above.
than the highest grade of invocation you know. You can choose the same spell to be modified with multiple
For example, a 6th-level warlock could learn a least applications of this feat.
invocation, while a 16th-level warlock could learn any least,
lesser, or greater invocation.
Special: You can gain this feat multiple times. FORTIFY SPELL [METAMAGIC]
Each time, you gain an extra invocation of any grade (least, You cast spells that more easily penetrate spell resistance.
lesser, or greater) up to one lower than the highest grade of Benefit: A fortified spell is treated as having a higher
invocation you can currently use. caster level for the purpose of defeating a targets spell
resistance.
EXTRA SLOT [] You prepare and cast the spell in a higher-level spell slot
than normal, with each additional level giving a +2 bonus
You can cast an additional spell. on spell penetration checks for the altered spell.
Prerequisite: Caster level 4th. Spells that are not subject to spell resistance are not
Benefit: You gain one extra spell slot in your daily affected.
allotment, at any level up to one lower than the highest A fortified spell uses up a spell slot at least one level higher
level of spell you can currently cast. than the spells actual level.
For example, a 4th-level sorcerer (maximum spell level
2nd) gains either an extra 0-level or 1st-level slot, and is able
to cast any spell he knows of the chosen level one more GUARDIAN SPIRIT []
time each day. Your watchful spirit is more capable than normal.
Likewise, a 4th-level wizard can prepare any extra 0-level or Prerequisite: Watchful spirit class ability.
1st-level spell he knows. Benefit: Your watchful spirit allows you to reroll your
Once selected, the extra spell slot never changes level. initiative two times per day, as well as allowing you to reroll
Special: You can gain this feat multiple times. any saving throw once per day.
Each time, you gain an extra spell slot at any level up to one These effects must be used immediately after the initial
lower than the highest level of spell you can currently cast. initiative check or saving throw is made.
47
Benefit: An innate talent for magic grants you the PIERCE MAGICAL CONCEALMENT []
following spell-like abilities as a 1st-level caster: 1/day
cause fear, ghost sound, touch of fatigue. You ignore the miss chance provided by certain magical
Save DC 10 + spell level + your Cha modifier. effects.
Prerequisites: Con 13, Blind-Fight, Mage Slayer.
Benefit: Your fierce contempt for magic allows you to
NIGHT HAUNT [] disregard the miss chance granted by spells or spell-like
You possess a magical understanding of the workings of the abilities such as darkness, blur, invisibility, obscuring mist,
unseen. ghostform (see page 109), and spells when used to create
Benefit: An innate talent for magic grants you the concealment effects (such as a wizard using permanent
following spell-like abilities as a 1st-level caster: 1/day image to fill a corridor with illusory fire and smoke).
dancing lights, prestidigitation, unseen servant. In addition, when facing a creature protected by mirror
Save DC 10 + spell level + your Cha modifier. image, you can immediately pick out the real creature from
its figments.
Your ability to ignore the miss chance granted by magical
NONLETHAL SUBSTITUTION [METAMAGIC] concealment doesnt grant you any ability to ignore
You can modify an energy spell to deal nonlethal damage. nonmagical concealment (so you would still have a 20%
Prerequisites: Knowledge (arcana) 5 ranks, any miss chance against an invisible creature hiding in fog, for
metamagic feat. example).
Benefit: Choose one type of energy (acid, cold, electricity, Special: Taking this feat reduces your caster level for all
or fire). your spells and spell-like abilities by 4.
You can then modify any spell with the chosen descriptor
to deal nonlethal damage instead of normal energy damage.
The nonlethal spell works normally in all respects except
PIERCE MAGICAL PROTECTION []
the type of damage dealtfor example, a nonlethal fireball You can overcome the magical protections of your enemies.
has the same range and area, but since it deals nonlethal Prerequisites: Con 13, Mage Slayer.
damage instead of energy damage, it will not damage Benefit: Your contempt for magic is so fierce that as a
objects or set fire to combustibles in the area. standard action you can make a melee attack that ignores
A nonlethal spell uses a spell slot one level higher than the any bonuses to Armor Class granted by spells (including
spells normal level. spell trigger or spell completion effects created by magic
items such as wands or potions).
If you deal damage to your opponent, you also instantly and
OBTAIN FAMILIAR []
automatically dispel all that opponents spells and spell
You gain a familiar. effects that grant a bonus to Armor Class.
Prerequisites: Knowledge (arcana) 4 ranks, arcane Special: Taking this feat reduces your caster level for all
caster level 3rd. your spells and spell-like abilities by 4.
Benefit: You can obtain a familiar in the same manner as
a sorcerer or wizard (see the sorcerer class description and
the accompanying sidebar, page 52 of the Players PRACTICED SPELLCASTER []
Handbook). Choose a spellcasting class that you possess.
As with a sorcerer or wizard, obtaining a familiar takes 24 Your spells cast from that class are more powerful.
hours and uses up magic materials worth 100 gp. Prerequisite: Spellcraft 4 ranks.
For the purpose of determining familiar abilities that Benefit: Your caster level for the chosen spellcasting class
depend on your arcane caster class level, your levels in all increases by 4.
classes that allow you to cast arcane spells stack. This benefit cant increase your caster level to higher than
your Hit Dice.
PERSISTENT SPELL [METAMAGIC] However, even if you cant benefit from the full bonus
immediately, if you later gain Hit Dice in levels of
You can make a spell last all day. nonspellcasting classes, you might be able to apply the rest
Prerequisite: Extend Spell. of the bonus.
Benefit: Spells with a fixed or personal range can have For example, a human 5th-level sorcerer/3rd-level fighter
their duration increased to 24 hours. who selects this feat would increase his sorcerer caster level
Spells of instantaneous duration cannot be affected by this from 5th to 8th (since he has 8 Hit Dice).
feat, nor can spells whose effects are discharged. If he later gained a fighter level, he would gain the
You dont need to maintain concentration on persistent remainder of the bonus and his sorcerer caster level would
detect spells (such as detect magic or detect thoughts) for you to become 9th (since he now has 9 Hit Dice).
be aware of the mere presence or absence of the subject A character with two or more spellcasting classes (such as a
detected, but gaining additional information requires bard/sorcerer or a ranger/druid) must choose which class
concentration as normal. gains the feats effect.
A persistent spell uses up a spell slot six levels higher than This feat does not affect your spells per day or spells
the spells actual level. known.
It increases your caster level only, which would help you
penetrate spell resistance and increase the duration and
other effects of your spells.
48
Special: You may select this feat multiple times. Special: Your sanctum is a particular site, building, or
Each time you choose it, you must apply it to a different structure previously designated by you, and no larger than
spellcasting class. 20 feet/level in diameter.
For instance, a 4th-level cleric/5th-level wizard who had The designated area must be a site where you have spent a
selected this feat twice would cast cleric spells as an 8th- cumulative period of at least three months.
level caster and wizard spells as a 9th-level caster. Though a sanctum can be designated within a larger
structure, its special advantages do not apply beyond the
RANGED SPELL SPECIALIZATION [] maximum area.
Once designated, it takes seven days for a site to become a
You deal more damage with ranged touch attack spells. sanctum, and if you designate a new area to be your
Prerequisites: Weapon Focus (ranged spell), caster level sanctum, the benefits of the old one immediately fade.
4th.
Benefit: Damage-dealing spells that require a ranged
touch attack roll gain a +2 bonus on the damage they deal. SCULPT SPELL [METAMAGIC]
This extra damage applies only to the first successful attack You can alter the area of your spells.
of spells that create multiple rays or missiles, or to the first Prerequisite: Any metamagic feat.
round of damage for spells that deal damage over multiple Benefit: You can modify an area spell by changing the
rounds on a single successful attack (such as Melfs acid areas shape to either a cylinder (10-foot radius, 30 feet
arrow). high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-
Because you must be able to strike precisely, the extra radius spread), or a 120-foot line.
damage applies only to targets within 30 feet. The sculpted spell works normally in all respects except for
Only spells that deal hit point damage can be affected by its shape.
this feat. For example, a lightning bolt whose area is changed to a ball
deals the same amount of damage, but affects a 20-foot-
RECKLESS WAND WIELDER [] radius spread.
A sculpted spell uses a spell slot one level higher than the
You can increase the effectiveness of spells cast from a spells actual level.
wand.
Prerequisites: Use Magic Device 1 rank, Craft Wand.
Benefit: By expending an additional charge, you can use a SOUL OF THE NORTH []
wand as if its caster level was 2 higher than its normal level, You possess a magical understanding of the nature of cold.
changing all the spells level-dependent effects. Benefit: An innate talent for magic grants you the
For example, by expending 2 charges at once, a wand of following spell-like abilities as a 1st-level caster: 1/day
magic missile (created at caster level 3rd) can be used at chill touch, ray of frost, resistance.
caster level 5th, firing three missiles instead of two. Save DC 10 + spell level + your Cha modifier.
You can expend only 1 extra charge at a time using this feat.
SPELL HAND []
REPEAT SPELL [METAMAGIC] You possess a magical understanding of the manipulation
You can cast a spell that repeats on the following round. of force.
Prerequisite: Any metamagic feat. Benefit: An innate talent for magic grants you the
Benefit: A repeated spell is automatically cast again at the following spell-like abilities as a 1st-level caster: 1/day
beginning of your turn in the following round. mage hand, open/close, Tensers floating disk.
No matter where you might have moved in the previous Save DC 10 + spell level + your Cha modifier.
round, the second spell originates from the same location
and affects the same area as the original spell. SPLIT RAY [METAMAGIC]
If the original spell designates a ranged target, the repeated
spell affects the same target if it is within 30 feet of its Your ray spells can affect an additional target.
original position; otherwise, the second spell fails. Prerequisite: Any metamagic feat.
Touch range spells cannot be affected by this feat. Benefit: You can cause any ray spell to fire one additional
A repeated spell uses up a spell slot three levels higher than ray beyond the number normally allowed.
the spells actual level. The additional ray requires a separate ranged touch attack
roll to hit and deals damage as normal.
It can be fired at the same target as the first ray or at a
SANCTUM SPELL [METAMAGIC] different target, but all rays must be aimed at targets within
Your spells are especially potent on home ground. 30 feet of each other and fired simultaneously.
Prerequisite: Any metamagic feat. A split ray spell uses a spell slot two levels higher than the
Benefit: A sanctum spell has an effective spell level 1 spells actual level.
higher than its normal level if cast in your sanctum (see
below), but if not cast in the sanctum, the spell has an SUDDEN EMPOWER [METAMAGIC]
effective spell level 1 lower than normal.
All effects dependent on spell level (including save DCs) You can cast a spell to greater effect without special
are calculated according to the adjusted level. preparation.
A sanctum spell uses a spell slot of the spells normal level. Prerequisite: Any metamagic feat.
49
Benefit: Once per day, you can apply the effect of the Benefit: Damage-dealing spells that require a melee
Empower Spell feat to any spell you cast without increasing touch attack roll gain a +2 bonus on the damage they deal.
the level of the spell or specially preparing it ahead of time. This extra damage applies only to the first successful attack
You can still use Empower Spell normally if you have it. of spells that allow multiple touch attacks (such as chill
touch).
SUDDEN EXTEND [METAMAGIC] Only spells that deal hit point damage can be affected by
this feat.
You can make a spell last longer than normal without
special preparation.
Benefit: Once per day, you can apply the effect of the TRANSDIMENSIONAL SPELL [METAMAGIC]
Extend Spell feat to any spell you cast without increasing You can cast spells that affect targets lurking in coexistent
the level of the spell or specially preparing it ahead of time. planes and extradimensional spaces whose entrances fall
You can still use Extend Spell normally if you have it. within the spells area.
Benefit: A transdimensional spell has its full normal
SUDDEN MAXIMIZE [METAMAGIC] effect on incorporeal creatures, creatures on the Ethereal
Plane or the Plane of Shadow, and creatures within an
You can cast a spell to maximum effect without special extradimensional space in the spells area.
preparation. Such creatures include ethereal creatures, creatures that are
Prerequisite: Any metamagic feat. blinking or shadow walking, manifested ghosts, and creatures
Benefit: Once per day, you can apply the effect of the within the extradimensional space of a rope trick, portable
Maximize Spell feat to any spell you cast without increasing hole, or familiar pocket (see page 106).
the level of the spell or specially preparing it ahead of time. You must be able to perceive a creature to target it with a
You can still use Maximize Spell normally if you have it. transdimensional spell, but you do not need to perceive a
creature to catch it in the area of a burst, cone, emanation,
SUDDEN QUICKEN [METAMAGIC] or spread.
A transdimensional spell uses up a spell slot one level
You can cast a spell with a moments thought without
higher than the spells actual level.
special preparation.
Normal: Only force spells and effects can affect ethereal
Prerequisites: Quicken Spell, Sudden Empower,
creatures, and no Material Plane attack affects creatures on
Sudden Extend, Sudden Maximize, Sudden Silent, Sudden
the Plane of Shadow or in an enclosed extradimensional
Still.
space.
Benefit: Once per day, you can apply the effect of the There is a 50% chance that any spell other than a force
Quicken Spell feat to any spell you cast without increasing effect fails against an incorporeal creature.
the level of the spell or specially preparing it ahead of time.
You can still use Quicken Spell normally.
TWIN SPELL [METAMAGIC]
SUDDEN SILENT [METAMAGIC] You can simultaneously cast a single spell twice.
Prerequisite: Any metamagic feat.
You can cast a spell silently without special preparation.
Benefit: Casting a twinned spell causes the spell to take
Benefit: Once per day, you can apply the effect of the
effect twice in the same area or on the same target
Silent Spell feat to any spell you cast without increasing the
simultaneously.
level of the spell or specially preparing it ahead of time.
Any variable characteristics (including attack rolls) or
You can still use Silent Spell normally if you have it.
decisions you would make about the spell (including target
and area), are applied to both spells, with affected creatures
SUDDEN STILL [METAMAGIC] receiving all the effects of each spell individually
You can cast a spell without gestures or special preparation. (including getting two saving throws if applicable).
Benefit: Once per day, you can apply the effect of the Still A spell whose effects wouldnt stack if it was cast twice
Spell feat to any spell you cast without increasing the level under normal circumstances will create redundant effects if
of the spell or specially preparing it ahead of time. successfully twinned (see Combining Magical Effects, page
You can still use Still Spell normally if you have it. 171 of the Players Handbook).
For example, a twinned charm person doesnt create a more
potent or long-lasting effect, but any ally of the target
SUDDEN WIDEN [METAMAGIC] would have to succeed on two dispel attempts in order to
You can increase a spells area without special preparation. free the target from the charm.
Benefit: Once per day, you can apply the effect of the As with other metamagic feats, twinning a spell does not
Widen Spell feat to any spell you cast without increasing affect its vulnerability to counterspelling, so a single
the level of the spell or specially preparing it ahead of time. successful counterspell negates both instances of a twinned
You can still use Widen Spell normally if you have it. spell.
A twinned spell uses up a spell slot four levels higher than
TOUCH SPELL SPECIALIZATION [] the spells actual level.
You deal extra damage with touch spells.
Prerequisites: Weapon Focus (touch spell), caster level WANDSTRIKE []
4th. You can channel the magical energy of a wand through
50 your melee attacks.
Prerequisite: Use Magic Device 4 ranks. but, as with the Silent Spell metamagic feat, bard spells
Benefit: As a standard action, you can make a melee cannot be affected by this feat.
touch attack with a wand, expending one charge to deal 1d6
points of damage to the creature struck. AUTOMATIC STILL SPELL [METAMAGIC]
You apply no extra damage to this attack regardless of its
source (including sneak attack, favored enemy, and smite You can cast any of your lesser spells without gestures.
bonuses), but you can activate the wand as part of the Prerequisites: Still Spell, Spellcraft 27 ranks, ability to
attack. cast 9th-level arcane or divine spells.
If the spell cast from the wand is a ray or a targeted spell, Benefit: You can cast all 0-, 1st-, 2nd-, and 3rd-level spells
the creature struck is the spells target (with ray spells as stilled spells without using higher-level spell slots.
hitting automatically). Special: You can gain this feat multiple times.
If the spell affects an area or creates a spread, you can Each time you take it, the spells of your next three highest
designate the spells point of origin at any grid intersection spell levels can be stilled with no adjustment to their spell
point of the creatures space (but doing so might put you in slots.
the affected area). Thus, a wizard who took this feat twice could still her 0-
Spells with an effect that does not cover an area (such as the level through 6th-level spells with no adjustment to their
various summon monster spells) cannot be used with a spell slots.
wandstrike attack. This feat doesnt increase the casting time for those spells
that normally require a full-round action to cast in
metamagic form (including bard spells, sorcerer spells, and
EPIC FEATS spontaneously cast spells such as a good clerics cure spells).
57
The resistance chance granted by this fortification effect Prerequisite: Any other divine feat, ability to turn or
increases to 50% when you attain 10th level and to 75% rebuke undead.
when you attain 15th level. Benefit: As a standard (readied) action, you can expend
At 20th level, you gain heavy fortification (immune to one or more turn or rebuke undead attempts to counter
critical hits and sneak attack damage) while in this form. another casters spell, as though you had cast the same spell
Special: You can select this feat multiple times, gaining yourself (see Counterspells, PH 170).
one additional daily use each time you take it. You must spend a number of daily uses equal to 2+ the level
Special: If you have the ability to turn or rebuke undead, of the spell you wish to counter (minimum 1) and be able to
you gain one additional daily use of this feat for each two cast that spell as if it were on your spell list.
daily turn or rebuke uses you expend. Normal: You can counter a spell only by casting the same
spell, a specific counterspell, or dispel magic.
PROTECTION DEVOTION [DOMAIN]
You exude an aura that protects you and those around you. SPONTANEOUS DOMAINS []
Benefit: Once per day as an immediate action, you can You need not prepare your domain spells in advance.
activate a protective aura. Prerequisites: Ability to cast 3rd-level spells, access to
While it is active, you gain a +2 sacred (if your deity is good two or more cleric domains.
or neutral) or profane (if your deity is evil) bonus to AC, as Benefit: When preparing your spells for the day, you can
does every ally within 30 feet of you. leave your domain slots open.
This bonus increases by 1 for every four character levels You can then choose, when the situation arises, to cast any
you possess (maximum +7 at 20th level). of the domain spells you could normally have prepared for
This effect lasts for 1 minute. a given level.
Special: You can select this feat multiple times, gaining However, you are still limited to one domain spell per level
one additional daily use each time you take it. per day.
Special: If you have the ability to turn or rebuke undead, Normal: Clerics must prepare their domain spells before
you gain one additional daily use of this feat for each three casting.
daily turn or rebuke uses you expend.
STRENGTH DEVOTION [DOMAIN]
PROTECTIVE WARD [RESERVE] You can overcome an opponents normal resistance to
Your connection to the divine principle of protection damage.
shields you or an ally from attacks. Benefit: Once per day as a swift action, you can bypass
Prerequisite: Access to the Protection domain. hardness with your melee attacks for 1 minute.
Benefit: As long as you have an abjuration spell available In addition, you gain a slam attack as a natural weapon, and
to cast, you can use a standard action to provide a sacred (if all your melee attacks (natural or not) gain the adamantine
your deity is good or neutral) or profane (if your deity is property for the purpose of overcoming damage reduction.
evil) bonus to AC equal to the level of the highest-level As a natural weapon, your slam attack does not provoke
abjuration spell you have available to cast. attacks of opportunity.
You can apply this bonus either to your AC or to that of a It deals damage based on your size and character level, as
single ally within 30 feet, and it persists until the beginning given on the following table.
of your next turn.
As a secondary benefit, you gain a +1 competence bonus to
your caster level when casting abjuration spells.
59
Special: You can select this feat multiple times, gaining WATER DEVOTION [DOMAIN]
one additional daily use each time you take it.
You can create a water guardian.
Special: If you have the ability to turn or rebuke undead,
you gain one additional daily use of this feat for each three Benefit: Once per day as a standard action, you can pour
daily turn or rebuke uses you expend. the contents of a full waterskin on the ground and summon
forth a water elemental on that spot.
The creature remains and follows your commands for 1
UMBRAL SHROUD [RESERVE] minute.
You control darkness and shadows. The size of the elemental is based on your character level, as
Prerequisites: Ability to cast 3rd-level spells. given in the table below.
Benefit: As long as you have a 3rd-level or higher
darkness spell available to cast, shadows and darkness
appear to obey your will.
As a standard action, you can direct these shadows to
obscure the vision of one foe within 30 feet.
If your target fails a Will save, its attacks have a miss chance
equal to 5% per level of the highest-level darkness spell you
have available to cast.
This effect lasts until the beginning of your next action.
Creatures that do not rely on sight are unaffected by this
effect, and those with Blind-Fight or similar abilities can
fight as they normally would.
As a secondary benefit, you gain darkvision out to 10 feet. Special: You can select this feat multiple times, gaining
If you already have darkvision, its range increases by 10 one additional daily use each time you take it.
feet. Special: If you have the ability to turn or rebuke undead,
you gain one additional daily use of this feat for each daily
turn or rebuke use you expend.
VENOMS GIFT [WILD]
You can imbue your natural attacks with a touch of venom.
Prerequisites: Any two wild feats, wild shape class COMPLETE DIVINE (3.5)
feature, ability to assume plant form using wild shape.
Benefit: As a standard action, you can expend one daily
use of your wild shape ability to envenom your natural MAIN SECTION FEATS
attacks for up to 1 round per caster level you possess.
An ordinary unarmed strike does not qualify for this ARCANE DISCIPLE [GENERAL]
benefit; you must have a true natural attack, though it can
be the result of a transmutation spell or other shapechange Choose a deity, and then select a domain available to clerics
effect. of that deity.
Poison: Injury, Fortitude negates (DC 10 +1/2 your HD + You can learn to cast the spells associated with that domain
your Con modifier), 1d2 Str/1d2 Str. as arcane spells.
Prerequisites: Knowledge (religion) 4 ranks, Spellcraft
4 ranks, able to cast arcane spells, alignment matches your
WAR DEVOTION [DOMAIN] deitys alignment.
You can control your abilities more effectively in combat. Benefit: Add the chosen domains spells to your class list
Benefit: Once per day, when fighting defensively as a of arcane spells.
standard or full-round action, you take a 3 penalty on all If you have arcane spellcasting ability from more than one
attack rolls in a round and gain a +3 dodge bonus to AC in class, you must pick which arcane spellcasting ability this
the same round. feat applies to.
When you attain 7th level, your penalty on attack rolls Once chosen, this decision cannot be changed for that feat.
drops to 2 and your dodge bonus increases to +4. You may learn these spells as normal for your class;
When you attain 15th level, your penalty on attack rolls however, you use Wisdom (rather than the normal ability
drops to 1 and your dodge bonus increases to +5. for your spellcasting) when determining the save DC for
This bonus stacks with the bonus to AC granted by the the spell.
Combat Expertise feat. In addition, you must have a Wisdom score equal to 10 +
This benefit is an extraordinary ability. the spells level in order to prepare or cast a spell gained
Normal: When fighting defensively, you take a 4 from this feat.
penalty on all attacks in a round and gain a +2 dodge bonus Each day, you may prepare (or cast, if you cast spells
to AC for the same round. without preparation) a maximum of one of these domains
Special: You can select this feat multiple times, gaining spells of each level.
one additional daily use each time you take it. Special: You can take this feat more than once.
Special: If you have the ability to turn or rebuke undead, Each time, you must select a different domain available to
you gain one additional daily use of this feat for each three the same deity you chose the first time you selected the
daily turn or rebuke uses you expend. feat.
60
For example, a character who chose Heironeous and the CORRUPT SPELL [METAMAGIC]
Good domain with his first selection could choose Law or
War with successive selections of the same feat. You can transform one of your spells into an evil version of
He couldnt choose Protection, since that domain isnt itself.
available to clerics of Heironeous. Prerequisite: Any evil alignment.
Benefit: This feat adds the evil descriptor to a spell.
Furthermore, if the spell deals damage, half of the damage
AUGMENT HEALING [GENERAL] (rounded down) results directly from divine power and is
Prerequisite: Heal 4 ranks. therefore not subject to be reduced by resistance or
Benefit: Add +2 points per spell level to the amount of immunity to energy-based attacks.
damage healed by any Conjuration [Healing] spell that you The corrupted spell uses up a spell slot one level higher
cast. than the spells actual level.
For example, a 1st-level cleric with this feat casting cure light
wounds would restore 1d8+3 hp. DISCIPLE OF THE SUN [DIVINE]
An 8th-level cleric with the Healing domain and this feat
casting cure moderate wounds would restore 2d8+13 hp (9 for You can destroy undead instead of merely turning them.
his caster level including the +1 caster level bonus for the Prerequisites: Ability to turn or rebuke undead, good
Healing domain, + 4 for the feat). alignment.
A 13th-level druid casting heal would restore 144 hp (130 Benefit: You may spend two turn undead attempts when
for her caster level + 14 for the feat, since heal is a 7th-level you turn undead instead of one.
druid spell). If you do then you get destroy the undead instead of
turning them.
BOARS FEROCITY [WILD]
DIVINE METAMAGIC [DIVINE]
You can continue fighting even at the brink of death.
Prerequisite: Ability to wild shape. You can channel energy into some of your divine spells to
Benefit: If your hit points are reduced to 0 or less (but make them more powerful.
you arent killed), you can spend one wild shape as a free Prerequisite: Ability to turn undead or rebuke undead.
action (even if it isnt your turn) to continue acting as if not Benefit: When you take this feat, choose a metamagic
disabled or dying. feat.
The effect lasts for one minute. This feat applies only to that metamagic feat.
Normal: When reduced to 0 hp, you are disabled and can As a free action, you can take the energy from turning or
take only a single move or standard action each round. rebuking undead and use it to apply a metamagic feat to
When reduced to 1 to 9 hp, you are dying and drop spells that you know.
unconscious. You must spend one turn or rebuke attempt, plus an
additional attempt for each level increase in the metamagic
feat youre using.
CHEETAHS SPEED [WILD] For example, Jozan the cleric could sacrifice three turn
You can run with the speed of the cheetah. attempts to empower a holy smite hes casting.
Prerequisite: Ability to wild shape. Because youre using positive or negative energy to
Benefit: You can spend one wild shape to change your augment your spells, the spell slot for the spell doesnt
base land speed to 50 feet. change.
You may also sprint as a cheetah: Once per hour you may Special: This feat may be taken multiple times.
move 10 times your normal speed as part of a charge. Each time you take this feat choose a different metamagic
This effect lasts for one hour. feat to which to apply it.
70
FIENDISH LEGACY [HERITAGE] HURRICANE BREATH [RESERVE]
The magical powers of your ancestors manifest in you. The power of elemental air you hold in your mind allows
Prerequisites: Nongood alignment, Fiendish Heritage, you to exhale the wind.
character level 9th. Prerequisite: Ability to cast 2nd-level spells.
Benefit: You gain the following spell-like abilities, each Benefit: As long as you have an air spell of 2nd level or
usable once per day: teleport (self plus 50 pounds of objects higher available to cast, you can attempt to knock a single
only), summon monster V (fiendish creatures only), and creature within 30 feet back with a blast of wind.
unholy blight. This requires a standard action and functions much like a
Your caster level equals your character level. bull rush; roll 1d20 + the level of the highest-level air spell
you have available to cast opposed by your opponents
FIENDISH POWER [HERITAGE] Strength check.
If you succeed, you push the creature back 5 feet.
Your fiendish heritage augments the power of certain types As a secondary benefit, you gain a +1 competence bonus to
of magic. your caster level when casting air spells.
Prerequisites: Nongood alignment, Fiendish Heritage.
Benefit: Your caster level and save DCs for evil spells and
warlock invocations increase by 1. INSIGHTFUL DIVINATION []
Casting a divination spell grants you an uncanny insight
into danger.
FIENDISH PRESENCE [HERITAGE]
Prerequisite: Spell Focus (divination) or diviner level
You share your ancestors ability to tamper with the minds 1st.
of weak-minded fools. Benefit: When you cast a divination spell, you gain an
Prerequisites: Nongood alignment, Fiendish Heritage, insight bonus equal to the spells level + 1 on initiative
character level 6th. checks and an equal insight bonus on the first save you
Benefit: You gain the following spell-like abilities, each make within the next 24 hours.
usable once per day: cause fear, detect thoughts, and suggestion. After you roll this saving throw, you lose the benefit of
Your caster level equals your character level. both bonuses until you cast another divination spell.
If you cast a second divination spell when the first benefit
FIENDISH RESISTANCE [HERITAGE] is still active, you choose whether to retain your existing
bonus or take the new one granted by the second spell.
Your bloodline inures you against corrosion and fire.
Special: A diviner can select this feat as a wizard bonus
Prerequisites: Nongood alignment, Fiendish Heritage.
feat.
Benefit: You gain resistance to acid and fire equal to three
times the number of feats you have that list Fiendish
Heritage as a prerequisite (including such feats that you INVISIBLE NEEDLE [RESERVE]
take after gaining this one). You can create tiny darts of force.
These values stack with any resistance to acid or fire you Prerequisite: Ability to cast 3rd-level spells.
might have from your type, subtype, race, or class, but not Benefit: As long as you have a force spell of 3rd level or
from other sources, such as spells or magic items. higher available to cast, you can use a standard action to
hurl a tiny needle-shaped projectile created from pure
FIERY BURST [RESERVE] force.
You channel your magical talent into a blast of fire. This attack requires a successful ranged attack roll (not a
ranged touch attack), and the dart has a range of 5 feet per
Prerequisite: Ability to cast 2nd-level spells.
level of the force spell.
Benefit: As long as you have a fire spell of 2nd level or
The needle deals 1d4 points of damage per level of the
higher available to cast, you can spend a standard action to
highest-level force spell you have available.
create a 5-foot-radius burst of fire at a range of 30 feet. Because it is composed of force, the needle can strike
This burst deals 1d6 points of fire damage per level of the
incorporeal creatures.
highest-level fire spell you have available to cast. As a secondary benefit, you gain a +1 competence bonus to
A successful Reflex save halves the damage.
your caster level when casting force spells.
As a secondary benefit, you gain a +1 competence bonus to
your caster level when casting fire spells.
MAGIC DEVICE ATTUNEMENT []
HASTY SPIRIT [] You have a knack for activating familiar magic items.
Prerequisite: Use Magic Device 1 rank.
Your watchful spirit lends you a burst of speed in times of
great need. Benefit: If you successfully activate an item with the Use
Magic Device skill, you can take a free action to attune
Prerequisite: Watchful spirit class feature (see the wu
yourself to the item.
jen class in Complete Arcane).
For the next 24 hours, you can activate that item without
Benefit: If you use an initiative reroll from your watchful making further Use Magic Device checks.
spirit class feature, you can take an extra move action on You can attune yourself to only one item at a time.
one of your turns during that encounter. If you attune yourself to a second item, the previous
Also, you gain one extra initiative reroll from your watchful attunement ends.
spirit class feature.
71
MAGIC DISRUPTION [RESERVE] METAMAGIC SCHOOL FOCUS []
You can use your powers of abjuration to interfere with You are unusually skilled at modifying the effects of a
other casters spells. particular school of magic.
Prerequisite: Ability to cast 3rd-level spells. Prerequisite: Spell Focus (chosen school) or specialist
Benefit: As long as you have an abjuration spell of 3rd wizard in chosen school.
level or higher available to cast, you can attempt to Benefit: Choose a school of magic for which you have the
interrupt another characters spellcasting with a tiny burst Spell Focus feat, or the school in which you have
of magic. specialized.
As an immediate action, you can force any character within Three times per day, you can reduce by one level the cost of
30 feet currently casting a spell to make a Concentration a metamagic feat applied to a spell of the chosen school.
check (DC 15 + the level of the highest-level abjuration If you prepare spells, you can have only up to three such
spell you have available to cast); if the check fails, the spells reduced-cost spells prepared at any time.
save DC and caster level are reduced by 2 (to a minimum Special: A wizard can select this feat as a wizard bonus
caster level of 1st). feat.
As a secondary benefit, you gain a +1 competence bonus to This feat can be taken more than once.
your caster level when casting abjuration spells. Each time you take it, it applies to a different school of
magic.
MAGIC SENSITIVE [RESERVE]
You literally see the emanations of magic around you. METAMAGIC SPELL TRIGGER []
Prerequisite: Ability to cast 3rd-level spells. You can apply metamagic feats you know to spell effects
Benefit: As long as you have a divination spell of 3rd level from magic items you activate with a spell trigger.
or higher available to cast, you can sense magical auras (as if Prerequisites: Any metamagic feat, Use Magic Device
you had cast detect magic). 15 ranks or Spellcraft 15 ranks.
The range of your detection is equal to 5 feet per level of Benefit: You can apply any one metamagic feat you know
the highest-level divination spell you have available to cast. to a spell generated by a spell trigger item (such as a wand
Activating or concentrating on this ability requires a or staff) that you activate.
standard action. You expend one extra charge for each change in spell level
As a secondary benefit, you gain a +1 competence bonus to a metamagic feat normally requires.
your caster level when casting divination spells. If the metamagic feats level adjustment would normally
increase the slot of the chosen spells level above 9th, you
MASTER OF UNDEATH [] cant apply the metamagic effect to the spell.
For example, you cant apply Quicken Spell to an antimagic
You can control an undead that you create...for a time. field generated by a staff (since that would take a 10th-level
Prerequisite: Knowledge (religion) 5 ranks. spell slot to cast).
Benefit: When you create an undead creature, you can If sufficient charges arent available in the item to power
decide that it doesnt count against your normal limit of the application of metamagic feats (or if the item doesnt
controlled undead creatures. use charges), the item fails to activate and no charges are
In this case, you still control the creature, but only for a used, but the action used to activate the item is wasted.
number of days equal to your caster level.
When this duration ends, the undead immediately
becomes hostile to you (though you can establish control METAMAGIC VIGOR [TACTICAL]
over it by other means). The energy you pour into increasing the power of your
You can have only one creature of this kind at a time. spells feeds back upon itself in an ever-increasing cycle.
Prerequisites: Two or more metamagic feats.
MELODIC CASTING [] Benefit: The Metamagic Vigor feat allows the use of two
tactical maneuvers.
You can weave your music and magic together into a single Metamagic Intensity: If you cast spells affected by the same
perfect voice. metamagic feat in 2 consecutive rounds, you gain a +1
Prerequisites: Perform 4 ranks, Spellcraft 4 ranks, bonus to the second spells caster level.
bardic music class feature. Metamagic Versatility: If you cast spells affected by two
Benefit: Whenever a Concentration check would be different metamagic feats in 2 consecutive rounds, you gain
required to cast a spell or use a spell-like ability (such as a +1 bonus to the second spells save DC.
when you cast defensively or are distracted or injured while Special: You cant benefit from both of these maneuvers
casting), you can make a Perform check instead. (or either maneuver more than once) in a single round; if
In addition, you can cast spells and activate magic items by you are eligible to use both, choose the one you want.
command word or spell completion while using a bardic Only actual metamagic feats allow this feat to function.
music ability. A metamagic spell effect produced by a metamagic rod or
Bardic music abilities that require concentration still take a other magic item or external device does not qualify you to
standard action to perform. use this feat.
Normal: A bard cant cast spells or activate magic items by
command word or spell completion while using bardic
music.
72
MINOR SHAPESHIFT [RESERVE] RANGED RECALL []
Your mastery of shapeshifting magic allows you to reshape Your magical ranged attacks rarely miss.
your flesh in small but significant ways. Prerequisites: Spellcraft 4 ranks, Point Blank Shot,
Prerequisite: Ability to cast 4th-level spells. Weapon Focus (ranged spell).
Benefit: As long as you have a polymorph spell of 4th Benefit: When you miss with a spell or spell-like ability
level or higher available to cast, you can spend a swift ranged attack against a target within 30 feet, you can spend
action to grant yourself one of the following benefits: a swift action to reroll the attack with a 5 penalty.
Might: +2 bonus on melee damage rolls. You can use this ability three times per day.
Mobility: +2 competence bonus on Balance, Climb, Jump,
and Swim checks. RAPID METAMAGIC []
Savagery: Primary claw attack dealing 1d6 points of damage
(assuming Medium size). You possess an uncanny mastery of your magic, enabling
Speed: +5-foot enhancement bonus to any one movement you to modify spells on the fly much faster than others can.
mode you already possess. Prerequisites: Spellcraft 12 ranks, ability to
Vigor: Temporary hit points equal to your HD. spontaneously cast spells.
The chosen benefit lasts for a number of rounds equal to Benefit: When you apply a metamagic feat to a
the level of the highest-level polymorph spell you have spontaneously cast spell, the spell takes only its normal
available to cast. casting time.
If you activate this feat a second time while a previous Normal: Spontaneous casters applying metamagic must
benefit is still in effect, the first benefit ends immediately. either take a full-round action (if the spell normally
As a secondary benefit, you gain a +1 competence bonus to requires a standard action or less) or add a full-round action
your caster level when casting polymorph spells. to the casting time (if the spell takes 1 full round or longer
See page 91 for details on the new polymorph subschool of to cast).
spells.
RESIDUAL MAGIC [TACTICAL]
MYSTIC BACKLASH [RESERVE] You can use the lingering energy from a spell you cast to
With a touch, your magic corrupts the spells of your boost the effect of a later spell.
enemy. Prerequisites: Spellcraft 12 ranks, any metamagic feat.
Prerequisite: Ability to cast 5th-level spells. Benefit: The Residual Magic feat allows the use of two
Benefit: As long as you have an abjuration spell of 5th tactical maneuvers.
level or higher available to cast, you can make another Enduring Potency: If you cast a spell from your daily
creatures spellcasting harmful to itself. allotment of spells, then cast the same spell from a scroll or
Use of this feat requires a melee touch attack that does not wand in the next round, you can treat the second casting as
provoke attacks of opportunity. if it had come from your daily allotment of spells for the
As a standard action, with a successful touch you can infuse purpose of caster level, save DC, and any other effect of the
another creature with baneful magic for a number of spell.
rounds equal to the level of the highest-level abjuration For example, if Hennet the 10th-level sorcerer casts magic
spell you have available. missile, then activates a wand of magic missile (caster level
A successful Will save reduces this duration to 1 round. 5th) in the next round, he can treat the wands magic missile
For the duration of the effect, each time the target as if he had cast it (giving him a greater range, number of
completes the casting of a spell, it takes damage equal to the missiles, and so forth).
level of the abjuration spell that determined the effects Lingering Metamagic: If you cast a spell affected by one or
duration. more metamagic feats, and then cast the same spell in the
Since the spells casting has already been completed, this next round, you can apply any one of the metamagic effects
doesnt count as damage dealt during casting. from the first casting to the second casting, but without any
As a secondary benefit, you gain a +1 competence bonus to change to the spells level.
your caster level when casting abjuration spells. The second spell doesnt count as being affected by a
metamagic feat for the purpose of this benefit (that is, it
doesnt entitle you to apply the metamagic feat to a spell
PIERCING EVOCATION [] you might cast in the following round).
Your evocation spells ignore an amount of energy Only spells you cast using your own metamagic feats (as
resistance. opposed to metamagic effects from magic items) allow this
Prerequisite: Spell Focus (evocation) or evoker level 1st. option to function.
Benefit: When you cast an evocation spell that deals For example, if Hennet uses a 5th-level slot to cast an
energy damage (acid, cold, fire, electricity, or sonic), you empowered lightning bolt, in the next round he can use a 3rd-
can choose for 10 points of energy damage dealt by the level slot to cast another empowered lightning bolt.
spell to become untyped damage to which energy If the first spell was a silent empowered lightning bolt, he
resistance and immunity do not apply. could apply the effect of either Silent Spell or Empower
If the spell deals multiple types of energy damage, you Spell to the second casting of lightning bolt, but not both.
choose how much of each type is converted by this feat
after rolling damage.
Special: An evoker can select this feat as a wizard bonus
feat. 73
RETRIBUTIVE SPELL [METAMAGIC] This feat doesnt allow you to use somatic components
while grappling, regardless of the size of your foe.
You can keep a spell in reserve to use when a foe causes you
Normal: You must have a hand free to cast spells that
harm.
have somatic components.
Benefit: When you cast a spell modified by this
metamagic feat, the spell has no immediate effect.
Any time you are dealt damage by a melee attack during the STORM BOLT [RESERVE]
next 24 hours (or until you next prepare or ready your The electrical energy contained within your magic rages
spells), you can choose to cast the spell on that attacker as inside you, begging to be released.
an immediate action. Prerequisite: Ability to cast 3rd-level spells.
Once activated, a retributive spell disappears (it can only Benefit: As long as you have an electricity spell of 3rd
affect one attacker). level or higher available to cast, you can fire a 20-foot line of
You can apply this feat only to a spell that targets a creature. electricity as a standard action.
A retributive spell can target only the attacker that This bolt deals 1d6 points of electricity damage per level of
triggered it, even if the spell would normally allow you to the highest-level electricity spell you have available to cast.
target multiple creatures. As a secondary benefit, you gain a +1 competence bonus to
You can have only one retributive spell cast at a time. your caster level when casting electricity spells.
Casting a second retributive spell cancels the first
(eliminating it with no effect).
If you prepare or ready spells while you have a retributive SUMMON ELEMENTAL [RESERVE]
spell cast, the spell dissipates with no effect. You can channel the summoning power you hold to briefly
A retributive spell uses up a spell slot one level higher than bring forth an elemental servant.
the spells actual level. Prerequisite: Ability to cast 4th-level spells.
Benefit: As long as you have a summoning spell of 4th
SHADOW VEIL [RESERVE] level or higher available to cast, you can summon a Small
elemental (air, earth, fire, or water; your choice) within a
You draw wisps of darkness across your enemys eyes, range of 30 feet.
obscuring the world around him. The elemental acts as if summoned by a summon monster
Prerequisite: Ability to cast 2nd-level spells. spell (PH 285).
Benefit: As long as you have a darkness spell of 2nd level The duration of the summoning is equal to 1 round per
or higher available to cast, you can obscure the vision of a level of the highest-level conjuration (summoning) spell
subject within 30 feet as a standard action. you have available to cast.
If the subject fails a Will save, it treats all other creatures You can have only one summoned elemental from this feat
and objects as though they had concealment and takes a 5 at a time; if you use the ability a second time, the first
penalty on Spot checks for 1 round. elemental disappears.
As a secondary benefit, you gain a +1 competence bonus to Also, you must remain close to the elemental you summon.
your caster level when casting darkness spells. If at the end of your turn you are more than 30 feet from
the elemental, it disappears.
SICKENING GRASP [RESERVE] If you have a conjuration (summoning) spell of 6th level or
higher available to cast, you can summon a Medium
You wreak havoc with the inner organs of a target, causing
elemental instead.
it to grow ill.
If you have a conjuration (summoning) spell of 8th level or
Prerequisite: Ability to cast 3rd-level spells. higher available to cast, you can summon a Large elemental
Benefit: As long as you have a necromancy spell of 3rd instead.
level or higher available to cast, any living creature you hit As a secondary benefit, you gain a +1 competence bonus to
with a melee touch attack becomes sickened for a number your caster level when casting conjuration (summoning)
of rounds equal to the level of the highest-level spells.
necromancy spell you have available to cast.
The subject can reduce this duration to 1 round with a
successful Fortitude save. SUNLIGHT EYES [RESERVE]
As a secondary benefit, you gain a +1 competence bonus to The bright magic within you allows you to see through the
your caster level when casting necromancy spells. darkest shadow.
Prerequisite: Ability to cast 2nd-level spells.
SOMATIC WEAPONRY [] Benefit: As long as you have a light spell of 2nd level or
higher available to cast, you can take a swift action to grant
You are adept at performing somatic spell components
yourself the ability to see normally in any conditions of
while your hands are occupied.
illumination (shadowy illumination, darkness, and magical
Prerequisites: Concentration 5 ranks, Spellcraft 5 ranks. shadow or darkness).
Benefit: When wielding a weapon (or holding an item of The range of this vision is 10 feet per level of the highest-
comparable size) in one or both hands, you can use that level light spell you have available to cast, and the effect
item to trace the somatic component of a spell, rather than lasts for 1 round.
using your fingers. As a secondary benefit, you gain a +1 competence bonus to
This allows you to cast spells with somatic components your caster level when casting light spells.
even while your hands are full or occupied, as long as at
least one hand is holding an item of proper size.
74
TOUCH OF DISTRACTION [RESERVE] WIND-GUIDED ARROWS [RESERVE]
Your touch briefly clouds the mind of a foe, impeding its Your mastery of the wind allows you to alter the flight of a
efforts. ranged weapon.
Prerequisite: Ability to cast 3rd-level spells. Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have an enchantment spell of 3rd Benefit: As long as you have an air spell of 3rd level or
level or higher available to cast, you can cloud the mind of a higher available to cast, you can spend an immediate action
creature within 30 feet as a standard action. to alter slightly the course of an arrow, crossbow bolt, spear,
The target takes a 2 penalty on its next single attack roll or or other ranged weapon already in flight.
Reflex saving throw. You cant change the weapons target, but you can apply a
If the target makes no attacks or Reflex saves within a +2 bonus or 2 penalty on its attack roll.
number of rounds equal to the level of the highest-level You and the target can be no farther apart than 10 feet per
enchantment spell you have available to cast, the effect level of the highest-level air spell you have available, since
ends. the guidance occurs at the end of the weapons flight.
Multiple uses of this feat dont stack. This feat works only on thrown or projectile weapons; it
This is an enchantment (compulsion), mind-affecting cant affect spells, powers, energy attacks, or the like.
effect. As a secondary benefit, you gain a +1 competence bonus to
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting air spells.
your caster level when casting enchantment spells.
WINTERS BLAST [RESERVE]
TOUGHENING TRANSMUTATION [] The frozen magic within you can burst forth in a hail of
Casting a transmutation spell briefly transforms your skin frost.
or that of an ally into sterner stuff. Prerequisite: Ability to cast 2nd-level spells.
Prerequisite: Spell Focus (transmutation) or transmuter Benefit: As long as you have a cold spell of 2nd level or
level 1st. higher available to cast, you can create a 15-foot cone-
Benefit: Whenever you cast a transmutation spell, you shaped burst of cold.
can choose to grant yourself or any one creature targeted by This cone deals 1d4 points of cold damage per level of the
the spell damage reduction 5/magic. highest-level cold spell you have available to cast.
If the creature already has damage reduction (of any type) A successful Reflex save halves the damage.
from another source, you increase that damage reduction As a secondary benefit, you gain a +1 competence bonus to
by 5 instead. your caster level when casting cold spells.
This effect lasts for 1 round.
Special: A transmuter can select this feat as a wizard
bonus feat. COMPLETE PSIONIC (3.5)
UNSETTLING ENCHANTMENT []
EPIC FEATS
Your enchantment spells cloud the minds of even those
who would otherwise resist their effects.
Prerequisite: Spell Focus (enchantment) or enchanter AUTOMATIC QUICKEN POWER
level 1st. [METAPSIONIC]
Benefit: Any foe required to save against an enchantment You can manifest any of your lesser powers with a
spell you cast takes a 2 penalty on attack rolls and to AC moments thought.
for 1 round, regardless of the result of the save. Prerequisites: Quicken Power, Psicraft 30 ranks, ability
This is a mindaffecting effect. to manifest 9th-level powers.
Special: An enchanter can select this feat as a wizard Benefit: You can manifest all 1st-level powers as
bonus feat. quickened powers without expending your psionic focus
(though you must be psionically focused).
VENGEFUL SPIRIT [] The normal limit to the number of quickened powers you
Your watchful spirit takes revenge on foes that have can manifest per round applies.
harmed you. Powers with a manifesting time of more than 1 round cant
Prerequisite: Watchful spirit class feature (see the wu be quickened.
jen class in Complete Arcane). You still must pay the requisite number of extra power
Benefit: If you use an initiative reroll from your watchful points to manifest these quickened powers.
spirit class feature, the first creature to deal damage to you Special: You can gain this feat multiple times.
in the encounter immediately takes half the damage it dealt Each time you take it, the powers of your next level can be
to you. quickened without the expenditure of your psionic focus.
This damage is untyped, so damage reduction and Thus, a psion who took this feat twice could quicken his
resistance or immunity does not apply. 1st-level and 2nd-level powers with no expenditure of
Also, you gain one extra initiative reroll from your watchful psionic locus.
spirit class feature. This feat doesnt decrease the manifesting time for powers
that normally require a full-round action to manifest in
metamagic form.
75
EPIC POWER PENETRATION [PSIONIC] Benefit: When you use a dorje, the power manifested is
treated ay if it were augmented by 4 additional power
Your powers are tremendously potent, overcoming power points.
resistance with ease. If the power cannot be augmented, then the DC of saving
Prerequisite: Greater Power Penetration, Power throws against the dorjes effect is increased by 2.
Penetration.
Benefit: You gain a +2 bonus on manifester level checks
made to overcome a creatures power resistance. DUAL DORJE []
This bonus stacks with the bonuses from Power You can fight with two dorjes at the same time.
Penetration and Greater Power Penetration. Prerequisites: Craft Dorje, Two-Weapon Fighting.
Benefit: As a full-round action, you can wield and activate
EPIC PSIONIC ENDOWMENT [PSIONIC] a dorje in each hand (if you have both hands free), with one
designated as your primary dorje and the other as your
You can endow your manifestations with epic locus.
secondary dorje.
Prerequisites: Greater Psionic Endowment, Psionic Each use of the secondary dorje expends 2 charges instead
Endowment, ability to manifest at least one 9th-level off.
power.
Benefit: You can expend your psionic focus and add 1 to
the save DC of a power you manifest. HOSTILE MIND, IMPROVED []
This bonus stacks with the bonuses from Psionic You have mental defenses erected against telepathic
Endowment and Greater Psionic Endowment. attacks.
Prerequisites: Cha 15, Hostile Mind.
IMPROVED COMBAT MANIFESTATION Benefit: Whenever you are subject to a power from the
telepathy discipline (regardless of whether the power is
[PSIONIC] harmful or beneficial to you), the manifester must make a
You heighten your ability to manifest powers while Will saving throw against a DC of 10 + 1/2 your character
threatened without fear of being attacked. level + your Cha modifier, and takes an additional 2d6
Prerequisites: Combat Manifestation, Concentration 25 points of damage, plus 2d6 points from your Hostile Mind
ranks. feat, for a total of 4d6 points of damage.
Benefit: You gain a bonus equal to one-half your The benefit of this feat applies only to psionic powers and
manifester level on Concentration checks made to manifest psi-like abilities.
a power, use a psi-like ability, or achieve psionic focus while This is an exception to the psionics-magic transparency rule
on the defensive or while you are grappling or pinned. (EPH 55).
Special: You cannot take or use this feat if you have the
IMPROVED OVERCHANNEL [PSIONIC] ability to use powers (if you have a power point reserve).
You burn your life force without limit to strengthen your
powers. PSIONIC MASTERY []
Prerequisite: Overchannel, Psicraft 25 ranks. You are quick and certain in your efforts to defeat the
Benefit: While manifesting a power, you can increase psionic defenses and powers of others.
your effective manifester level to a value up to twice your Prerequisite: Ability to manifest psionic powers or use
actual manifester level, but in doing so, you pay a price. psi-like abilities.
For each level you increase your effective manifester level Benefits: You can take 10 on manifester level checks (as
above your actual manifester level, you take 2d8 points of if the manifester level check were a skill check).
damage.
For example, a 23rd-level psion could increase his effective
manifester level to 30th to manifest a particular power. HOST FEATS
However, as a result of the seven-level increase, he would
take 14d8 points of damage. AGGRESSIVE MIND [HOST]
The effective change in manifester level increases the
number of power points you can expend on a single power The psionic entity you host gives you access to psi-like
manifestation, as well as increasing all manifester level abilities capable of disrupting the mind of your enemy.
dependent effects, such as range, duration, and overcoming Benefit: A psionic entity takes up residence within your
power resistance. flesh.
Normal: Your manifester level is equal to your total levels The entity grants you the following psi-like ability:
in classes that manifest powers. Psi-Like Ability: 1/daymind thrust or psionic daze.
Manifester level 1/2 your HD; save DC 11 + your Cha, Int,
or Wis modifier.
GENERAL FEATS Special: You can use one or the other or your
entitygranted psi-like abilities once per dayyou cant use
both.
DORJE MASTERY [] Once you use one, you cant use the other for the rest of the
Psionic dorjes are more potent in your hands. day.
Prerequisites: Craft Dorje, manifester level 9th.
76
ANTAGONIST [HOST] Your forceful personality allows you to deal more damage
with your blade.
The psionic entity you host seeks to cause damage and
Prerequisites: Any other host feat, mind blade class
mayhem, and you have powers to further that end.
feature.
Benefit: A psionic entity takes up residence within your Benefit: You can expend your psionic focus to add your
flesh. Charisma bonus (it any) to the damage you deal with your
The entity grants you the following psi-like ability: mind blade.
Psi-Like Ability: 1/day-energy ray or crystal shard. This effect lasts for 1 round.
Manifester level 1/2 your HD; save DC 11 + your Cha, Int,
or Wis modifier.
Special: You can use one or the other of your STRENGTH OF TWO [HOST]
entitygranted psi-like abilities once per dayyou cant use As the host of a formless psionic entity, you possess
both. immense willpower.
Once you use one, you cant use the other for the rest of the Prerequisite: Any other host feat.
day. Benefit: As long as you are psionically focused and
possess at least 1 power point, you receive a +1 insight
DEFENSIVE SHELL [HOST] bonus on Will saves.
As an immediate action, you can expend your psionic focus
The psionic entity living in your mind enables you to better
and spend 1 power point to improve this insight bonus to
resist attacks.
+5 for 1 round.
Benefit: A psionic entity takes up residence within your
flesh.
The entity grants you the following psi-like ability: TELEPATHIC AFFINITY [HOST]
Psi-like Ability: 1/dayforce screen or empty mind. The entity you host gives you the ability to better
Manifester level 1/2 your HD; save DC 11 + your Cha, Int, communicate with other creatures.
or Wis modifier. Benefit: A psionic entity takes up residence within your
Special: You can use one or the other of your flesh.
entitygranted psi-like abilities once per dayyou cant use The entity grants you the following psi-like ability:
both. Psi-Like Ability: 1/daymindlink or detect psionics.
Once you use one, you cant use the other for the rest of the Manifester level 1/2 your HD; save DC 11 + your Cha, Int,
day. or Wis modifier.
Special: You can use one or the other of your entity-
HOST FOCUS [HOST] granted psi-like abilities once per dayyou cant use both.
Once you use one, you cant use the other for the rest of the
You can use a psi-like ability granted by a host feat an extra
day.
time each day.
Prerequisite: Any other host feat.
Benefit: You can use one of the two psi-like abilities ILLITHID HERITAGE FEATS
granted by your host feat one extra time each day.
For example, if you have the Telepathic Affinity teat, which
grants access to the mindlink or detect psionics psi-like ILLITHID BLAST []
abilities, you can use mindlink twice, detect psionics twice, or You can convert your psionic energy into a mind blast.
both mindlink and detect psionics in a single day. Prerequisites: Illithid Heritage, two other illithid feats,
Normal: You can use one of two psi-like abilities once per manifester level 5th.
day. Benefit: Once per day as a standard action that requires
the expenditure of your psionic focus, you can channel
PACIFIST [HOST] power points into a mind blast, which is a psi-like attack in a
15-foot cone.
You host a psionic entity that dislikes combat and provides Anyone caught in the cone must succeed on a Will save
you psi-like abilities to help you avoid a fight. (DC 10 + 1/2 your HD + your Cha modifier) or be stunned
Benefit: A psionic entity takes up residence within your for 1d4 rounds.
flesh.
The entity grants you the following psi-like ability:
Psi-like Ability: 1/daydeaden blow (see page 82) or ILLITHID COMPULSION []
entangling ectoplasm. You can call upon your heritage and enhance your ability to
Manifester level 1/2 your HD; save DC 11 + your Cha, Int, manipulate the minds of other creatures.
or Wis modifier. Prerequisite: Illithid Heritage.
Special: You can use one or the other of your entity- Benefit: Your manifester level for compulsion powers
granted psi-like abilities once per dayyou cant use both. increases by one.
Once you use one, you cant use the other for the rest of the You also add 1 to the save DCs of all psionic powers you
day. manifest that have the compulsion descriptor.
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MIND STRIKE, FOCUSED [PSIONIC] Benefit: Your manifester level for the chosen manifesting
class increases by four.
When you use your psychic strike ability, you deal more This benefit cant increase your manifester level higher than
damage.
your Hit Dice.
Prerequisites: Ability to generate a mind blade, psychic Even if you cant benefit from the full bonus immediately,
strike +1d8. however, if you later gain levels of nonmanifesting classes,
Benefit: If you expend your psionic focus when you you might be able to apply the rest of the bonus.
imbue your mind blade with a psychic strike, the For example, a human 5th-level psion/3rd-level fighter who
destructive energy instilled in your blade deals one more selects this feat would increase his psion manifester level
die of damage. from 5th to 8th (since he has 8 Hit Dice).
For example, when a 7th-level soulknife charges his blade If he later gained a fighter level, he would gain the
with a psychic strike in conjunction with expending his remainder of the bonus, and his psion manifester level
psionic focus, the damage potential of the blade is +3d8 would become 9th (since he now has 9 Hit Dice).
points (instead of +2d8 points). A character with, two or more manifesting classes (such as a
psychic warrior/psion) must choose which class gains the
MIND STRIKE, SWIFT [PSIONIC] feats effect.
You possess a deadly speed when charging your mind blade This feat does not affect your powers per day or powers
with psychic energy. known.
Prerequisites: Ability to generate a mind blade, psychic It only increases your manifester level, which helps you
strike+2d8. overcome power resistance and increases the duration and
Benefit: Once per day, you can charge your mind blade other effects of your powers.
with a psychic strike as a swift action. Special: You can select this feat multiple times.
Normal: A soulknife imbues his blade with a psychic Each time you choose it, you must apply it to a different
strike as a move action. manifesting class.
MAGICAL FORTUNE []
Even you are sometimes surprised by how well your spells
work.
Prerequisite: Caster level 3rd, any luck feat.
Benefit: You can expend one luck reroll as a swift action
to reroll the damage dealt by a spell you have just cast.
You can expend two luck rerolls as a swift action to reroll a
caster level check.
Special: This feat was originally presented on page 200 of You gain one luck reroll per day.
the DMG; the description here provides new alternatives
for arcane spellcasters who want familiars stealthy and
versatile enough to follow them anywhere. MAKE YOUR OWN LUCK []
Your hard work lets you exploit minor loopholes.
IMPROVED SKIRMISH [] Prerequisite: Character level 6th, any luck feat.
Benefit: You can expend one luck reroll as an immediate
With a few extra steps, you gain even greater benefits from action to reroll a skill check, as long as you have at least 1
your skirmishing combat style. rank in that skill.
Prerequisite: Skirmish +2d6/+1 AC. You gain one luck reroll per day.
Benefit: If you move at least 20 feet away from where you
were at the start of your turn, your skirmish damage
increases by 2d6 and your competence bonus to AC from MARTIAL STALKER []
skirmish improves by 2. You practice a powerful fighting style that focuses equally
Normal: A scouts bonus damage and AC bonus apply if on martial skill and mystical dedication.
she moves at least 10 feet away from where she was at the Prerequisite: Proficiency with all martial weapons, ki
start of her turn (see the skirmish class feature in the power.
sidebar on page 25). Benefit: Your fighter and ninja levels stack for the
Special: A scout can select Improved Skirmish as one of purpose of determining the size of your ki pool, as well as
her scout bonus feats (Complete Adventurer 13). your AC bonus.
For example, a 5th-level fighter/1st-level ninja with this
LUCKY BREAK [LUCK] feat could use his ki powers a number of times equal to 3
(one-half his ninja and fighter levels) + his Wisdom bonus
You can hit an object in just the right place. (if any), and would have a +1 bonus to AC (as if he were a
Benefit: You can expend one luck reroll as a swift action 6th-level ninja).
to reroll a Strength check made to break an item or burst Your fighter and ninja levels also stack for the purpose of
open a door. qualifying for feats that require a minimum fighter level,
You gain one luck reroll per day. such as Greater Weapon Focus.
Special: A fighter can select Martial Stalker as one of his
LUCKY CATCH [] fighter bonus feats (PH 38).
Your good fortune can help prevent you from falling to
your doom.
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MASTER SPELLTHIEF [] PERSISTENT ATTACKER [AMBUSH]
Your arcane studies allow you to mingle arcane magic of Once you find a targets weak point, you can easily strike it
different flavors for great effect. again.
Prerequisite: Ability to cast 2nd-level arcane spells, steal Prerequisite: Sneak attack +5d6.
spell. Benefit: If your sneak attack hits, your first attack against
Benefit: Your spellthief levels stack with levels of other that creature on your next turn is also considered a sneak
arcane spellcaster classes (that is, levels of any class that attack even if it wouldnt normally qualify.
grants arcane spellcasting other than the spellthief) for the Using this feat reduces your first sneak attacks damage by
purpose of determining what level of spell you can steal. 4d6.
For example, a 4th-level spellthief/4th-level wizard could The resulting second sneak attack deals its full extra
steal spells of up to 4th level, as if he were an 8th-level damage.
spellthief.
Your spellthief and arcane spellcaster levels also stack when POISON EXPERT []
determining your caster level for all arcane spells.
The character described above would have a caster level of Your skill at crafting and delivering toxins has made you a
8th for both his spellthief spells and his wizard spells. more deadly poisoner.
In addition, you do not incur a chance of arcane spell Prerequisite: Craft (poisonmaking) 4 ranks, poison use.
failure for arcane spells cast or stolen from other classes, Benefit: Choose a type of poison (contact, ingested,
but only if you are wearing light armor. inhaled, or injury).
You incur the normal arcane spell failure chance when The DC to resist both the initial and secondary damage of
wearing medium or heavy armor or when using a shield. poisons of this type that you create and use increases by 1.
Normal: A spellthief does not incur a chance of arcane This feat has no effect on poisons used by other creatures,
spell failure when casting spellthief spells in light armor. even if you craft those poisons.
He incurs the normal arcane spell failure chance for other It also has no effect on natural poisons (those exuded from
arcane spells he casts, including those stolen from arcane a creatures body).
casters (Complete Adventurer 15). Special: You can gain this feat multiple times.
Its effect does not stack.
Each time you take the feat, it applies to a new type of
MERCIFUL STRIKE [AMBUSH] poison.
You can strike a creatures vital areas without killing it.
Prerequisite: Sneak attack +2d6. POISON MASTER []
Benefit: Your successful sneak attack deals nonlethal
damage. The toxins you create and use are particularly virulent.
When using this feat, you can ignore the usual 4 penalty Prerequisite: Poison Expert, Craft (poisonmaking) 8
on attack rolls for attempting to deal nonlethal damage ranks, poison use.
with a lethal weapon. Benefit: Choose a type of poison (contact, ingested,
Using this feat reduces your sneak attack damage by 1d6. inhaled, or injury) for which you have selected the Poison
Expert feat.
The initial and secondary damage dealt by poisons of this
MIND DRAIN [AMBUSH] type that you create and use increases by 1 point per die of
Your attack can weaken your opponents mental powers. damage (or by 1 point, if it deals a fixed amount of damage).
Prerequisite: Power point reserve, sneak attack +2d6. For example, lich dust used by a character with Poison
Benefit: Your successful sneak attack drains power points Master (ingested) would deal initial damage of 2d6+2 Str
from your target equal to its manifester level (minimum 1). and secondary damage of 1d6+1 Con plus 1d6+1 Str.
If this attack reduces your target to 0 power points, the If a poison doesnt deal damage, this feat has no effect.
opponent also loses any psionic focus. This feat has no effect on poisons used by other creatures,
A target that has no power points when you make the sneak even if you craft those poisons.
attack is not affected by this feat. It also has no effect on natural poisons (those exuded from
You cant use this feat on the same target more than once a creatures body).
per round. Special: You can gain this feat multiple times.
Using this feat reduces your sneak attack damage by 1d6. Its effect does not stack.
Each time you take the feat, it applies to a new type of
MISERS FORTUNE [LUCK] poison for which you have selected Poison Expert.
Items belonging to you and your allies are abnormally
resistant to damage. PSITHIEF []
Benefit: Whenever an opponent makes a sunder attack or You can drain psychic energy and use it against others.
Strength check to damage an object within 30 feet of you, Prerequisite: Manifester level 1st, steal spell.
you can expend one luck reroll as an immediate action to Benefit: You can use your steal spell ability to siphon
force that opponent to reroll. psionic energy instead of spell energy.
In addition, as long as you still have one luck reroll Instead of stealing a spell, you can choose to steal a number
remaining for the day, items in your possession receive a +5 of power points equal twice to the maximum level of spell
luck bonus on saving throws. you can steal minus 1 (up to a maximum value equal to the
You gain one luck reroll per day. manifester level of the creature struck).
94
For example, a 4th-level spellthief/1st-level psychic warrior SOUND OF SILENCE [BARDIC MUSIC]
could steal up to 3 power points; if he used this ability
against a 2nd-level psion he could steal only 2 power points, You can channel the power of your bardic music to deafen
since that is the targets manifester level. your foes.
You can use the stolen power points only to manifest a Prerequisite: Bardic music, Perform 9 ranks.
psionic power you already know. Benefit: As a standard action, you can expend two daily
You must use these power points within 1 hour of stealing uses of your bardic music ability to deafen a single target
them; otherwise, the extra psionic energy fades harmlessly for 3 rounds.
away. A successful Will save (using your Perform check result as
This feat otherwise follows the rules for the steal spell class the DC) negates the effect.
feature (Complete Adventurer 16). The target must be within 30 feet of you and be able to hear
In addition, Knowledge (psionics) and Psicraft are you.
spellthief class skills for you.
These skills appear on page 38 of Expanded Psionics SURE HAND []
Handbook. You can perform more amazing displays of legerdemain
than normal.
PSYCHIC LUCK [] Prerequisite: Any two manipulation skill tricks.
Some psions claim that luck doesnt exist. Benefit: You immediately learn up to two manipulation
You know better. skill tricks at no cost, and your limit on skill tricks known
Prerequisite: Manifester level 3rd, any luck feat. increases by one.
Benefit: You can expend one luck reroll as a swift action See page 82 for details on manipulation skill tricks.
to reroll the damage dealt by a psionic power you have just Normal: You are limited to a maximum number of skill
manifested. tricks equal to one-half your character level.
You can expend two luck rerolls as a swift action to reroll a
manifester level check. SURVIVORS LUCK []
You gain one luck reroll per day. You can avoid situations that would surely affect others.
Prerequisite: Character level 9th, any luck feat.
SAVVY ROGUE [] Benefit: You can expend one luck reroll as an immediate
You have mastered one or more of your rogue special action to reroll a saving throw you just failed.
abilities. You gain one luck reroll per day.
Prerequisite: Rogue level 10th.
Benefit: Based on the rogue special abilities you have (PH SWEET TALKER []
50), you gain one or more additional special benefits as Your social expertise is more pronounced than that of most
described below. others.
You gain the benefits for all the special abilities you have, Prerequisite: Any two interaction skill tricks.
even those you gain after selecting this feat.
Benefit: You immediately learn up to two interaction
Crippling Strike: You can deal Strength damage even to a
skill tricks at no cost, and your limit on skill tricks known
target that is immune to extra damage from sneak attacks.
increases by one.
Defensive Roll: You can use this ability three times per day, See page 82 for details on interaction skill tricks.
rather than once per day.
Improved Evasion: You gain a +2 competence bonus on Normal: You are limited to a maximum number of skill
tricks equal to one-half your character level.
Reflex saves.
Opportunist: You can use the opportunist ability as many
times per round as you can make attacks of opportunity, SWIFT AMBUSHER []
but no more than once per creature per round. You combine your scout training with the stealth of a rogue
Each use of the opportunist ability counts as an attack of to open up new methods of ambushing enemies.
opportunity. Prerequisite: Skirmish +1d6/+1 AC, sneak attack +1d6.
Skill Mastery: When taking 10 with a skill to which you have Benefit: Your rogue and scout levels stack for the purpose
assigned skill mastery, you can treat the die roll as a 12 of determining the extra damage and bonus to Armor Class
instead of as a 10. granted when skirmishing.
(In effect, youre taking 12). For example, a 4th-level scout/7th-level rogue would deal
Slippery Mind: You gain a +2 competence bonus on the extra an extra 3d6 points of damage and gain a +3 competence
save granted by slippery mind. bonus to AC when skirmishing, as if she were an 11th-level
scout.
SLY FORTUNE [LUCK] In addition, you can qualify for ambush feats (see page 71)
Your luck helps you find the right place to move to. as if your sneak attack bonus damage were the sum of your
Benefit: You can expend one luck reroll as an immediate skirmish damage and sneak attack bonus damage.
action to reroll a Hide, Move Silently, or Tumble check. You cannot sacrifice skirmish extra damage to use those
You gain one luck reroll per day. feats, however.
Special: A scout can select Swift Ambusher as one of her
scout bonus feats (Complete Adventurer 13).
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SWIFT HUNTER [] For the next 3 rounds, the target takes a 5 penalty on any
skill check requiring speech and has a 50% chance of failure
You have applied the hit-and-run tactics learned from when casting a spell with a verbal component or activating
scouting to your strong hunting abilities. a magic item with a command word.
Prerequisite: Favored enemy, skirmish +1d6/+1 AC. Multiple uses of this feat dont increase the duration
Benefit: Your ranger and scout levels stack for the beyond 3 rounds.
purpose of determining the extra damage and bonus to Using this feat reduces your sneak attack damage by 2d6.
Armor Class granted when skirmishing. Special: You must be able to reach your foes neck to use
For example, a 4th-level scout/1st-level ranger would deal this feat.
an extra 2d6 points of damage and gain a +1 competence
bonus to AC when skirmishing, as if she were a 5th-level
scout. UNBELIEVABLE LUCK [LUCK]
Your ranger and scout levels also stack for the purpose of The powers of fortune truly smile on you more than most
determining when you select additional favored enemies, mortals.
as well as the total bonus granted against your favored Prerequisite: Any luck feat.
enemies. Benefit: As long as you have at least one luck reroll
For example, a 4th-level scout/1st-level ranger would have remaining for the day, you gain a +2 luck bonus on
two favored enemies and could allocate an extra +2 bonus whichever of your saves has the lowest base bonus.
against one of those favored enemies, as if she were a 5th- If two or more of your saves tie for the lowest base bonus,
level ranger. choose when you select this feat which save it applies to.
In addition, your skirmish extra damage applies against any If your base save bonuses later change so that the chosen
creature you have selected as a favored enemy, even if it is save no longer has the lowest base bonus, the luck bonus
normally immune to extra damage from critical hits or from this feat immediately applies to the save that now has
skirmish attacks. the lowest base bonus.
Special: A scout can select Swift Hunter as one of her You gain two luck rerolls per day.
scout bonus feats (Complete Adventurer 13).
VICTORS LUCK []
TEMPTING FATE [] You strike with devastating accuracy more often.
You are very hard to kill. Benefit: You can expend one luck reroll as a swift action
Prerequisite: Character level 6th, any luck feat. to reroll a critical threat confirmation roll.
Benefit: You can expend a luck reroll to reroll a You gain one luck reroll per day.
stabilization check.
In addition, once per day, whenever you have at least 1 hit
WARNING SHOUT [BARDIC MUSIC]
point remaining and would be dealt enough damage to kill
you, you can expend one luck reroll as an immediate action The force of your performance is so potent that it can guide
to take only enough damage to reduce you to 9 hit points. an ally to safety.
You automatically stabilize. Prerequisite: Bardic music, Perform 9 ranks, evasion.
You gain one luck reroll per day. Benefit: As an immediate action, you can expend two
Special: Unlike most other luck feats, using Tempting daily uses of your bardic music ability to grant a single ally
Fate requires no action. (other than yourself) a +5 morale bonus on her next Reflex
save and evasion (see the monk class feature, PH 41).
The ally must be within 30 feet of you and able to see or
THIRD TIMES THE CHARM [] hear you.
Your deity smiles upon you. The effect lasts until the target rolls a Reflex save or until
Prerequisite: Character level 3rd, any luck feat, access to the start of your turn, whichever comes first.
the Luck domain.
Benefit: You can expend one luck reroll as an immediate
action to use the granted power of the Luck domain an SIDEBAR FEATS
additional time per day.
You can only use this benefit immediately after using the AGILE ATHLETE []
Luck domains granted power (in effect, this feat gives you a
third chance to succeed on the roll). You rely on your agility to perform athletics feats, rather
You gain one luck reroll per day. than brute strength.
Prerequisite: Climb 1 rank, Jump 1 rank.
Benefit: When making a Climb or Jump check, you use
THROAT PUNCH [AMBUSH] your Dexterity modifier for the check.
By making a precise punch to the throat, you can render a Normal: Without this feat, you use your Strength
target unable to speak effectively. modifier for Climb and Jump checks.
Prerequisite: Improved Unarmed Strike, sneak attack This feat first appeared in Races of the Wild.
+3d6.
Benefit: Your successful sneak attack delivered with an EXTEND RAGE []
unarmed strike temporarily hinders the targets ability to
speak. You are able to maintain your rage longer than most.
Prerequisite: Rage or frenzy ability.
96
Benefit: Each use of your rage or frenzy ability lasts an Each wound caused in this manner saps an extra 1 point of
additional 5 rounds beyond its normal duration. damage per round from the victim, until the victim
Special: You can take this feat multiple times. receives the benefit of a DC 15 Heal check or any cure spell
The effects of multiple feats stack. or other magical healing.
This feat first appeared in Complete Warrior. Wounds from multiple arterial strikes result in cumulative
bleeding loss (two successful arterial strikes cause an extra 2
points of damage per round until healed).
MENACING DEMEANOR [RACIAL]
You may deliver only one bleeding wound per successful
You can tap into your savage heritage to improve your sneak attack.
intimidation techniques.
Prerequisite: Orc blood or orc subtype.
Benefit: You gain a +4 bonus on your Intimidate checks.
AXIOMATIC STRIKE [GENERAL]
This feat first appeared in Races of Destiny. You can turn your fist into an instrument of law.
Prerequisites: Ki strike (lawful), Stunning Fist.
Benefit: Against a chaotic opponent, you can make an
TACTILE TRAPSMITH []
unarmed attack that does an extra 2d6 points of damage.
You can rely on your rapid reflexes and nimble fingers You must declare that you are using this feat before you
instead of your intellect when searching a room or when make your attack roll (thus, a failed attack ruins the
disabling a trap. attempt).
Benefit: You add your Dexterity bonus (rather than your Each attempt counts as one of your uses of the Stunning
Intelligence bonus) on all Search and Disable Device Fist feat for the day.
checks. Creatures immune to stunning can be affected by this extra
In addition, you receive no penalty on these checks for damage.
darkness or blindness.
This feat first appeared in Complete Adventurer.
CLEVER WRESTLING [GENERAL]
You have a better than normal chance to escape or wriggle
COMPLETE WARRIOR (3.5) free from a big creatures grapple or pin.
Prerequisites: Small or Medium size, Improved
Unarmed Strike.
MAIN SECTION FEATS Benefit: When your opponent is larger than Medium,
you gain a circumstance bonus on your grapple check to
escape a grapple or pin.
ARCANE STRIKE [GENERAL] The size of the bonus depends on your opponents size,
You can channel arcane energy into your melee attacks. according to the following table.
Prerequisites: Ability to cast 3rd-level arcane spells,
base attack bonus +4.
Benefit: When you activate this feat (a free action that
does not provoke an attack of opportunity), you can
channel arcane energy into a melee weapon, your unarmed
strike, or natural weapons.
You must sacrifice one of your spells for the day (of Is: level
or higher) to do this, but you gain a bonus on all your attack
rolls for 1 round equal to the level of the spell sacrificed, as CLOSE-QUARTERS FIGHTING [GENERAL]
well as extra damage equal to 1d4 points the level of the You are skilled at fighting at close range and resisting
spell sacrificed. grapple attempts.
The bonus you add to your attack rolls from this feat cannot Prerequisites: Base attack bonus +3.
be greater than your base attack bonus. Benefit: You gain an attack of opportunity whenever an
For example, Yarren the bladesinger has a base attack bonus enemy attempts to grapple you, even if the enemy has a feat
of +11 and the ability to cast 4th-level arcane spells. or special ability that would normally bypass the attack, if
On his turn, he chooses to sacrifice one of his 4th-level you deal damage with this attack, the enemy fails to Stan
spells for the day, marking it off as if he had cast it. the grapple unless it has the Improved Grapple feat or a
Until his next turn, Yarren gains an extra +4 bonus on his special ability such as improved grab.
attack rolls and an extra 4d4 points of damage with a single If the enemy has such an ability, you may add the damage
melee weapon of his choice (his rapier). you deal as a bonus on your opposed check to resist being
grappled.
ARTERIAL STRIKE [GENERAL] This feat does not give you extra attacks of opportunity
Your sneak attacks target large blood vessels, leaving during a round or allow you to make an attack of
wounds that cause massive blood loss. opportunity when you would be denied one for being
Prerequisites: Sneak attack ability, base attack bonus +4. surprised, helpless, or in a similar situation.
Benefit: If you hit with a sneak attack, you may choose to For example, an ogre attempts to grapple Tordek.
forgo +1d6 of extra sneak attack damage to deliver a wound Tordek gains an attack of opportunity, hits, and causes
that wont stop bleeding. damage.
97
Since the ogre does not have any sort of grappling special pinning) a +4 bonus on attack rolls against you (but you are
ability or feat, it fails to start a grapple. not helpless).
Then an ankhega creature with the improved grab You do not gain this extra damage against creatures that are
special abilityattempts to grapple Tordek. immune to critical hits.
He takes an attack of opportunity, hits, and deals 10 points Normal: You may deal normal damage to a pinned
of damage to the creature. opponent by making a successful grapple check.
Tordek then adds +10 to his opposed check to resist being
grappled. EAGLE CLAW ATTACK [GENERAL]
Normal: Creatures with Improved Grapple, improved
grab, or similar feats or special abilities do not provoke Your superior insight allows you to strike objects with
attacks of opportunity when they attempt to start a grapple. impressive force.
Special: A fighter may select Close-Quarters Fighting as Prerequisites: Wis 13, Improved Sunder, Improved
one of his fighter bonus feats. Unarmed Strike.
Benefit: When you make an unarmed strike against an
object, you may add your Wisdom bonus to the damage
DASH [GENERAL] dealt to the object.
You can move faster than normal.
Benefit: If you are wearing light armor or no armor and EXTEND RAGE [GENERAL]
are carrying a light load, your speed is 5 feet faster.
You are able to maintain your rage longer than most.
Prerequisites: Rage or frenzy ability.
DEFENSIVE STRIKE [GENERAL] Benefit: Each of the uses of your rage or frenzy ability
You can turn a strong defense into a powerful offense. lasts an additional 5 rounds beyond its normal duration.
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge. Special: You can take this feat multiple times.
Benefit: If an opponent attacks you and misses while you Its effects stack.
are using the total defense action, you can attack that
opponent on your next turn with a +4 bonus on your attack EXTRA RAGE [GENERAL]
roll.
You gain no bonus against an opponent that does not attack You may rage more frequently than normal.
you or against an opponent that attacks and hits you. Prerequisites: Rage or frenzy ability.
Special: A fighter may select Defensive Strike as one of Benefit: You rage or frenzy two more times per day than
his fighter bonus feats. you otherwise could.
Special: You can take this feat multiple times.
Its effects stack.
DEFENSIVE THROW [GENERAL]
You can use your opponents weight, strength, and
momentum against her, deflecting her attack and throwing
EXTRA SMITING [GENERAL]
her to the ground. You can make more smite attacks.
Prerequisites: Dex 13, Combat Reflexes, Dodge, Prerequisites: Smite ability, base attack bonus +4.
Improved Trip, Improved Unarmed Strike. Benefit: When you take this feat, you gain two extra
Benefit: If the opponent you have chosen to use your attempts to smite per day.
Dodge feat against attacks you and misses, you can make an Use whatever smite ability you have (the paladins smite
immediate trip attack against that opponent. evil ability or the hunter of the deads ability to smite
This attempt counts against your allowed attacks of undead, for example).
opportunity in the round. Special: You can take this feat multiple times.
Its effects stack.
DESTRUCTIVE RAGE [GENERAL]
You can shatter barriers and objects when enraged. EXTRA STUNNING [GENERAL]
Prerequisites: Rage or frenzy ability. You gain extra stunning attacks.
Benefit: While you are in a rage or frenzy, you gain a +8 Prerequisites: Stunning Fist, base attack bonus +2.
bonus on any Strength checks you make to break down Benefit: You gain the ability to make three extra stunning
doors or break inanimate, immobile objects. attacks per day.
Special: You can take this feat multiple times.
Its effects stack.
EARTHS EMBRACE [GENERAL]
You can crush opponents when you grapple them.
Prerequisites: Str 15, Improved Grapple or improved EYES IN THE BACK OF YOUR HEAD [GENERAL]
grab, Improved Unarmed Strike. Your superior battle sense helps minimize the threat of
Benefit: While grappling, if you pin your opponent, you flanking attacks.
deal an extra 1d12 points of damage in each round that you Prerequisites: Wis 13, base attack bonus +1.
maintain the pin. Benefit: Attackers do not gain the usual +2 bonus on
You must hold your opponent immobile as normal (with an their attack rolls when flanking you.
opposed grapple check), but you must also remain
immobile, giving opponents (other than the one youre
98
This feat grants no effect whenever you are attacked You may use this feat only once per round and once per
without benefit of your Dexterity modifier to Armor Class, opponent during any single combat encounter.
such as when you are flat-footed.
You may still be sneak attacked when flanked. FLYING KICK [GENERAL]
Normal: When you are flanked, the flanking opponents
receive a +2 bonus on their attack rolls against you. You literally leap into battle, dealing devastating damage.
Prerequisites: Str 13, Jump 4 ranks, Improved
Unarmed Strike, Power Attack.
FASTER HEALING [GENERAL] Benefit: When fighting unarmed and using the charge
You recover faster than normal. action, you deal an extra 1d12 points of damage with your
Prerequisites: Base Fortitude save bonus +5. unarmed attack.
Benefit: You recover lost hit points and ability score
points faster than you normally would, according to the FREEZING THE LIFEBLOOD [GENERAL]
table on the next page.
You can paralyze a humanoid opponent with an unarmed
attack.
FAVORED POWER ATTACK [GENERAL] Prerequisites: Wis 17, Improved Unarmed Strike,
You are able to deal more damage against your favored Stunning Fist, base attack bonus +10.
enemies. Benefit: Declare that you are using this feat before you
Prerequisites: Favored enemy ability, Power Attack, make your attack roll (thus, a missed attack roll ruins the
base attack bonus +4. attempt).
Benefit: When you use the Power Attack feat against a Against a humanoid opponent, you can make an unarmed
favored enemy, you may subtract a number from your attack that deals no damage but has a chance of paralyzing
melee attack rolls and add twice that number to your melee your target.
damage rolls, if you attack with a weapon in two hands, add If your attack is successful, your target must attempt a
three times the number. Fortitude saving throw (DC 10 + 1/2 your character level +
The normal restrictions of the Power Attack feat apply. your Wis modifier), if the target fails this saving throw, it is
paralyzed for 1d4+1 rounds.
FISTS OF IRON [GENERAL] Each attempt to paralyze an opponent counts as one of your
uses of the Stunning Fist feat for the day.
You have learned the secrets of imbuing your unarmed Creatures immune to stunning cannot be paralyzed in this
attacks with extra force. manner.
Prerequisites: Improved Unarmed Strike, Stunning Special: A fighter may select Freezing the lifeblood as one
Fist, base attack bonus +2. of his fighter bonus feats.
Benefit: Declare that you are using this feat before you
make your attack roll (thus, a missed attack roll ruins the
attempt). GREATER KIAI SHOUT [GENERAL]
You deal an extra 1d6 points of damage when you make a Your kiai shout can panic your opponents.
successful unarmed attack. Prerequisites: Cha 13, Kiai Shout, base attack bonus +9.
Each attempt counts as one of your uses of the Stunning Benefit: When you make a kiai shout, your opponents are
Fist feat for the day. panicked for 2d6 rounds unless they succeed on Will saves
(DC 10 + 1/2 your character level + your Cha modifier).
FLEET OF FOOT [GENERAL] The kiai shout affects only opponents with fewer Hit Dice
or levels than you have.
You run nimbly, able to turn corners without losing
momentum.
Prerequisites: Dex 15, Run. GREATER RESILIENCY [GENERAL]
Benefit: When running or charging, you can make a Your extraordinary resilience to damage increases.
single direction change of 90 degrees or less. Prerequisites: Damage reduction as a class feature or
You cant use this feat in medium or heavy armor, or if innate ability.
youre carrying a medium or heavier load. Benefit: Your damage reduction increases by 1.
If you are charging, you must move in a straight line for 10 If it would normally rise thereafter with level, it does so at
feet (2 squares) after the turn to maintain the charge. its previous rate, adding the +1 normally.
Normal: Without this feat you can run or charge only in a For example, a 13th-level barbarian has damage reduction
straight line. 3/.
By taking this feat, he raises it to 4/.
FLICK OF THE WRIST [GENERAL] When he reaches 16th level, his damage reduction becomes
5/ and at 19th level, it becomes 6/.
With a single motion, you can draw a light weapon and You may not take this feat more than once.
make a devastating attack. This feat has no effect on the type of weapon or damage
Prerequisites: Dex 17, Sleight of Hand 5 ranks, Quick that overcomes your damage reduction.
Draw. If you have more than one form of damage reduction,
Benefit: If you draw a light weapon and make a melee choose which to increase when you take this feat.
attack with it in the same round, you catch your opponent
flat-footed (for the purpose of this attack only).
99
GREATER TWO-WEAPON DEFENSE [GENERAL] IMPROVED BUCKLER DEFENSE [GENERAL]
When fighting with two weapons, your defenses are You can attack with an off-hand weapon while retaining a
extraordinarily strong. bucklers shield bonus to your Armor Class.
Prerequisites: Dex 19, Improved Two-Weapon Defense, Prerequisite: Shield Proficiency.
Two-Weapon Defense, Two-Weapon Fighting, base attack Benefit: When you attack with a weapon in your offhand,
bonus +11. you may still apply your bucklers shield bonus to your
Benefit: When wielding two weapons (not including Armor Class.
natural weapons or unarmed strikes), you gain a +3 shield Normal: Without this teat, a character wielding a buckler
bonus to your AC. who attacks with an off-hand weapon loses the bucklers
When you are fighting defensively or using the total shield bonus to AC until his or her next turn.
defense action, this shield bonus increases to +6. Special: A fighter may select Improved Buckler Defense
Special: A fighter may select Greater Two-Weapon as one of his fighter bonus feats.
Defense as one of his fighter bonus feats.
IMPROVED COMBAT EXPERTISE [GENERAL]
HAMSTRING [GENERAL] You have mastered the art of defense in combat.
You can wound your opponents legs, hampering their Prerequisites: Int 13, Combat Expertise, base attack
movement. bonus +6.
Prerequisites: Sneak attack ability, base attack bonus +4. Benefit: When you use the Combat Expertise feat to
Benefit: If you hit with a melee sneak attack, you may improve your Armor Class, the number you subtract from
choose to forgo 2d6 points of extra sneak attack damage to your attack roll and add to your AC can be any number that
reduce your opponents base speed by half. does not exceed your base attack bonus.
This speed reduction ends after 24 hours have passed or a Normal: With Combat Expertise, the number can be no
successful DC 15 Heal check or the application of any cure greater than +5.
spell or other magical healing is made. Special: A fighter may select Improved Combat Expertise
Creatures immune to sneak attack damage and creatures as one of his fighter bonus feats.
with no legs or more than four legs cant be slowed down
with a hamstring attack.
It takes two successful hamstring attacks to affect
IMPROVED FAMILIAR [GENERAL]
quadrupeds. This feat allows spellcasters to acquire a new familiar from a
Other speeds (fly, burrow, and so on) arent affected. nonstandard list, but only when they could normally
You may use this ability once per round. acquire a new familiar (see Familiars, page 52 of the Players
Handbook).
This feat was originally presented on page 200 of the
HOLD THE LINE [GENERAL] Dungeon Masters Guide; the description here provides new
You are trained in defensive techniques against charging alternatives for arcane spellcasters who want familiars to
opponents. stand beside them in battle.
Prerequisites: Combat Reflexes, base attack bonus +2. Prerequisite: Ability to acquire a new familiar,
Benefit: You may make an attack of opportunity against a compatible alignment, sufficiently high arcane spellcaster
charging opponent who enters an area you threaten. level, and base attack bonus.
Your attack of opportunity happens immediately before the Benefit: When choosing a familiar, the creatures listed
charge attack is resolved. below are also available to the spellcaster.
Normal: You only get an attack of opportunity against a The spellcaster may choose a familiar with an alignment up
character that exits a square you threaten. to one step away on each of the alignment axes (lawful
through chaotic, good through evil).
100
For example, a chaotic good spellcaster could acquire a Benefit: You gain a number of hit points equal to your
neutral familiar, A lawful neutral spellcaster could acquire a current Hit Dice.
neutral good familiar. Each time you gain a HD (such as by gaining a level), you
The spellcaster must have at least the arcane spellcaster gain 1 additional hit point.
level and base attack bonus indicated below in order to If you lose a HD (such as by losing a level), you lose 1 hit
acquire the familiar. point permanently.
Special: A fighter may select Improved Toughness as one
of his fighter bonus feats.
104
Benefit: As a free action, spend one of your turn or COMBAT ARCHERY [EPIC]
rebuke undead attempts to add your Charisma bonus to
your weapon damage for 1 full round. You can fire a bow in melee safely.
Prerequisites: Dodge, Mobility, Point Blank Shot.
Benefit: You do not provoke attacks of opportunity when
DIVINE RESISTANCE [DIVINE] firing a bow.
You can channel energy to temporarily reduce damage you Normal: Without this feat, you provoke attacks of
and your allies take from some sources. opportunity from all opponents who threaten you
Prerequisites: Turn or rebuke undead ability, Divine whenever you use a bow.
Cleansing.
Benefit: As a standard action, spend one of your turn or COMBAT INSIGHT [EPIC]
rebuke undead attempts to imbue all allies within a 60-foot
burst (including yourself) with resistance to cold 5, Your keen intellect allows you to place melee attacks where
electricity 5, and fire 5. they will deal the most damage.
This resistance does not stack with similar resistances, such Prerequisites: Combat Expertise, Epic Prowess, base
as those granted by spells or special abilities. attack bonus +15.
The protection lasts for a number of rounds equal to your Benefit: When wielding a melee weapon, add your
Charisma modifier. Intelligence modifier rather than your Strength modifier to
the weapons damage rolls.
DIVINE SHIELD [DIVINE]
DAMAGE REDUCTION [EPIC]
You can channel energy to make your shield more effective
for either offense or defense. You can shrug off some damage from attacks.
Prerequisites: Turn or rebuke undead ability, Prerequisites: Con 21.
proficiency with a shield. Benefit: You gain damage reduction 3/.
Benefit: As a standard action, spend one of your This benefit doesnt stack with damage reduction granted
turn/rebuke undead attempts to channel energy into your by magic items or nonpermanent magical effects, but it
shield, granting it a bonus equal to your Charisma modifier. does stack with damage reduction granted by permanent
This bonus applies to the shields bonus to Armor Class and magical effects, class features, or this feat itself.
lasts for a number of rounds equal to half your character Special: A character can gain this feat multiple times.
level. Each time you gain the feat, your damage reduction
increases by 3.
DIVINE VIGOR [DIVINE]
EPIC COMBAT EXPERTISE [EPIC]
You can channel energy to increase your speed and
durability. You have extraordinary talent at using your combat skill for
Prerequisites: Turn or rebuke undead ability. defense.
Benefit: As a standard action, spend one of your turn or Prerequisites: Int 19, Combat Expertise, base attack
rebuke undead attempts to increase your base speed by 10 bonus +21.
feet and gain +2 temporary hit points per character level. Benefit: When you use the attack action or full attack
These effects last a number of minutes equal to your action in melee, you can take a penalty of as much as 5 on
Charisma modifier. your attack rolls and add the same number (+5 or less) as a
dodge bonus to your Armor Class and to the Armor Class of
an adjacent friendly creature.
SACRED VENGEANCE [DIVINE] The changes to attack rolls and Armor Class last until your
You can channel energy to deal extra damage against next action.
undead in melee. The effect of this feat supersedes the effect of the Combat
Prerequisites: Turn or rebuke undead ability. Expertise feat; you cant use both feats simultaneously to
Benefit: As a free action, spend one of your turn undead gain two dodge bonuses.
attempts to add 2d6 points of damage to all your successful
melee attacks against undead until the end of the current EPIC PROWESS [EPIC]
round.
You have great skill in combat.
Benefit: Gain a +1 bonus on all attack rolls.
EPIC FEATS Special: A character can gain this feat multiple times.
Its effects stack.
ARMOR SKIN [EPIC]
Your skin becomes like armor. EPIC TOUGHNESS [EPIC]
Benefit: You gain a +1 natural armor bonus to Armor You are preternaturally tough.
Class, or your existing natural armor bonus increases by +1. Benefit: You gain +30 hit points.
Special: A character can gain this feat multiple times. Special: A character can gain this feat multiple times.
Its effects stack. Its effects stack.
105
EPIC SUNDER [EPIC] WIELD OVERSIZED WEAPON [EPIC]
You deal extra damage when attacking objects. You can use larger than normal weapons with ease.
Prerequisites: Str 25, Epic Prowess, Improved Sunder, Prerequisites: Str 25, Monkey Grip*, base attack bonus
Power Attack. +21.
Benefit: When attacking an object, you may double any Benefit: You can treat any weapon as if it were one size
extra damage derived from Strength. category smaller than normal and one category lighter for
When attempting to break an object with sudden force the purpose of determining the amount of effort it takes to
rather than dealing damage, you gain a +4 bonus on your wield.
Strength check. For instance, a halfling with this feat could wield a Medium
short sword as a Small light weapon, or a human could
EPIC WEAPON FOCUS [EPIC] wield an ogres Large greatclub as a Medium two-handed
weapon.
You are especially good at using one chosen type of The weapon still deals its normal amount of damage.
weapon. Normal: You may only wield weapons of your size
Prerequisite: Greater Weapon Focus and Weapon Focus without penalty.
with the weapon chosen. * New feat described in Chapter 3 of this book.
Benefit: Add a +2 bonus on all attack rolls you make
using the selected weapon.
This bonus stacks with other bonuses on attack rolls, TACTICAL FEATS
including the bonuses from Weapon Focus and Greater
Weapon Focus. CAVALRY CHARGER [TACTICAL]
Special: A character can gain this feat multiple times.
Its effects do not stack. Fighting from the back of a steed is second nature to you.
Each time you take the feat, it applies to a different type of Prerequisites: Mounted Combat, Spirited Charge,
weapon. Trample, base attack bonus +6.
Benefit: The Cavalry Charger feat enables the use of three
tactical maneuvers.
LEGENDARY RIDER [EPIC] Unhorse: To use this maneuver, you must be mounted and
You can ride a mount in combat with ease, even bareback. charge a mounted foe.
Prerequisite: Ride 24 ranks. If your charge attack hits, you may make a free bull rush
Benefit: You dont take a penalty on Ride checks when attempt.
riding a mount without a saddle (bareback). If the bull rush attempt succeeds, you move your foe
You never need to make a Ride check to control a mount in normally, but his mount remains where it was.
combat (and even controlling a mount not trained for Leaping Charge: To use this maneuver, you must be
combat doesnt require an action). mounted and charge a foe at least one size category smaller
Normal: Without this feat, you take a 5 penalty on Ride than your mount.
checks without a saddle, and you must make a Ride check Make a Ride check at the conclusion of the move portion of
to control a mount in combat (and controlling a mount not the charge action.
trained for combat requires a move action). Prior to making the roll, determine the DC of the check:
either DC 10 for a chance to deal 2 extra points of damage
PERFECT TWO-WEAPON FIGHTING [EPIC] or DC 20 for a chance to deal 4 extra points of damage.
If you fail this Ride check, you miss your target (no attack
You can attack with your off-hand weapon as frequently as roll) and if you fail this Ride check by 5 or more, you miss
with your primary weapon. your target and fall off your mount, landing in a square
Prerequisites: Dex 25, Greater Two-Weapon Fighting, adjacent to the mounts space.
Improved Two-Weapon Fighting, Two-Weapon Fighting. Fell Trample: You can make mounted overrun attempts
Benefit: When making a full attack, you can make as against more than one foe, resolving each attempt
many attacks with your off-hand weapon as with your according to the rules on page 157 and 158 of the Players
primary weapon, using the same base attack bonus. Handbook.
For example, a character with this feat and a base attack Your mount gets a hoof attack against each foe you
bonus of +18/+13/+8/+3 could make four attacks per round successfully overrun.
with his primary weapon and four attacks per round with Special: A fighter may select Cavalry Charger as one of
his off-hand weapon, using the same set of base attack his fighter bonus feats.
bonuses.
You still take the normal penalties for fighting with two
weapons. COMBAT BRUTE [TACTICAL]
Normal: Without this feat, you can only make a single You employ strength and leverage to great effect in battle.
attack with an off-hand weapon during a full attack (or two Prerequisites: Improved Sunder, Power Attack, base
attacks with an off-hand weapon if you have Improved attack bonus +6.
Two-Weapon Fighting, or three attacks with an off-hand Benefit: The Combat Brute feat enables the use of three
weapon if you have Greater Two-Weapon Fighting). tactical maneuvers.
Advancing Blows: To use this maneuver, you must make a
successful bull rush attempt against a foe.
106
During the next round, all your attacks against that foe gain You gain the benefit of the feat even if you are fighting in
a +1 bonus on attack and damage rolls for each square your formation with allies that do not have this feat.
bull rush moved that foe. Lock Shields: To use this maneuver, you must have a ready
For example, if you pushed an ore back 10 (2 squares) feet shield, and adjacent allies on opposite sides of you must
with a bull rush, you would gain a +2 bonus on attack and have ready shields.
damage rolls against that ore on the following round. You gain a +1 bonus to Armor Class.
Sundering Cleave: To use this maneuver, you must destroy a Step into the Breach: To use this maneuver, you must be
foes weapon or shield with a successful sunder attempt (see within a single move of an ally who falls in combat, and an
page 158 of the Players Handbook). ally must occupy every square between you and the fallen
If you do so, you gain an immediate additional melee attack comrade.
against the foe. You can immediately Take a single move action (as if you
The additional attack is with the same weapon and at the had readied an action to do so) to move into the square the
same attack bonus as the attack that destroyed the weapon fallen ally occupies.
or shield. Wall of Polearms: To use this maneuver, you must be
Momentum Swing: To use this maneuver, you must charge a wielding a shortspear, longspear, trident, glaive, guisarme,
toe in the first round, and you must make an attack using halberd, or ranseur, and you must have adjacent allies
your Power Attack feat in the second round. wielding weapons identical to yours on opposite sides of
The penalty you take on your attack roll must be 5 or you.
worse. You gain a +2 bonus on attack rolls.
Your attacks during the second round gain a bonus equal to Special: A fighter may select Formation Expert as one of
your attack roll penalty 1-1/2, or 3 if youre using a two- his fighter bonus feats.
handed weapon or a one-handed weapon wielded in two
hands. GIANTBANE [TACTICAL]
For instance, if you choose to take a 6 penalty on your
attack roll, you can deal an extra 9 points of damage, or an You are trained in fighting foes larger than you are.
extra 18 points if youre using a two-handed weapon or a Prerequisites: Medium or smaller size.
one-handed weapon wielded in two hands. Tumble 5 ranks, base attack bonus +6.
Special: A fighter may select Combat Brute as one of his Benefit: The Giantbane feat enables the use of three
fighter bonus feats. tactical maneuvers.
Duck Underneath: To use this maneuver, you must have
taken a total defense action, then have been attacked by a
ELUSIVE TARGET [TACTICAL] foe at least two size categories larger than you.
Trying to land a blow against you can be a maddening You gain a +4 dodge bonus to your Armor Class, which
experience. stacks with the bonus for total defense.
Prerequisites: Dodge, Mobility, base attack bonus +6. If that foe misses you, on your next turn, as a free action,
Benefit: The Elusive Target feat enables the use of three you may make a DC 15 Tumble check.
tactical maneuvers. If the check succeeds, you move immediately to any
Negate Power Attack: To use this maneuver, you must unoccupied square on the opposite side of the foe (having
designate a specific foe to be affected by your Dodge feat. success fully ducked underneath your foe).
If that foe uses the Power Attack feat against you, the foe If there is no unoccupied square on the opposite side of the
gains no bonus on the damage roll but still takes the foe or you fail the Tumble check, you remain in the square
corresponding penalty on the attack roll. you are in and have failed to duck underneath your foe.
Diverting Defense: To use this maneuver, you must be Death from Below: To use this maneuver, you must have
flanked and you must designate one of the flanking successfully used the duck underneath maneuver.
attackers to be affected by your Dodge feat. You may make an immediate single attack against the foe
The first attack of the round from the designated attacker you ducked underneath.
automatically misses you and may strike the other flanking That foe is treated as fiat-footed, and you gain a +4 bonus on
foe instead; the attacking creature makes an attack roll your attack roll.
normally, and its ally is considered flat-footed. Climb Aboard: To use this maneuver, you must move
If the designated attacker is making a full attack against adjacent to a foe at least two size categories larger than you.
you, its second and subsequent attacks function normally. In the following round, you may make a DC 10 Climb
Cause Overreach: To use this maneuver, you must provoke check as a free action to clamber onto the creatures back or
an attack of opportunity from a foe by moving out of a limbs (you move into one of the squares the creature
threatened square. occupies).
If the toe misses you, you can make a free trip attempt The creature youre standing on takes a 4 penalty on attack
against this foe, and the foe does not get a chance to trip rolls against you, because it can strike at you only
you if your attempt fails. awkwardly, if the creature moves during its action, you
move along with it.
FORMATION EXPERT [TACTICAL] The creature can try to shake you off by making a grapple
check opposed by your Climb check, if the creature
You are trained at fighting in ranks and files. succeeds, you wind up in a random adjacent square.
Prerequisites: Base attack bonus +6. Special: A fighter may select Giantbane as one of his
Benefit: The Formation Expert feat enables the use of fighter bonus feats.
three tactical maneuvers.
107
RAPTOR SCHOOL [TACTICAL] assign any portion of the attack roll penalty from Power
Attack to your Armor Class instead, up to a maximum equal
You know martial arts techniques inspired by hunting to your base attack bonus.
birds. Special: A fighter may select Shock Trooper as one of his
Prerequisites: Wis 13, Jump 5 ranks, base attack bonus fighter bonus feats.
+6.
Benefit: The Raptor School feat enables the use of three
tactical maneuvers. SUN SCHOOL [TACTICAL]
Eagles Swoop: To use this maneuver, you must charge a foe You have learned a number of esoteric martial arts
or jump down on your enemy from at least 10 feet up (see techniques inspired by the sun.
page 77 of the Players Handbook). Prerequisites: Flurry of blows ability, base attack bonus
Wake a jump check as a free action immediately before +4.
your next attack. Benefit: The Sun School feat enables the use of three
Prior to making the roll, determine the DC of the check: tactical maneuvers.
either DC 15 for a chance to deal 2 extra points of damage Inexorable Progress of Dawn: To use this maneuver, you must
or DC 25 for a chance to deal 4 extra points of damage. hit the same foe with the first two unarmed attacks from a
If you fail this Jump check, you miss your target, and if you flurry of blows, if you do, your foe must move back 5 feet,
fail this Jump check by 5 or more, you fall prone in an and you may move 5 feet forward if you wish.
adjacent square. This movement does not provoke an attack of opportunity
Falcons Feathers: To use this maneuver, you must be wearing for either character.
a cloak. Blinding Sun of Noon: To use this maneuver, you must
As a standard action, you can whip the cloak around you in successfully stun the same foe with an unarmed attack two
a distracting fashion. rounds in a row.
Make an attempt to feint in combat (see page 68 of the In addition to being stunned, that enemy is confused for 1d4
Players Handbook), using your base attack bonus instead of rounds thereafter.
your Bluff modifier, if you succeed, your target is treated as Flash of Sunset: To use this maneuver, you must move
flat-footed for the next melee attack you make against it. adjacent to a foe instantaneously, as with a dimension door
Hawks Eye: To use this maneuver, you must spend at least 1 spell or the monks abundant step class feature.
full round observing your foe. If you do so, you can immediately make a single attack at
While doing so, you can take no other actions. your highest attack bonus against that foe.
The next melee attack you make against your foe gains a +2
bonus on the attack and damage rolls for every round you
have just spent observing the foe, to a maximum bonus of WEAPON STYLE FEATS
+6 (for 3 consecutive full rounds of observation), if the
target of your observation attacks you while youre ANVIL OF THUNDER [STYLE]
observing, or if you dont make the melee attack within 3
rounds of the end of your observation, you dont get the You have mastered the style of fighting with hammer and
benefit of the feat. axe at the same time, arid have learned to deal thunderous
blows with this unique pairing of weapons.
Prerequisites: Str 13, Improved Sunder, Power Attack,
SHOCK TROOPER [TACTICAL] Two-Weapon Fighting, Weapon Focus (warhammer or
You are adept at breaking up formations of soldiers when light hammer), Weapon Focus (battleaxe, handaxe, or
you rush into battle. dwarven waraxe).
Prerequisites: Improved Bull Rush, Power Attack, base Benefit: If you hit the same creature with both your axe
attack bonus +6. and your hammer in the same round, it must make a
Benefit: The Shock Trooper feat enables the use of three Fortitude saving throw (DC 10 +1/2 your character level +
tactical maneuvers. your Str modifier) or be dazed for 1 round.
Directed Bull Rush: To use this maneuver, you must make a
successful bull rush attempt as part of a charge, for every BEAR FANG [STYLE]
square you push your foe back, you may also push that foe
one square to the left or right. You have mastered the fierce style of fighting with axe and
Domino Rush: To use this maneuver, you must make a dagger at the same time.
successful bull rush attempt that forces a foe into the same You can bring the fight to close quarters in the blink of an
square as another foe. eye.
You may make a free trip attempt against both foes at the Prerequisites: Str 15, Power Attack, Two-Weapon
same time, and neither foe gets a chance to trip you if your Fighting, Weapon Focus (dagger), Weapon Focus
attempt fails. (battleaxe, handaxe, or dwarven waraxe).
Heedless Charge: To use this maneuver, you must charge and Benefit: If you hit a creature with both your axe and your
make the attack at the end of the charge using your Power dagger in the same round, you deal normal damage with
Attack feat. both weapons, and you can choose to immediately attempt
The penalty you take on your attack roll must be 5 or to start a grapple as a free action without provoking an
worse. attack of opportunity, as if you had the improved grab
In addition to normal charge modifiers (which give you a ability.
2 penalty to AC and a +2 bonus on the attack roll), you can No initial touch attack is required.
108
It you succeed on your grapple attempt, you drop your axe, NET AND TRIDENT [STYLE]
but you immediately gain an additional attack against your
grappled foe with your dagger at your highest base attack You are a master of fighting with the net and the trident,
bonus (with the normal 4 penalty for attacking in a and have learned to quickly follow up a successful net
grapple). throw with a deadly jab of the trident.
In subsequent rounds, you can use the dagger to attack Prerequisites: Dex 15, Exotic Weapon Proficiency (net),
while grappling at the normal penalty. Two-Weapon Fighting, Weapon Focus (trident).
Benefit: As a full-round action, you can make a combined
attack with your net and trident.
CRESCENT MOON [STYLE] First, you throw your net; if you hit and successfully control
You have mastered the style of fighting with sword and your foe by winning the opposed Strength check, you may
dagger. immediately take a 5-toot step toward your opponent and
You know how to twist an opponents weapons from its make a full attack with your trident.
grasp with a single graceful motion while using your two
weapons together. QUICK STAFF [STYLE]
Prerequisites: Improved Disarm, Improved Two-
Weapon Fighting, Two-Weapon Fighting, Weapon Focus You have mastered the style of fighting with a quarterstaff,
(dagger), Weapon Focus (bastard sword, longsword, and have learned special maneuvers that complement this
scimitar, or short sword). unique weapon.
Benefit: If you hit the same creature with both your Prerequisites: Combat Expertise, Dodge, Two-Weapon
sword and your dagger in the same round, you may make Fighting, Weapon Focus (quarterstaff).
an immediate disarm attempt as a free action. Benefit: When you use Combat Expertise to gain a dodge
bonus while wielding a quarterstaff, you gain a dodge
bonus 2 points higher than the penalty you take on your
HAMMERS EDGE [STYLE] attack rolls.
You are a master of the style of fighting with a hammer and For example, if you take a 1 penalty on your attack rolls,
sword at the same time, and have learned to hammer your you gain a+3 dodge bonus to your AC.
foes into the ground with your tremendous blows.
Prerequisites: Str 15, Improved Bull Rush, Two- SPINNING HALBERD [STYLE]
Weapon Fighting, Weapon Focus (bastard sword,
longsword, or scimitar), Weapon Focus (warhammer or You have mastered the style of fighting with a halberd, and
light hammer). can use all parts of the weaponblade, spike, hook, or
Benefit: If you hit the same creature with both your buttto strike devastating blows.
sword and your hammer in the same round, it must make a Prerequisites: Combat Reflexes, Two-Weapon Fighting,
Fortitude saving throw (DC 10 + 1/2 your character level + Weapon Focus (halberd).
your Str modifier) or fall prone. Benefit: When you make a full attack with your halberd,
you gain a +1 dodge bonus to your Armor Class as well as an
additional attack with the weapon at a 5 penalty.
HIGH SWORD LOW AXE [STYLE] This attack deals points of bludgeoning damage equal to
You have mastered, the style of fighting with sword and axe 1d6 + 1/2 your Strength modifier.
at the same time, and have learned to use this unusual
pairing of weapons to pull your opponents off their feet. THREE MOUNTAINS [STYLE]
Prerequisites: Improved Trip, Two-Weapon Fighting,
Weapon Focus (bastard sword, longsword, scimitar or You are a master of fighting with powerful bludgeoning
shortsword), Weapon Focus (battleaxe, handaxe, or weapons.
dwarven waraxe). Prerequisites: Str 13, Cleave, Improved Bull Rush,
Benefit: If you hit the same creature with both your Power Attack, Weapon Focus (heavy mace, morningstar, or
sword and your axe in the same round, you may make a free greatclub).
trip attempt against that foe. Benefit: If you strike the same creature twice in the same
(if you succeed, you may immediately use your Improved round with your heavy mace, morningstar, or greatclub, it
Trip feat to gain an additional attack against your foe). must make a Fortitude saving throw (DC 10 + 1/2 your
character level + your Str modifier) or be nauseated by the
pain for 1 round.
LIGHTNING MACE [STYLE]
You are a master of fighting with two maces at the same
time, and have learned to strike your foes with lightning
speed.
Prerequisites: Combat Reflexes, Two-Weapon Fighting,
Weapon Focus (light mace).
Benefit: Whenever you roll a threat on an attack roll
while using a light mace in each hand, you gain an
additional attack at that same attack bonus.
109
DIVINE VIGOR [DIVINE]
DEFENDERS OF THE FAITH You can channel energy to increase your speed and
(3.0) Constitution.
Prerequisites: Ability to turn or rebuke undead, Cha
13+, Extra Turning.
Benefit: Spend one of your turn/rebuke undead attempts
MAIN SECTION FEATS to increase your base speed by 10 feet and gain a +2
enhancement bonus to your Constitution.
DIVINE CLEANSING [DIVINE] These effects last a number of minutes equal to your
You can channel energy to improve you and your allies Charisma modifier.
ability to resist poison and curses.
Prerequisite: Ability to turn or rebuke undead, Cha 13+, EMPOWER TURNING [SPECIAL]
Extra Turning. You can turn or rebuke more undead with a single turning
Benefit: Spend one of your turn/rebuke undead attempts attempt.
to grant all allies within a 60-foot burst (including yourself) Prerequisites: Ability to turn or rebuke undead,
a +2 sacred bonus on Fortitude saving throws for a number Charisma 13+, Extra Turning.
of rounds equal to your Charisma modifier. Benefit: You can turn or rebuke more undead than usual,
but have a harder time affecting undead with a larger
DIVINE MIGHT [DIVINE] number of Hit Dice.
You can channel energy to increase the damage you deal in If you take a 2 penalty on your turning check roll, you can
combat. add +2d6 to your turning damage roll.
Prerequisite: Ability to turn or rebuke undead, Cha 13+,
Str 13+, Power Attack. EXTRA SMITING [SPECIAL]
Benefit: Spend one of your turn/rebuke undead attempts You can make more smite attacks.
to add your Charisma bonus to your weapon damage for a Prerequisites: Class level 4+, smite ability.
number of rounds equal to your Charisma bonus. Benefit: When you take this feat, you gain one additional
attempt to smite per day.
DIVINE RESISTANCE [DIVINE] Use whatever smite ability you have (for example, that of a
You can channel energy to temporarily reduce damage you paladin, a holy liberator, or a cleric with the Destruction
and your allies take from some sources. domain).
Prerequisite: Ability to turn or rebuke undead, Extra You can take this feat multiple times.
Turning, Divine Cleansing.
Benefit: Spend one of your turn/rebuke undead attempts HEIGHTEN TURNING [SPECIAL]
to imbue all allies within a 60-foot burst (including You can affect more powerful undead with your turning or
yourself) with resistance fire, cold, and electricity resistance rebuking attempts.
5. Prerequisites: Cha 13+, Extra Turning.
This resistance does not stack with similar resistances, such Benefit: When you turn or rebuke undead, you may
as those granted by spells or special abilities. choose a number no higher than your cleric level.
The protection lasts until the end of your next turn. Add that number to your turning check, while subtracting
it from your turning damage roll.
DIVINE SHIELD [DIVINE] If youre not a cleric, you may choose a number no higher
You can channel energy to make your shield more effective than your effective cleric level (for instance, a paladin could
for either offense or defense. choose a number up to two less than his paladin level).
Prerequisites: Ability to turn or rebuke undead, Cha If a prestige class increases your effective turning level, use
13+, Str 13+, Power Attack, Improved Shield Bash. your effective turning level.
Benefit: Spend one of your turn/rebuke undead attempts
to channel energy into your shield, granting it an IMPROVED SHIELD BASH [GENERAL]
enhancement bonus equal to your Charisma modifier. You can push opponents back by bashing them with your
This enhancement bonus applies both to the shields shield.
attacks and defense, and lasts for a number of rounds equal Prerequisites: Power Attack.
to your Charisma modifier. Benefit: Any shield bash you make with a small or large
shield also affects your opponent as if you had performed a
DIVINE VENGEANCE [DIVINE] bull rush.
You can channel energy to deal additional damage against You dont actually move into your opponents square or
undead in melee. incur attacks of opportunity for the bash.
Prerequisites: Ability to turn undead, Extra Turning. You also cant move your opponent back more than 5 feet,
Benefit: Spend one of your turn undead attempts to add nor can you move along with the defender.
2d6 points of sacred energy damage to all your successful You cant use this feat with a buckler.
melee attacks against undead until the end of your next
110 action.
QUICKEN TURNING [SPECIAL] SIDEBAR FEATS
You can turn or rebuke undead with a moments thought.
Prerequisites: Ability to turn or rebuke undead, LEADESHIP FEAT OPTIONS []
Charisma 13+, Extra Turning.
Benefit: You can turn or rebuke undead as a free action,
but with a 4 penalty on both your turning check and
turning damage roll.
You may still only make one turning attempt per round.
You may use this feat only when you actually attempt to
turn or rebuke undead.
You may not use it when you power a divine feat.
116
Benefit: You gain a +4 bonus on Diplomacy checks made You cannot use this feat if you are flat-footed or already
to adjust the attitude of a dragon, and a +2 bonus on Ride grappled.
checks made when you are mounted on a dragon. This feat does not grant you an additional attack of
In addition, you gain a +4 bonus on saves against the opportunity in a round, so the feat does not help you if you
frightful presence of good dragons. have no attacks of opportunity available.
Special: You cant select this feat if you have already taken You gain a special attack modifier based on your opponents
the Dragonthrall feat. size, as shown below.
If your attack hits, you deal triple damage.
DRAGONSONG [GENERAL]
Your song or poetics echo the power of the dragonsong, an
ancient style of vocal performance created by dragons in
the distant past.
Prerequisites: Cha 13, Knowledge (arcana) 4 ranks,
Perform 6 ranks, Speak Language (Draconic).
Benefit: You gain a +2 bonus on Perform checks
involving song, poetics, or any other verbal or spoken form
of performance.
In addition, the DC of any saving throw required by mind-
affecting effects based on your song or poetics (such as Special: Any extra damage dice your attack deals (such as
bardic music) is increased by +2. from a sneak attack ability or a weapon special ability) are
not multiplied by this feat.
DRAGONTHRALL [GENERAL] If you score a critical hit with your attack, the extra damage
you deal stacks with the extra damage from this feat.
You have pledged your life to the service of evil
Add the damage multipliers together according to the
dragonkind.
standard rule (see Multiplying, page 304 of the Players
Prerequisite: Speak Language (Draconic). Handbook).
Benefit: You gain a +4 bonus on any Bluff check made For example, if your weapon deals double damage on a
against a dragon, and a +2 bonus on Ride checks made critical hit, any critical hit you score while also using this
when you are mounted on a dragon. feat deals quadruple damage.
You gain a +4 bonus on saves against the frightful presence
of evil dragons.
You take a 2 penalty on saves against enchantment spells SENSE WEAKNESS [GENERAL]
and effects cast by dragons. You can take advantage of subtle weaknesses in your
Special: You cant select this feat if you have already taken opponents defenses.
the Dragonfriend feat. Prerequisites: Int 13, Combat Expertise, Weapon
Focus.
FRIGHTFUL PRESENCE [GENERAL] Benefit: Whenever you attack with a weapon with which
you have selected the Weapon Focus feat, you may ignore
Like a dragon, your mere presence can terrify those around up to 5 points of the targets damage reduction (regardless
you. of the material or enhancement bonus of your weapon) or
Prerequisites: Cha 15, Intimidate 9 ranks. hardness.
Benefit: You gain the use of the frightful presence ability. This benefit cant reduce the effective damage reduction or
Whenever you attack or charge, all opponents within a hardness of a target to less than 0.
radius of 30 feet who have fewer levels or Hit Dice than you
become shaken for a number of rounds equal to 1d6 + your
Cha modifier. EPIC, METABREATH AND
The effect is negated by a Will save (DC 10 + 1/2 your
character level + your Cha modifier). MONSTROUS FEATS
A successful save indicates that the opponent is immune to
your frightful presence for 24 hours. ADROIT FLYBY ATTACK [GENERAL]
This ability cant affect creatures with an Intelligence of 3
or lower, nor does it have any effect on dragons. You can make flyby attacks and get out of reach quickly.
Prerequisites: Fly speed 90, Flyby Attack, Hover or
Wingover.
OVERHEAD THRUST [GENERAL] Benefit: When flying and making an attack action, you
You can deal a nasty attack to anything that tries to crush or can move both before and after the attack, provided that the
run over you. total distance moved is not greater than your fly speed.
Prerequisites: Close-Quarters Fighting, Power Attack, Your flying movement does not provoke attacks of
base attack bonus +6. opportunity from the creatures you attack during the round
Benefit: You can use a slashing or piercing weapon to when you use this feat.
make an attack of opportunity against a foe using an attack
designed to batter you from above, such as an overrun,
trample, power dive, or dragon crush attack.
117
AWAKEN FRIGHTFUL PRESENCE A foe can take a full-round action to attempt to remove the
clinging breath weapon before taking any additional
[MONSTROUS] damage.
You gain frightful presence. It takes a successful Reflex saving throw (same DC as your
Prerequisites: Cha 11, dragon type. normal breath weapon) to remove the effect.
Benefit: You gain the frightful presence special ability Rolling around on the ground grants a +2 bonus on the
with a radius in feet equal to 5 1/2 your racial Hit Dice. saving throw, but leaves the foe prone.
The ability takes effect automatically whenever you attack, A clinging breath weapon cannot be removed or smothered
charge, or fly overhead. by jumping into water.
Creatures within the radius are subject to the effect if they A clinging breath weapon can be magically dispelled (DC
can see you and have fewer Hit Dice than your racial Hit equal to your breath weapon save DC).
Dice. This feat only works on a breath weapon that has
A potentially affected creature that succeeds on a Will save instantaneous duration and that deals some kind of
(DC 10 + 1/2 your racial HD + your Cha modifier) remains damage, such as energy damage (acid, cold, electricity, fire,
immune to your frightful presence for 24 hours. or sonic), ability damage, or negative levels.
On a failure, creatures with 4 or fewer Hit Dice become When you use this feat, add +1 to the number of rounds
panicked for 4d6 rounds and those with 5 or more Hit Dice you must wait before using your breath weapon again.
become shaken for 4d6 rounds. Special: You can apply this feat more than once to the
Dragons ignore the frightful presence of other dragons. same breath weapon.
Special: If you have both this feat and you have (or later Each time you do, the clinging breath weapon lasts an
gain) the frightful presence ability, your frightful presence additional round.
radius either increases by 50% or increases to 5 feet 1/2
your racial Hit Dice, whichever figure is higher. DEVASTATING CRITICAL [EPIC]
The save DC against your frightful presence also increases
by 2. Choose one type of melee weapon, such as a claw or bite.
With that weapon, you are capable of killing any creature
with a single strike.
AWAKEN SPELL RESISTANCE [MONSTROUS] Prerequisites: Str 25, Cleave, Great Cleave, Improved
You gain spell resistance. Critical (chosen weapon), Overwhelming Critical (chosen
Prerequisites: Con 13, dragon type. weapon), Power Attack, Weapon Focus (chosen weapon).
Benefit: You gain innate spell resistance equal to your Benefit: Whenever you score a critical hit with the
racial Hit Dice. weapon you have chosen, the target must make a Fortitude
Special: If your racial Hit Dice increase after you gain this save (DC 10 + 1/2 your HD + your character level + your Str
feat, your spell resistance increases as well. modifier) or die instantly.
If you have this feat and you also have (or later gain) spell (Creatures immune to critical hits cant be affected by this
resistance as a racial ability, your spell resistance is equal to feat).
your new Hit Dice total or your racial spell resistance +2, Special: You can gain this feat multiple times.
whichever is higher. Its effects do not stack.
You can take this feat multiple times. Each time you take the feat, it applies to a new weapon.
Each time you take the feat, your innate spell resistance
increases by 2. DIRE CHARGE [EPIC]
For example, an old silver dragon that has taken this feat
twice has spell resistance 30. You can make a full attack as part of a charge.
Prerequisite: Improved Initiative.
Benefit: If you charge a foe during the first round of
CLINGING BREATH [METABREATH] combat (or the surprise round, if you are allowed to act in
Your breath weapon clings to creatures and continues to it), you can make a full attack against the opponent you
affect them in the round after you breathe. charge.
Prerequisites: Con 13, breath weapon. Normal: Without this feat, you may only make a single
Benefit: Your breath weapon has its normal effect, but attack as part of a charge.
also clings to anything caught in its area.
A clinging breath weapon lasts for 1 round.
DRACONIC KNOWLEDGE [MONSTROUS]
In the round after you breathe, the clinging breath weapon
deals half of the damage it dealt in the previous round. You are attuned to nature and the elements and can draw
Creatures that avoid damage from the breath weapon (such on deep wells of knowledge.
as creatures with the evasion special quality or incorporeal Prerequisites: Int 19, true dragon, any three Knowledge
creatures) do not take the extra damage. skills.
For example, an old silver dragon uses its cold breath and Benefit: This feat works much like the bards bardic
deals 72 points of cold damage (or 36 points against a target knowledge class feature, except that it relies on the scale
that makes its save). and impact of past events rather than on how many people
In the following round, foes that failed their saves against already share the information.
the breath weapon initially take an additional 36 points of You may make a special Draconic Knowledge check (d20 +
cold damage, and foes that succeeded on their saves take 18 your age category + your Int modifier) to see whether you
points of cold damage.
118
know some relevant information about an item, event, or ENLARGE BREATH [METABREATH]
locale.
This check will not reveal the powers of a magic item but Your breath weapon is larger than normal.
may give a hint about its general function. Prerequisites: Con 13, breath weapon.
You may not take 10 or take 20 on this check; this sort of Benefit: The length of your breath weapon increases by
information is essentially random. 50% (round down to the nearest multiple of 5).
If you have a Knowledge skill that is related to or applicable For example, an old silver dragon breathing an enlarged
to the information you seek, you receive a +1 bonus on the cone of cold produces a 75-foot cone instead of a 50-foot
draconic knowledge check for every 5 ranks you have in cone.
that Knowledge skill. Cone-shaped breath weapons get wider when they get
The DM determines the Difficulty Class of the check by longer, but line-shaped breath weapons do not.
referring to the table below. When you use this feat, add +1 to the number of rounds
you must wait before using your breath weapon again.
119
HEIGHTEN BREATH [METABREATH] Benefit: As the Snatch feat (see page 304 of the Monster
Manual), except that you can grab a creature two size
Your breath weapon is even more deadly than normal. categories smaller than you with your bite or claw attack.
Prerequisites: Con 13, breath weapon.
Benefit: You can increase the save DC of your breath
weapon by any number up to a maximum equal to your IMPROVED SPEED [MONSTROUS]
Constitution bonus. You are faster than others of your kind.
For each point by which you increase the save DC, add +1 Prerequisites: Str 13, dragon type.
to the number of rounds you must wait before using your Benefit: Your fly speed (if you have one) improves by 20
breath weapon again. feet.
All other speeds you have improve by 10 feet.
IMPROVED MANEUVERABILITY [GENERAL]
Your maneuverability in flight improves. IMPROVED SPELL CAPACITY [EPIC]
Prerequisites: Fly speed 150 feet, Hover or Wingover. You can prepare spells that exceed the normal limits of
Benefit: Your maneuverability improves by one category, spellcasting.
from clumsy to poor, poor to average, or average to good Prerequisite: Ability to cast spells of the normal
(see Tactical Aerial Movement, page 20 of the Dungeon maximum spell level in at least one spellcasting class.
Masters Guide). Benefit: When you select this feat, you gain one spell slot
Special: You can take this feat multiple times. per day of any level up to one level higher than the highest
Each time you take the feat, your maneuverability improves level spell you can already cast in a particular class.
by one category (but never becomes better than good). For example, if you select this feat as a 21st-level wizard,
you would gain one wizard spell slot of any spell level up to
IMPROVED MULTIATTACK [MONSTROUS] 10th.
You must still have the requisite ability score (10 + spell
You are particularly adept at using all your natural weapons level) to cast any spell stored in this slot.
at once. If you have a high enough ability modifier to gain one or
Prerequisites: Three or more natural weapons, more bonus spells for this spell level, you also gain the
Multiattack. bonus spells for this spell level.
Benefit: Your secondary attacks with natural weapons You must use the spell slot as a member of the class in
have no penalty on the attack roll. which you can already cast spells of the normal maximum
You still add only 1/2 your Strength bonus, if any, to spell level.
damage dealt. For instance, a 5th-level ranger/22nd-level sorcerer
Normal: Without this feat, your secondary natural attacks couldnt add a ranger spell slot, because he cant cast spells
are made at a 5 penalty (or a 2 penalty if you have the of the normal maximum spell level for rangers.
Multiattack feat). He must add the spell slot to his sorcerer spells.
Special: You can gain this feat multiple times.
IMPROVED RAPIDSTRIKE [MONSTROUS]
You can make multiple attacks with a natural weapon. LARGE AND IN CHARGE [GENERAL]
Prerequisites: Dex 9, one or more pairs of natural You can prevent opponents from closing inside your reach.
weapons, aberration, dragon, elemental, magical beast, or Prerequisites: Natural reach of 10 feet or more, size
plant type, base attack bonus +15, Rapidstrike. Large or larger.
Benefit: If you have a pair of natural weapons, such as Benefit: When you make a successful attack of
two claws, two wings, or two slams, you can make two or opportunity against an opponent that is moving inside your
more extra attacks with one of those weapons, the first at a threatened area, you can force the opponent back to the 5-
5 penalty and the second and subsequent attacks at an foot space it was in before it provoked the attack of
additional 5, but never more than four extra attacks. opportunity.
Creatures with multiple limbs qualify for this feat as well, After you hit with your attack of opportunity, make an
so a creature with three arms and three claw attacks opposed Strength check against your opponent.
qualifies for this feat. You gain a +4 bonus for each size category larger than your
Normal: Without this feat, you attack once with each opponent you are, and an additional +1 bonus for every 5
natural weapon. points of damage you dealt with your attack of opportunity.
Special: You can take this feat once for each pair of If you win the opposed check, your opponent is pushed
natural weapons you have. back 5 feet into the space it just left.
For example, a Large true dragon has one bite, two claws, An opponent you push cannot move any farther in this
two wings, and one tail attacks. round.
The dragon can take this feat twice, once for its claws and
once for its wings.
LINGERING BREATH [METABREATH]
IMPROVED SNATCH [GENERAL] Your breath weapon forms a lingering cloud.
Prerequisites: Con 15, breath weapon, Clinging Breath.
You can make snatch attacks against bigger opponents than Benefit: Your breath weapon has its normal effects, but
other creatures can. also remains as a lingering cloud of the same shape and size
Prerequisite: Snatch. as the original breath weapon.
120
This cloud lasts 1 round. The DCs for saving throws against your breath weapon are
Foes caught in the breath weapons area when you breathe not affected.
take no additional damage from the lingering breath When you use this feat, add +3 to the number of rounds
weapon, provided they leave the cloud by the shortest you must wait before using your breath weapon again.
available route on their next turn. This feat stacks with the effects of breath weapons
Otherwise, anyone who touches or enters the cloud while enhanced with other metabreath feats, but does not
it lasts takes one-half of the breath weapons normal effects; maximize them.
any saving throw the breath weapon normally allows still For example, a maximized breath weapon further enhanced
applies. by the Tempest Breath feat produces the type of wind effect
Damaging breath weapons deal one-half their normal noted in that feat description, but the velocity of the wind
damage, and breath weapons with effects that have is not also maximized.
durations last for half the normal time. Special: You cannot use this feat and the Quicken Breath
If a creature is affected by the same nondamaging breath feat on the same breath weapon at the same time.
weapon twice, the effects do not stack.
For example, an old silver dragon uses this feat on its cold MULTISNATCH [GENERAL]
breath weapon.
Creatures caught in the 50-foot cone take 16d8 points of You can grapple enemies more firmly with only one of your
cold damage, and a DC 31 Reflex save reduces the damage natural attacks.
by half. Prerequisites: Str 17, Snatch.
The 50-foot cone lingers for 1 round. Benefit: When grappling an opponent with only the part
While the cone lasts, anyone touching or entering it takes of your body that made the attack, you take only a 10
8d8 points of cold damage, and a DC 31 Reflex save reduces penalty on grapple checks to maintain the hold.
the cold damage to 4d8 points. Normal: Without this feat, you take a 20 penalty on
Creatures in the cone when the dragon breathed take no grapple checks to maintain a hold with only one part of
additional damage if they leave by the shortest available your body.
route on their next turn.
If the same dragon uses this feat on its paralyzing breath OVERCOME WEAKNESS [MONSTROUS]
weapon, a creature caught in the 50-foot cone must make a
DC 31 Fortitude save or be paralyzed for 1d6+8 rounds. You can overcome an innate vulnerability through sheer
The 50-foot cone lingers for 1 round. willpower.
While the cone lasts, anyone touching or entering it must Prerequisites: Vulnerability to energy, Iron Will,
make a DC 31 Fortitude save or be paralyzed for 1d3+4 Suppress Weakness.
rounds. Benefit: You can completely suppress your vulnerability
Creatures in the cone when the dragon breathed take no to a type of energy.
additional damage if they leave by the shortest available When subjected to an attack based on that type of energy,
route on their next turn. you take no extra damage.
Creatures paralyzed by the initial breath cannot leave the Normal: A creature vulnerable to a type of energy takes
cloud, but suffer no additional effects because the half again as much (+50%) damage as normal from that
paralyzing effects do not stack. energy type, regardless of whether a saving throw is
When you use this feat, add +2 to the number of rounds allowed, or if the save is a success or failure.
you must wait before using your breath weapon again.
Special: You can apply this feat more than once to the OVERWHELMING CRITICAL [EPIC]
same breath weapon. Choose one type of melee weapon, such as claw or bite.
Each time you do, the lingering breath lasts an additional With that weapon, you deal more damage on a critical hit.
round. Prerequisites: Str 23, Cleave, Great Cleave, Improved
You can apply this feat to a breath weapon that also has Critical (chosen weapon), Power Attack, Weapon Focus
received the Clinging Breath feat, but the resulting breath (chosen weapon).
clings only to foes caught in the initial breath. Benefit: When using the weapon you have selected, you
deal +1d6 points of extra damage on a successful critical hit.
MAXIMIZE BREATH [METABREATH] If the weapons critical multiplier is 3, add +2d6 points of
You can take a full-round action to use your breath weapon extra damage instead, and if the multiplier is 4, add +3d6
to maximum effect. points of extra damage instead.
Prerequisites: Con 17, breath weapon. (Creatures immune to critical hits cant be affected by this
Benefit: If you use your breath weapon as a full-round feat).
action, all variable, numeric effects of the attack are Special: You can gain this feat multiple times.
maximized. Its effects do not stack.
A maximized breath weapon deals maximum damage, lasts Each time you take the feat, it applies to a new weapon.
for the maximum time, or the like.
For example, an old silver dragon using a maximized cold POWER CLIMB [GENERAL]
breath weapon (damage 16d8) deals 128 points of damage. If you fly in a straight line, you can gain altitude in flight
An old silver dragon using a maximized paralysis gas breath more easily than others.
weapon (duration 1d6+8 rounds) paralyzes creatures for 14 Prerequisites: Str 15, fly speed (average
rounds if they fail their saving throws. maneuverability). 121
Benefit: When flying, you can gain altitude and still Normal: Without this feat, you attack once with each
move your full speed provided you fly in a straight line. natural weapon.
Normal: Without this feat, you must move at half speed Special: You can take this feat once for each pair of
to gain altitude (see Tactical Aerial Movement, page 20 of natural weapons you have.
the Dungeon Masters Guide). For example, a Large dragon has one bite, two claws, two
wings, and one tail attacks.
POWER DIVE [GENERAL] The dragon can take this feat twice, once for its claws and
once for its wings.
You can fall upon an opponent from the sky.
Prerequisites: Str 15, fly speed (average
maneuverability). RECOVER BREATH [METABREATH]
Benefit: When flying, you can dive and land on an You wait less time before being able to use your breath
opponent to deal extra damage. weapon again.
This is a standard action that can only affect creatures that Prerequisites: Con 17, breath weapon.
are smaller than you. Benefit: You reduce the interval between uses of your
You make an overrun attack, but the opponent cannot breath weapon.
choose to avoid you. You wait 1 round less than usual before breathing again, but
If you knock down the target, you may make an additional always at least 1 round.
slam attack, dealing the indicated damage plus 1-1/2 times The feat stacks with the effects of metabreath feats,
your Strength bonus (round down). reducing the total time you must wait to use your breath
This attack is at the usual +4 bonus against prone weapon again by 1 round.
opponents. Special: If you have multiple heads with breath weapons,
all breath weapons use the reduced interval.
REND [MONSTROUS]
You can rend opponents you hit with your claws.
Prerequisites: Two claw attacks, Str 13, Power Attack,
Snatch, size Huge or larger.
Benefit: If you strike the same opponent with two claw
attacks, you automatically deal extra damage equal to that of
two claw attacks plus 1-1/2 times your Strength bonus.
You cannot grab an opponent at the same time you rend
that opponent.
WINGSTORM [MONSTROUS]
You can flatten targets with blasts of air from your wings.
Prerequisites: Str 13, dragon, fly speed 20, Hover,
Power Attack, size Large or larger.
Benefit: As a full-round action, you can hover in place
and use your wings to create a blast of air in a cylinder with
a radius and height of 10 feet times your age category.
The wind blows from the center of your body toward the
outside edge at the bottom of the cylinder.
The force of the wind depends on your size, as indicated
124 below.
with ash from a burned wooden shield of particular quality
SIDEBAR FEATS (see below).
The effect of each ceremony lasts for 24 hours.
LEADERSHIP FEAT OPTIONS [] The natural armor bonus gained from this ceremony feat
doesnt stack with a creatures existing natural armor bonus;
use only the higher value.
Wyrmling Scales (4 ranks): Each participant gains a +1 natural
armor bonus.
This ceremony requires the ashes from a wooden shield of
any size.
Adult Scales (12 ranks): Each participant gains a +2 natural
armor bonus.
This ceremony requires the ashes from a masterwork
wooden shield of any size.
Wyrm Scales (18 ranks): Each participant gains a +3 natural
armor bonus.
This ceremony requires the ashes from a +1 (or higher)
wooden shield of any size.
DRACONIC ARMOR [DRACONIC] Special: With your DMs permission, you can choose a
You learn to block damage from successful attacks, draconic heritage associated with a kind of dragon not
lessening the blows with spell energy. found in the Monster Manual.
Prerequisite: Draconic Heritage, sorcerer level 1st. For details and more options, see Draconic Heritage, page
Benefit: Whenever you cast an arcane spell, you gain 102 of Races of the Dragon.
damage reduction X/magic for 1 round (where X is equal to
the level of the spell you just cast).
For example, after casting fireball, you would gain DR
3/magic for 1 round.
DRACONIC AURA []
You can tap into the raw power of dragons to create a
variety of potent auras around you.
Prerequisite: Character level 3rd.
126
DRAGONFIRE CHANNELING [DIVINE,
DRACONIC]
You channel draconic fire through your holy symbol.
Prerequisite: Cha 11, dragonblood subtype, ability to
turn or rebuke undead or elementals.
Benefit: You can spend a turn or rebuke undead attempt
or a turn or rebuke elementals attempt as a standard action
to create a 15-foot cone of fire that deals 1d6 points of
damage per 2 cleric levels (minimum 1d6 points).
A successful Reflex save (DC 10 + 1/2 your cleric level +
your Cha modifier) halves this damage.
Half of this damage is fire, while the remainder is sacred
damage (to which resistance or immunity to fire does not
DRACONIC KNOWLEDGE [DRACONIC] apply).
Your draconic blood lets you access ancient draconic If your effective cleric level for the purpose of turning or
knowledge. rebuking is higher than your actual cleric level (for
Prerequisite: Draconic Heritage, sorcerer level 1st. instance, if you are a paladin), use that value instead.
Benefit: You gain a bonus on Knowledge checks equal to Special: If you have the Draconic Heritage feat or if you
the number of draconic feats you have. are a half-dragon, the extra damage is of the energy type
All Knowledge skills are class skills for all your classes. (acid, cold, electricity, fire, or sonic) that corresponds to
your heritage or your draconic parent instead.
If your feat or your parent is not associated with one of
DRACONIC SENSES [DRACONIC] these energy types, this feat has no effect for you.
Your draconic blood grants you great sensory powers.
Prerequisite: Cha 11, dragonblood subtype. DRAGONFIRE INSPIRATION [DRACONIC]
Benefit: You gain low-light vision and a bonus on Listen,
You can channel the power of your draconic ancestry into
Search, and Spot checks equal to the number of draconic
the attacks of your allies.
feats you have.
If you have three or more draconic feats, you also gain Prerequisite: Cha 11, dragonblood subtype, bardic.
darkvision out to 60 feet. Benefit: When you use your bardic music to inspire
If you have four or more draconic feats, you also gain courage, you can choose to imbue your allies with
blindsense out to 20 feet. dragonfire.
This choice is made when first activating the ability, and
the choice applies to all allies affected.
DRACONIC VIGOR [DRACONIC] Each ally so inspired loses the standard morale bonus on
You gain some of the vitality of your draconic ancestry weapon attack rolls and damage rolls.
when casting spells. Instead, he deals an extra 1d6 points of fire damage with his
Prerequisite: Draconic Heritage, sorcerer level 1st. weapons for every point of morale bonus that your inspire
Benefit: Whenever you cast an arcane spell, you heal a courage ability would normally add to the attack roll.
number of points of damage equal to the spells level. For example, an 8th-level bard using this ability would add
2d6 points of fire damage to his allies attacks.
Special: If you have the Draconic Heritage feat or if you
DRAGONFIRE ASSAULT [DRACONIC] are a half-dragon, the extra damage is of the energy type
You can augment your most powerful melee attacks with (acid, cold, electricity, fire, or sonic) that corresponds to
draconic power. your heritage or your draconic parent instead.
Prerequisite: Str 13, Cha 11, dragonblood subtype, If your feat or your parent is not associated with one of
Power Attack. these energy types, this feat has no effect for you.
Benefit: When you use Power Attack to increase the
damage dealt from your attack, you can choose for the extra DRAGONFIRE STRIKE [DRACONIC]
damage to be of the fire type instead of its normal type.
Make this choice for each attack after it is resolved but You can call upon your innate draconic power to augment
before damage is dealt. certain weapon attacks.
This is a supernatural ability. Prerequisite: Cha 11, dragonblood subtype, and one of
Special: If you have the Draconic Heritage feat or if you these class features: sneak attack, sudden strike, or
are a half-dragon, the extra damage is of the energy type skirmish.
(acid, cold, electricity, fire, or sonic) that corresponds to Benefit: When you gain extra damage from a sneak
your heritage or your draconic parent instead. attack, sudden strike, or skirmish, you can choose for the
If your feat or your parent is not associated with one of extra damage to be fire damage.
these energy types, this feat has no effect for you. If you apply this effect, increase the extra damage dealt by
1d6 points.
Make this choice for each attack after it is resolved but
before damage is dealt.
This is a supernatural ability.
127
Special: If you have the Draconic Heritage feat or if you Each ceremony allows you to imbue up to four participants
are a half-dragon, the extra damage is of the energy type with a tiny fraction of draconic might by chanting a liturgy
(acid, cold, electricity, fire, or sonic) that corresponds to invoking the power of dragons and sprinkling diamond
your heritage or your draconic parent instead. dust over them.
If your feat or your parent is not associated with one of Each ceremony requires 10 minutes of time, and its effects
these energy types, this feat has no effect for you. last for 24 hours.
Blood of Dragons (3 ranks): Each participant in the ceremony
DRAGONTOUCHED [] is treated as having one more draconic feat than he actually
has for the purpose of determining the power of his
You have a trace of draconic power, a result of dragons in draconic feats.
your ancestry or a spiritual connection between you and This ceremony requires diamond dust worth 50 gp.
the forces of dragonkind. Soul of Dragons (8 ranks): Each participant in the ceremony
Prerequisite: Cha 11. gains the benefit of one draconic feat for which he meets
Benefit: You gain the dragonblood subtype. the prerequisite.
You gain 1 hit point, a +1 bonus on Listen, Search, and Spot The benefit doesnt allow a character to meet any other
checks, and a +1 bonus on saving throws against paralysis requirement or prerequisite (such as qualifying for another
and sleep effects. feat).
In addition, you can select draconic feats as if you were a This ceremony requires diamond dust worth 500 gp.
sorcerer of your character level.
INITIATE OF AASTERINIAN [INITIATE]
GOLD DRAGON LINEAGE [DRACONIC] You live for the moment, reveling in new experiences
You can harness the legacy of your gold dragon ancestry to without fear of consequence.
protect your allies. Prerequisite: Cleric level 3rd, dragonblood subtype,
Prerequisite: Draconic Heritage (gold), sorcerer level deity Aasterinian.
3rd. Benefit: Add Bluff, Disguise, Speak Language, and
Benefit: As a swift action, you can spend an arcane spell Sleight of Hand to your list of cleric, class skills.
slot to create a lucky aura that protects your allies. If you are a spellscale (see Races of the Dragon), you also gain
All allies within 30 feet (including you) gain a luck bonus a +2 competence bonus on Bluff, Disguise, and Sleight of
equal to the spell slots level that they can apply on any one Hand checks.
saving throw as an immediate action. In addition, you add the following spells to your cleric spell
This bonus must be used within a number of rounds equal list.
to your Charisma bonus (minimum 1 round), or it is lost. 1st Expeditious Retreat: Your speed increases by 30 ft.
An affected ally need not remain within 30 feet of you to 2nd Soul of Anarchy: You gain +5 on Escape Artist
use this bonus. checks and grapple checks to avoid being
No character can have more than one luck bonus from this grappled, your natural weapons are chaotic, and
feat at a time. you are treated as being chaotic for adjudicating
If the feat is used a second time while the first use is still effects.
active, the new duration replaces the previous one unless 4th Invisibility, Greater: As invisibility, but subject can
the character chooses to retain the previous duration (for attack and stay invisible.
instance, if it were from a higher-level spell slot). 6th Shadow Walk: Step into shadow to travel rapidly.
PLANAR TURNING [EPIC] Improved familiars otherwise use the rules on page 52 of
You can turn or rebuke outsiders. the Players Handbook, with two exceptions.
Prerequisites: Wis 25, Cha 25, ability to turn or rebuke If the creatures type is something other than animal, its
undead. type does not change; and improved familiars do not gain
Benefit: You can turn or rebuke outsiders as if they were the ability to speak with other creatures of their kind
undead. (although many of them already have the ability to
An outsider has effective turn resistance equal to half its communicate).
spell resistance (round down). The list in the table above presents only a few possible
If you can turn undead, you turn (or destroy) all evil improved familiars.
outsiders and rebuke (or command) all nonevil outsiders. Almost any creature of the same general size and power as
If you can rebuke undead, you rebuke (or command) all those on the list makes a suitable familiar.
evil outsiders and rebuke (or command) all nonevil Nor is the masters alignment the only possible
outsiders. categorization.
For instance, improved familiars could be assigned by the
masters creature type or subtype, as shown below.
SPELL KNOWLEDGE [EPIC]
You add two additional arcane spells to your repertoire.
Prerequisites: Ability to cast spells of the maximum
normal spell level of an arcane spellcasting class.
Benefit: You learn two new arcane spells of any level up
to the maximum level you can cast.
This feat does not grant any additional spell slots.
Special: You can gain this feat multiple times.
DUNGEON MASTERS
GUIDE 2 (3.5)
SIDEBAR FEATS
145
MENTOR [] GNOME TUNNEL ACROBATICS [TACTICAL]
A character who takes this feat has offered his knowledge Goblin raiding parties whisper of the crazed but effective
and skill to a lower-level NPC and takes that NPC on as an tactics that gnome tunnel guards use to defend their
apprentice. homes.
Prerequisites: 8 ranks in at least two of the four skills The gnomes excel at using acrobatics to penetrate enemy
associated with your mentor category; Apprentice; you ranks or launch devastating attacks from above.
must have graduated from an apprenticeship. Prerequisites: Gnome; or base attack bonus +4,
Benefits: When you select this feat, you gain all the Knowledge (dungeoneering) 2 ranks, and Tumble 9 ranks.
benefits described in this section for being a mentor. Benefit: The Gnome Tunnel Acrobatics feat enables the
use of certain tactical maneuvers, described below.
TRUEBOND [] Combat Puppeteer: You slip between your foes in a blur of
movement, confusing them and causing them to strike at
Your bond to your chosen item becomes stronger. each other by mistake.
Prerequisite: Character level 6th, completion of a If you use the Tumble skill to avoid an opponents attack of
bonding ritual. opportunity, you can use this maneuver on the following
Benefit: You gain a special ability from the bond you have round.
established with your chosen item, as noted in the ritual You must make a double move and attempt a Tumble check
description for the last bonding ritual you completed. at a 5 penalty to avoid a foes attack of opportunity.
This special ability applies only while the bonded item is in If your check succeeds, your foe makes an attack of
your immediate possession (held or carried on your body). opportunity but targets a creature of your choice within its
In addition, you can use locate object as a spell-like ability at reach rather than you.
will (caster level equals your character level), but only to You can use this maneuver against one creature per round.
locate the bonded item. Tunnel Scrambler: Using a series of deft tumbles and
somersaults, you crowd your opponent and force him to
move.
DUNGEONSCAPE (3.5) If you make a successful melee attack against an opponent
who has walls adjacent to at least two sides of his space, you
can make a special Tumble check on your next turn.
MAIN SECTION FEATS This check requires a full-round action.
As part of this action, make a Tumble check to move
COMBAT TINKERING [] through the targets space.
On a successful check, you stop in his space (rather than
You can disarm traps or pick locks quickly and efficiently, move past him) and attack as part of your full-round action.
even under the pressure of combat. If the check fails, you provoke an attack of opportunity, and
Benefit: You gain a +4 bonus on Concentration checks to the rest of your full-round action is wasted.
avoid being distracted in combat while making Disable If your melee attack hits, you move your foe 5 feet in a
Device or Open Lock checks. direction of your choice.
You also gain a +4 bonus when attempting to quicken a You now occupy the space that he occupied (or one of the
Disable Device or Open Lock check (see the Quickened spaces of your choice).
Skill Checks sidebar). If your melee attack misses, you return to the space you
Normal: You must make a Concentration check occupied when you started this maneuver.
whenever you are damaged or otherwise distracted while Wall Leaper: If you drop from a wall while climbing and
attempting to use the Disable Device or Open Lock skills. land adjacent to a creature, you can make one attack as a
The DC to open a lock or disable a device is increased by 20 standard action.
if you attempt to complete the task in a shorter amount of This attack counts as a charge, and you gain a bonus on
time. your damage roll equal to the number of points of falling
Special: This feat is particularly useful against encounter damage that you take.
traps (see page 120). Special: A fighter can select Gnome Tunnel Acrobatics as
one of his fighter bonus feats (PH 38).
146
HAMMER AND PITON [STYLE] Benefit: When you pass within 5 feet of a mechanical
trap, you are entitled to make a Search check to notice the
You can drive pitons into your foes, giving you a useful trap as if you were looking for it.
perch from which to strike. You cannot sense magic traps or spell traps with this feat.
Prerequisites: Strength 15, Climb 3 ranks. Normal: Without this feat, you must actively search for a
Benefit: While wielding a one-handed bludgeoning trap to find it before it activates.
melee weapon in your primary hand and a climbing piton
or spike in the other, you can make a touch attack with the
piton as a standard action. TUNNEL FIGHTING []
This attack deals 1d4 points of damage + your Strength You are adept at maneuvering and fighting in tight spaces
modifier. and underground passages.
The target must be size Large or bigger. Prerequisites: Base attack bonus +1.
If the target is at least one size category larger than you, you Benefit: When squeezing into or through a tight space,
can make a special Climb check (DC equal to the targets you do not take a penalty on your attack rolls or to your
Armor Class) to enter his space as a move action. Armor Class.
You must make the check on the same turn in which you Normal: Each movement into or through a narrow space
struck your foe with the piton. counts as if it were 2 squares, and while squeezed in a
If the check succeeds, you enter and remain in the targets narrow space, you take a 4 penalty on your attack rolls and
space without provoking an attack of opportunity from the a 4 penalty to your Armor Class (PH 148).
target. Special: A fighter can select Tunnel Fighting as one of his
You lose your Dexterity bonus to Armor Class, but if your fighter bonus feats (PH 38).
foe moves, you remain in his space as he moves, if any
attack against you deals 10 or more points of damage, you
must make a Climb check (DC equal to the number of UNDERMOUNTAIN TACTICS [TACTICAL]
points of damage) to remain in place. Dwarves have developed a variety of cunning tactics to
If the check fails, you must leave your foes space and enter defeat those foolish enough to enter their mountain
the nearest clear space. redoubts.
Special: A fighter can select Hammer and Piton as one of While gnomes lack the dwarves militaristic streak, they too
his fighter bonus feats (PH 38). have refined these tactics in countless battles against
kobolds and goblins.
QUICK RECONNOITER [] Prerequisites: Dwarf or gnome; or base attack bonus +6
and Knowledge (dungeoneering) 2 ranks.
You are skilled at scanning an area or object quickly and Benefit: The Undermountain Tactics feat enables the use
thoroughly. of certain tactical maneuvers, described below.
Prerequisite: Listen 5 ranks, Spot 5 ranks. Stair King: To use this maneuver, you must gain the high
Benefit: You can make one Spot check and one Listen ground bonus on your attacks against an opponent.
check each round as a free action. If you hit your foe with two or more melee attacks during
You also gain a +2 bonus on initiative checks. your turn, he must make a Balance check (DC 10 + your Str
Normal: Using Spot or Listen in a reactive fashion is a modifier) or be knocked prone.
free action, but actively trying to make a Spot check or a Your opponent can opt to succeed automatically on his
Listen check requires a move action. Balance check.
If he does so, he will lose his move action on his next turn,
TRAP ENGINEER [] but he will Succeed automatically on Balance checks to
resist this maneuver until the start of his next turn.
You have spent a great deal of time studying trap
Your opponent must make this choice before seeing the
construction and recognize the work of famous builders,
result of his Balance check.
which gives you an edge against their devices.
You can target a particular creature with this maneuver
Prerequisites: Knowledge (architecture and once per round.
engineering) 1 rank, Knowledge (dungeoneering) 4 ranks. Tunnel Fighter: To use this maneuver, you must be the target
Benefit: You know the styles of famous dungeon of at least one melee attack from at least one foe while
architects or recognize their influences. standing with walls adjacent to you on two or more sides.
After finding or setting off a trap in a dungeon, you gain a When you are attacked under such conditions, you gain a
+2 bonus on future Search checks and Disable Device +2 bonus to Armor Class due to cover.
checks to find or disarm traps in that same dungeon. (If you gain cover from another source, this benefit does
You also gain a +4 bonus on Reflex saves to avoid traps in not stack with it).
that dungeon, and a +4 dodge bonus to Armor Class against You also block line of sight for any spells or attacks made by
attacks made by traps in that dungeon. your opponents, though your allies can fire through your
space as normal.
TRAP SENSITIVITY [] Door Sentinel: To use this maneuver, you must fight
Your senses are so attuned that you can detect mechanical defensively while adjacent to or standing in a doorway, a
traps that are close by. gate, or a similar opening in a wall.
Prerequisites: Elf or trapfinding class feature, trap sense You must be adjacent to or standing in each square across
+2. the doorways width.
147
For 1 round after you fight defensively, you gain a +4 bonus APOSTATE [VILE]
on Strength or Dexterity checks to resist bull rush or trip
attacks. Your hatred of the gods cloaks you with potent resistance
Any creature attempting a Tumble check to avoid your against their works.
attack of opportunity takes a 5 penalty on the check. Prerequisite: Wis 15.
Any creature attempting to tumble through your space Benefit: You gain a profane bonus equal to one-half your
takes a 10 penalty on its check. character level on saving throws against divine spells.
Special: A fighter can select Undermountain Tactics as You cannot voluntarily fail a saving throw against a divine
one of his fighter bonus feats (PH 38). spell, even if the spell is harmless.
Special: If you are a divine spellcaster with a code of
conduct (such as a paladin), selecting this feat violates your
WEAPON AND TORCH [STYLE] code of conduct regardless of your alignment.
You have mastered a style of fighting (hat uses a melee
weapon and a torch to devastating effect. CHOSEN OF EVIL [VILE]
You can dazzle and burn your opponent with the open
flame. Your naked devotion to wickedness causes dark powers to
Benefit: While fighting with a one-handed melee weapon take an interest in your well-being.
and holding a lit torch in the other hand, you can make a Prerequisites: Con 13, any other vile feat.
special attack as a full-round action. Benefit: As an immediate action, you can take 1 point of
Attack once with your melee weapon. Constitution damage to gain an insight bonus equal to the
If the attack hits, you also sweep your torch across your number of vile feats you have, including this one.
foes eyes, dealing 1d6 points of fire damage and dazzling Until the end of your next turn, you can apply this bonus
him for 1d4 rounds. on one attack roll, saving throw, ability check, or skill
You can also use this feat while wielding a lit lantern, a check.
sunrod, or an everburning torch in your off hand, although Make this decision before determining the result of the
items that do not give off heat do not deal fire damage. roll.
148
Corruption: As a full-round action, you can whisper vile Benefit: You gain a +2 circumstance bonus on Intimidate
words at an inanimate object and reduce its hardness by checks and a +2 deformity bonus on Diplomacy checks
half. dealing with evil creatures of a different type.
This use does not drain you, but you cannot use the ability
more than once on a single object. DEFORMITY (GAUNT) [VILE, DEFORMITY]
Dark Unity: You can use the Dark Speech to establish a hive
mind in any swarm of vermin or animals with an Through intentional starvation and macabre operations,
Intelligence score of 2 or lower. you are grossly underweight.
Thereafter, you can give the swarm one command as per You have a skeletal appearance, and your weight is now half
the suggestion spell (caster level equals your Hit Dice). normal for creatures of your kind.
Whenever you infuse a swarm in this manner, you take 1d4 Prerequisite: Willing Deformity.
points of Constitution damage. Benefit: You gain a +2 bonus to Dexterity and a 2
Normal: Attempting to utter a word of Dark Speech penalty to Constitution.
always ends in immediate death for a speaker who is not Furthermore, you gain a +2 circumstance bonus on Escape
trained in its dark power. Artist checks and Intimidate checks.
It is impossible for an unwilling creature to use the Dark
Speech, because the languages pronunciation is so DEFORMITY (MADNESS) [VILE, DEFORMITY]
exacting.
You revel in madness, embracing your hallucinations,
Special: You gain a +4 circumstance bonus on saving erratic behavior, and deviant cravings.
throws made when someone uses the Dark Speech against Your mind cannot be touched by outside influences.
you.
Prerequisite: Willing Deformity.
Special: If you cannot take ability damage, you cannot
Benefit: You take a permanent 4 profane penalty to your
select this feat.
Wisdom score to become immune to all mind-affecting
spells and abilities.
DARK WHISPERS [VILE] As an immediate action, you can derive clarity from your
By whispering foul utterances in the Dark Speech, you can madness to add a bonus equal to one-half your character
drive your enemies insane. level to a single Will save.
Prerequisite: Dark Speech. Make this decision before determining the results of the
Benefit: In addition to the basic uses of the Dark Speech, saving throw.
you can whisper words of incredible wickedness to form You must wait 1 minute before you can take this action
grotesque visions in the minds of those who hear you. again.
All living creatures within a 30-foot radius that can hear
your words must make Will saves (DC 10 + 1/2 your DEFORMITY (PARASITE) [VILE, DEFORMITY]
character level + your Cha modifier). You invite parasites into your body in exchange for a
On a failure, creatures with fewer Hit Dice than you are greater hardiness against diseases and poisons.
staggered for 1d10 rounds; those with as many or more Hit Prerequisite: Willing Deformity.
Dice are confused for 1 round.
Benefit: As an immediate action, you can negate any
This is a mind-affecting, supernatural effect.
disease or poison affecting you.
Whenever you use Dark Speech in this manner, you take 1
On your next turn, you can take only a move action or a
point of Charisma damage. standard action as the agitated parasites wriggle in your
Special: You gain a +2 circumstance bonus on saving flesh.
throws made when someone uses the Dark Speech against
you.
This bonus stacks with the +4 circumstance bonus from ENEMY OF GOOD [VILE]
Dark Speech. You draw power from your unholy devotion.
Special: If you cannot take ability damage, you cannot Prerequisites: Chosen of Evil, Evil Brand.
select this feat. Benefit: Whenever you cast a spell or use a spell-like
ability against a creature of the good subtype or a creature
DEFORMITY (EYES) [VILE, DEFORMITY] that radiates an aura of good, the save DC, if any, increases
by 2.
You have either drilled a hole in your forehead trying to
add a third eye, or you have supernaturally scarred one of
your regular eyes. EVILS BLESSING [VILE]
Prerequisite: Willing Deformity. Entities of utter evil and villainy have a stake in your
Benefit: As a supernatural ability, you can use see survival.
invisibility for 1 minute per day. Prerequisite: Cha 13.
Special: You take a 2 penalty on Spot and Search checks. Benefit: As a standard action, you gain a profane bonus
on saving throws equal to your Charisma bonus (minimum
DEFORMITY (FACE) [VILE, DEFORMITY] +1).
This bonus lasts for 5 rounds.
Because of intentional self-mutilation, you have a hideous During any round in which you deal at least 1 point of
face. damage to a creature of the good subtype or a creature that
Prerequisite: Willing Deformity. radiates an aura of good, this bonus is doubled.
149
FILTHY OUTBURST [VILE] If the result of the die roll is an odd number, you gain a +8
bonus on one attack roll, saving throw, ability check, or
You shriek a phrase in the Dark Speech to deafen or skill check for 1 round.
torment those around you. If the result is even, you take 1 point of damage for each Hit
Prerequisites: Base Will save +7, Dark Speech. Die or character level you possess.
Benefit: As a swift action, you loose a blistering torrent of You must make the decision to use this ability before
foul curses and wicked insults in the Dark Speech. making an attack roll, save, or check.
All living creatures within 60 feet that can hear you must
succeed on Will saves (DC 10 + 1/2 your character level +
your Cha modifier) or become deafened for a number of MURDEROUS INTENT [VILE]
rounds equal to your character level. Your favored enemies fear your savagery and inhumanity.
As long as an affected creature is deafened, it takes a 4 Prerequisites: Base attack bonus +9, favored enemy
profane penalty on saving throws to resist evil spells or (any one).
spell-like abilities. Benefit: Choose one creature of a type or subtype you
Whenever you use Dark Speech in this manner, you take have selected as a favored enemy.
1d6 points of Charisma damage. As a full-round action, you can make a single melee attack
Special: If you cannot take ability damage, you cannot against the chosen creature.
select this feat. If you deal at least 1 point of damage, that creature must
make a Will save (DC 10 + 1/2 your character level + your
HARVESTER OF SOULS [VILE] Cha modifier).
On a failure, it is overcome with dread and can take only a
When you deliver a killing blow, you destroy both the flesh move action or a standard action on its next turn.
and the soul. You automatically confirm any critical threats made against
Prerequisite: Base attack bonus +11. a favored enemy.
Benefit: Whenever you use the coup de grace action to
kill a creature, that creature cannot be restored to life by
any means short of a miracle or wish spell until you are slain. REFLEXIVE PSYCHOSIS [VILE, DEFORMITY]
You gain 2 temporary hit points per Hit Die of the slain In the face of adversity, you withdraw into the haunted
creature. corridors of your mind.
These temporary hit points last for up to 1 hour. Prerequisite: Deformity (Madness).
Benefit: As an immediate action, you can gain damage
INSANE DEFIANCE [VILE] reduction 5/ for 1 round.
After using this ability, you are confused until the end of
You adopt insanity as a shield to turn effects that target your next turn.
your mind against those around you.
Prerequisite: Base Will save +5.
Benefit: As an immediate action, whenever you are the SLAVE TO EVIL [VILE]
target of a mind-affecting spell or spell-like ability, you can You have pledged your soul to an elder evil.
take 1 point of Wisdom damage to retarget the effect to You gain benefits that grow more powerful as your masters
another creature of your choice within the effects range. sign intensifies.
The new target takes a 4 circumstance penalty on its Prerequisite: Chosen of Evil.
saving throw, if any, against that effect. Benefit: You gain an aura of evil as if you were an evil
Special: If you cannot take ability damage, you cannot outsider (see detect evil, PH 218).
select this feat. Whenever you are the target of an evil spell, decrease all
variable numeric effects of the spell to their minimum
LICHLOVED [VILE] possible values.
In addition, your abilities increase with the intensity of
By repeatedly consorting with the undead, you gain dread your masters sign.
powers. All effects are cumulative.
Prerequisite: Evil Brand. Faint: You gain a +2 profane bonus on saves against divine
Benefit: Mindless undead see you as an undead creature. spells.
Becoming more and more like an actual undead creature, Moderate: You gain a +1 insight bonus on attack rolls and
you gain a +1 circumstance bonus on saving throws against damage rolls against divine spellcasters.
mind-affecting spells and abilities, poison, sleep, paralysis, Strong: You gain spell resistance equal to 11 + your character
stunning, and disease. level against divine spells.
If you already have spell resistance, it increases by 5 against
MASTERS WILL [VILE] divine magic.
The elder evil you serve is fickle in its rewards and Overwhelming: All divine spells cast within 30 feet of you
punishments. are impeded, meaning that a divine spellcaster must
succeed on a Spellcraft check (DC 20 + spell level) or lose
Prerequisites: Chosen of Evil or undead type, Evil
Brand. the spell or spell slot with no effect.
Benefit: As an immediate action, you can beseech the
elder evil for assistance. THRALL TO DEMON [VILE]
Roll 1d20. You formally become a supplicant to a demon lord.
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In return for your obedience, you gain a small measure of during the round to gain a +2 competence bonus on all
that demon lords power. melee attacks in the same round.
Prerequisite: Chaotic evil alignment. The penalty to AC and bonus on melee attacks apply only
Benefit: Once per day, while performing an evil act, you your next action.
can call upon your demonic patron and gain a +1 luck You cannot use Reckless Offensive with ranged attacks.
bonus on any one attack roll, saving throw, ability check,
skill check, or level check.
EPIC LEVEL HANDBOOK
VILE KI STRIKE [VILE]
You can focus evil power into your unarmed strike. (3.0)
Prerequisite: Cha 15, Improved Unarmed Strike.
Benefit: Each time you deal damage with your unarmed
strike, you deal an extra 1 point of vile damage.
MAIN SECTION FEATS
ADDITIONAL MAGIC ITEM SPACE [EPIC]
VILE MARTIAL STRIKE [VILE]
You can wear more magic items.
You can focus evil power into your weapon blows.
Benefit: Choose one type of magic item that has a limit
Prerequisite: Cha 15, Weapon Focus with the specified
on the number you can simultaneously wear and gain its
weapon.
benefit, such as ring or belt.
Benefit: Each time you deal damage with a specific kind You can now wear one more magic item of this type and
of weapon, you deal an extra 1 point of vile damage.
also gain its benefit.
Special: You can take this feat more than once, selecting a Normal: Without this feat, a character is limited to one
different weapon each time. headband, hat, or helmet; one pair of eye lenses or goggles;
one cloak, cape, or mantle; one amulet, brooch, medallion,
VILE NATURAL ATTACK [VILE] necklace, periapt, or scarab; one suit of armor; one robe; one
You can focus evil power into your natural attacks. vest, vestment, or shirt; one pair of bracers or bracelets; one
Prerequisite: Natural attack that deals at least 1d8 points pair of gloves or gauntlets; two rings; one belt; and one pair
of damage, base attack bonus +5. of boots.
Benefit: Each time you deal damage with your natural Special: You can gain this feat multiple times.
attack, you deal an extra 1 point of vile damage. Each time you take the feat, it applies to a new type of
wearable magic item.
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Benefit: Your defensive stance bonuses increase to +4 CRAFT EPIC STAFF [ITEM CREATION] [EPIC]
Strength, +6 Constitution, +4 resistance bonus on all saves,
and +6 dodge bonus to AC. You can craft magic staffs of epic power.
Prerequisites: Craft Staff, Knowledge (arcana) 35 ranks,
Spellcraft 35 ranks.
CHAOTIC RAGE [EPIC] Benefit: You can craft staffs that exceed the normal limits
Your rage is particularly damaging to lawful creatures. for such items (as stated in this book and in the DUNGEON
Prerequisites: Rage 5/day, chaotic alignment. MASTERs Guide).
Benefit: Any weapon you wield while in a rage is treated For instance, you could craft a staff that cast spells greater
as a chaotic weapon (it deals +2d6 points of damage against than 9th level, or a staff with an enhancement bonus
creatures of lawful alignment). greater than +5.
This ability does not stack with similar abilities (for See Chapter 4: Epic Magic Items for examples of epic staffs.
instance, if the weapon is already a chaotic weapon).
CRAFT EPIC WONDROUS ITEM [ITEM
COLOSSAL WILD SHAPE [WILD] [EPIC] CREATION] [EPIC]
You can wild shape into animals of Colossal size. You can craft wondrous items of epic power.
Prerequisite: The ability to wild shape into a Gargantuan Prerequisites: Craft Wondrous Item, Knowledge
creature. (arcana) 26 ranks, Spellcraft 26 ranks.
Benefit: You can use your wild shape to take the shape of a Benefit: You can craft wondrous items that exceed the
Colossal animal. normal limits for such items (as stated in this book and in
Normal: Without this feat, you cannot wild shape into an the DUNGEON MASTERs Guide).
animal of greater than Huge size. For instance, you could craft a cloak of Charisma with an
enhancement bonus greater than +6 or an item that
COMBAT ARCHERY [EPIC] required prerequisite spells higher than 9th level.
See Chapter 4: Epic Magic Items for examples of epic
You can fire a bow in melee safely. wondrous items.
Prerequisites: Dodge, Mobility, Point Blank Shot.
Benefit: You do not incur any attacks of opportunity for
firing a bow when threatened. DAMAGE REDUCTION [EPIC]
Normal: Without this feat, you incur an attack of You can shrug off some damage from attacks.
opportunity from all opponents who threaten you Prerequisite: Con 21.
whenever you use a bow. Benefit: You gain damage reduction 3/.
This does not stack with damage reduction granted by
CRAFT EPIC MAGIC ARMS AND ARMOR [ITEM magic items or nonpermanent magical effects, but it does
stack with any damage reduction granted by permanent
CREATION] [EPIC] magical effects, class features, or this feat itself.
You can craft magic arms and armor of epic power. Special: A character can gain this feat multiple times.
Prerequisites: Craft Magic Arms and Armor, Each time you gain the feat, your damage reduction
Knowledge (arcana) 28 ranks, Spellcraft 28 ranks. increases by 3.
Benefit: You can craft magic arms and armor which
exceed the normal limits for such items (as stated in the DEAFENING SONG [EPIC]
DUNGEON MASTERs Guide).
For instance, you could craft a magic sword with an Your bardic music deafens those nearby.
enhancement bonus of greater than +5, with a total Prerequisites: Perform 24 ranks, bardic music class
effective enhancement bonus greater than +10, or that feature.
required prerequisite spells of higher than 9th level. Benefit: You can use song or poetics to temporarily
See Chapter 4: Epic Magic Items for examples of epic magic deafen all enemies within a 30-foot spread from you.
arms and armor. A successful Fortitude save (DC 10 + 1/2 your class level +
your Charisma modifier) negates the effect.
The deafening effect lasts for as long as you continue the
CRAFT EPIC ROD [ITEM CREATION] [EPIC] deafening song.
You can craft magic rods of epic power. You can choose to exclude any characters from this effect
Prerequisites: Craft Rod, Knowledge (arcana) 32 ranks, (usually your allies).
Spellcraft 32 ranks. You may sing, play, or recite a deafening song while taking
Benefit: You can craft rods that exceed the normal limits other mundane actions, but not magical ones (see the bards
for such items (as stated in this book and in the DUNGEON inspire courage ability for more details).
MASTERs Guide). You may keep up the deafening song for a maximum of 10
For instance, you could craft a rod with an enhancement rounds.
bonus greater than +5 or a rod with prerequisite spells of Using the deafening song counts as one of your uses of
higher than 9th level. song or poetics for the day.
See Chapter 4: Epic Magic Items for examples of epic rods.
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DEATH OF ENEMIES [EPIC] Prerequisite: Improved Initiative.
Benefit: If you charge a foe during the first round of
You can instantly slay your favored enemies with a single
combat (or the surprise round, if you are allowed to act in
strike.
it), you can make a full attack against the opponent you
Prerequisites: Bane of Enemies, Wilderness Lore 30 charge.
ranks, five or more favored enemies (as ranger class
Normal: Without this feat, you may only make a single
feature).
attack as part of a charge.
Benefit: Any time you score a critical hit against one of
your favored enemies, it must make a Fortitude save (DC 10
+ 1/2 your ranger class level + your Wisdom modifier) or DISTANT SHOT [EPIC]
die instantly. You can target anything you can see with a ranged weapon.
Special: Creatures immune to critical hits cant be Prerequisites: Dex 25, Far Shot, Point Blank Shot, Spot
affected by this feat. 20 ranks.
Benefit: You may throw or fire a ranged weapon at any
DEVASTATING CRITICAL [EPIC] target within line of sight, with no penalty for range.
Choose one type of melee weapon, such as longsword or
greataxe. DRAGON WILD SHAPE [WILD] [EPIC]
With that weapon, you are capable of killing any creature You can take the form of a dragon.
with a single strike. Prerequisites: Wis 30, Beast Wild Shape, Knowledge
Prerequisites: Str 25, Cleave, Great Cleave, Improved (nature) 30 ranks, wild shape 6/day.
Critical (weapon to be chosen), Overwhelming Critical Benefit: You may use wild shape to change into a dragon
(weapon to be chosen), Power Attack, Weapon Focus (black, blue, green, red, white, brass, bronze, copper, gold,
(weapon to be chosen). or silver).
Benefit: When using the weapon you have selected, The size limitation is the same as your limitation on animal
whenever you score a critical hit the target must make a size.
Fortitude save (DC 10 + 1/2 your character level + your You gain all extraordinary and supernatural abilities of the
Strength modifier) or die instantly. dragon whose form you take.
(Creatures immune to critical hits cant be affected by this
feat).
Special: You can gain this feat multiple times. EFFICIENT ITEM CREATION [EPIC]
Its effects do not stack. Select an item creation feat.
Each time you take the feat, it applies to a different type of You can create magic items using that feat much more
weapon. quickly than normal.
Prerequisites: Item creation feat to be selected,
DEXTEROUS FORTITUDE [EPIC] Knowledge (arcana) 24 ranks, Spellcraft 24 ranks.
Benefit: Select an item creation feat.
You are able to resist physical attacks with exceptional Creating a magic item using that feat requires one day per
agility. 10,000 gp of the items market price, with a minimum of
Prerequisites: Dex 25, slippery mind class feature. one day.
Benefit: Once per round, when targeted by an effect that Normal: Without this feat, creating a magic item requires
requires a Fortitude saving throw, you may make a Reflex one day for each 1,000 gp of the items market price.
save instead to avoid the effect (evasion is not applicable). Special: You can gain this feat multiple times.
Its effects do not stack.
DEXTEROUS WILL [EPIC] Each time you take the feat, it applies to a different item
You are able to resist compelling effects with exceptional creation feat.
agility.
Prerequisites: Dex 25, slippery mind class feature. ENERGY RESISTANCE [EPIC]
Benefit: Once per round, when targeted by an effect that You can resist the effects of a chosen type of energy.
requires a Will saving throw, you may make a Reflex save Benefit: Choose a type of energy (acid, cold, electricity,
instead to avoid the effect (evasion is not applicable). fire, or sonic).
You gain resistance 10 to that type of energy, or your
DIMINUTIVE WILD SHAPE [WILD] [EPIC] existing resistance to that type of energy increases by 10.
This feat does not stack with energy resistance granted by
You can wild shape into animals of Diminutive size.
magic items or nonpermanent magical effects.
Prerequisite: Ability to wild shape into a Huge animal.
Special: A character can gain this feat multiple times, if
Benefit: You can use your wild shape to take the shape of a the same type of energy is chosen, the effects stack.
Diminutive animal.
Normal: Without this feat, you cannot wild shape into an
animal of smaller than Tiny size. ENHANCE SPELL [METAMAGIC] [EPIC]
You can increase the power limit of your damage-dealing
DIRE CHARGE [EPIC] spells.
Prerequisite: Maximize Spell.
You can make a full attack as part of a charge.
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Benefit: The damage cap for your spells increases by 10 Benefit: Whenever you make a check for performing a
dice (for spells that deal a number of dice of damage equal physical action that extends over a period of time (running,
to your caster level, such as fireball) or by 5 dice (for spells swimming, holding your breath, and so on), you get a +10
that deal a number of dice of damage equal to half your bonus on the check.
level, such as searing light).
An enhanced spell uses up a spell slot four levels higher EPIC FORTITUDE [EPIC]
than the spells actual level.
For example, an enhanced fireball has a damage cap of 20d6 You have tremendously high fortitude.
(rather than 10d6). Benefit: You gain a +4 bonus on all Fortitude saving
An enhanced searing light has a damage cap of 10d8 (rather throws.
than 5d8).
This feat has no effect on spells that dont specifically deal a EPIC INSPIRATION [EPIC]
number of dice of damage equal to your level or half your Your bardic music provides greater inspiration than
level, even if the spells effect is largely dictated by your normally possible.
level.
Prerequisites: Cha 25, Perform 30 ranks, bardic music
Thus, it has no effect on magic missile (even though your
class feature.
level indicates how many missiles you fire), Melfs acid arrow
Benefit: All bonuses granted by your bardic music
(even though your level indicates how many rounds the
inspiration abilities are doubled.
acid deals damage), or produce flame (even though you add
For example, your inspire courage ability now grants a +4
your level to the base 1d4 damage dealt).
morale bonus on saving throws against charm and fear
Normal: Without this feat, use the damage dice caps
effects and a +2 morale bonus on attack and damage rolls;
indicated in the spells description.
your inspire competence now grants a +4 competence
Special: You may gain this feat multiple times. bonus on skill checks; and your inspire greatness ability
Each time you select this feat, the damage cap increases by now grants +4d10 Hit Dice, a +4 competence bonus on
10 dice or 5 dice, as appropriate to the spell, and the attacks, and a +2 competence bonus on Fortitude saves.
enhanced spell takes up a spell slot an additional four levels
Special: A character can gain this feat multiple times.
higher (thus, a twice-enhanced fireball would be an 11th-
Its effects stack.
level spell).
Remember that two doublings equals a tripling, and so
forth.
EPIC DODGE [EPIC]
You are able to evade attacks with exceptional agility. EPIC LEADERSHIP [EPIC]
Prerequisites: Dex 25, Dodge, Tumble 30 ranks, You attract more powerful cohorts and followers than
improved evasion, defensive roll class feature. normally possible.
Benefit: Once per round, when struck by an attack from Prerequisites: Cha 25, Leadership, Leadership score 25.
an opponent you have designated as the object of your
Benefit: You attract a cohort and followers as shown on
dodge, you may automatically avoid all damage from the
Table 133: Epic Leadership.
attack.
Normal: Without this feat, you must use Table 225:
Leadership in the DUNGEON MASTERs Guide to
EPIC ENDURANCE [EPIC] determine your cohort and followers.
You are capable of legendary feats of stamina.
Prerequisites: Con 25, Endurance.
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EPIC SKILL FOCUS [EPIC]
Choose a skill, such as Move Silently.
You have a legendary knack with that skill.
Prerequisite: 20 ranks in the skill selected.
Benefit: You gain a +10 bonus on all skill checks with
that skill.
Special: You can gain this feat multiple times.
Its effects do not stack.
Each time you take the feat, it applies to a different skill.
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EXCEPTIONAL DEFLECTION [EPIC] Benefit: You can use your wild shape to take the shape of a
Fine animal.
You can deflect any type of ranged attack.
Normal: Without this feat, you cannot wild shape into an
Prerequisites: Dex 21, Wis 19, Deflect Arrows,
animal smaller than Tiny size.
Improved Unarmed Strike.
Benefit: You can deflect any ranged attacks (including
spells that require ranged touch attacks) as if they were FORGE EPIC RING [ITEM CREATION] [EPIC]
arrows. You can craft magic rings of epic power.
If deflecting a spell, add the spell level to the DC to deflect Prerequisites: Forge Ring, Knowledge (arcana) 35
the attack. ranks, Spellcraft 35 ranks.
Benefit: You can forge magic rings that exceed the
EXTENDED LIFE SPAN [EPIC] normal limits for such items (as stated in this book and in
the DUNGEON MASTERs Guide).
You are exceptionally long-lived.
For instance, you could craft a ring of protection that granted
Benefit: Add one-half the maximum result of your races a deflection bonus of greater than +5 or an item that
maximum age modifier to your normal middle age, old, and required prerequisite spells of higher than 9th level.
venerable age categories. See Chapter 4: Epic Magic Items for examples of epic rings.
For example, a human who took this feat would reach
middle age at 58 years (rather than 38), old age at 73 years
(instead of 53), and venerable age at 90 years (instead of 70). GARGANTUAN WILD SHAPE [WILD] [EPIC]
Calculate the characters maximum age using the new You can wild shape into animals of Gargantuan size.
venerable number. Prerequisite: Ability to wild shape into a Huge animal.
This feat cant lower your current age category (for instance, Benefit: You can use your wild shape to take the shape of a
if youre already middle age but the feat pushes the middle Gargantuan animal.
age category to above your current age, you dont revert to Normal: Without this feat, you cannot wild shape into an
adulthood). animal greater than Huge size.
Special: You can gain this feat multiple times.
Its effects stack.
GREAT CHARISMA [EPIC]
FAMILIAR SPELL [EPIC] Your powers of persuasion and leadership are greater than
normal.
Your familiar can use one of your spells as a spell-like Benefit: Your Charisma increases by 1 point.
ability. Special: You can gain this feat multiple times.
Prerequisite: Int 25 (if your spellcasting is controlled by Its effects stack.
Intelligence) or Cha 25 (if your spellcasting is controlled by
Charisma).
Benefit: Choose one arcane spell you know of 8th level or GREAT CONSTITUTION [EPIC]
lower, such as chain lightning or circle of death. Your health and endurance are greater than normal.
Your familiar can now use this spell once per day as a spell- Benefit: Your Constitution increases by 1 point.
like ability, at a caster level equal to your caster level. Special: You can gain this feat multiple times.
You cannot bestow a spell to your familiar if the spell Its effects stack.
normally has a material component cost of more than 1 gp
or an XP cost. GREAT DEXTERITY [EPIC]
Special: You can gain this feat multiple times.
Each time you take the feat, you can give your familiar a Your agility and coordination are greater than normal.
different spell-like ability or another daily use of the same Benefit: Your Dexterity increases by 1 point.
spell-like ability. Special: You can gain this feat multiple times.
Its effects stack.
FAST HEALING [EPIC]
GREAT INTELLIGENCE [EPIC]
You heal your wounds very quickly.
Prerequisite: Con 25. Your powers of reason and learning are greater than
Benefit: You gain fast healing 3, or your existing fast normal.
healing increases by 3. Benefit: Your Intelligence increases by 1 point.
This feat does not stack with fast healing granted by magic Special: You can gain this feat multiple times.
items or nonpermanent magical effects. Its effects stack.
Special: This feat may be taken multiple times.
Its effects stack. GREAT SMITING [EPIC]
Your smite attacks are much more powerful than normal.
FINE WILD SHAPE [WILD] [EPIC] Prerequisites: Cha 25, smite ability (from class feature
You can wild shape into animals of Fine size. or domain granted power).
Prerequisite: Ability to wild shape into a Diminutive Benefit: Whenever you make a successful smite attack,
creature. add twice the appropriate level to damage (rather than just
your level).
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Special: You may select this feat multiple times. This ability doesnt stack with similar abilities (for instance,
Its effects stack. if the weapon is already a holy weapon).
Remember that two doublings equals a tripling, and so In addition, the weapon is considered blessed, which
forth. means it has special effects on certain creatures.
161
Normal: When using only the Whirlwind Attack feat,
IMPROVED SPELL RESISTANCE [EPIC] you can only attack opponents within 5 feet of you
(regardless of the extent of the area you threaten).
Your innate resistance to magical effects increases.
Prerequisite: Must have spell resistance from a feat,
class feature, or other permanent effect. INCITE RAGE [EPIC]
Benefit: Your spell resistance increases by +2. Prerequisites: Cha 25, greater rage class feature.
Special: You can gain this feat multiple times. Benefit: When you enter a rage, you can incite a
Its effects stack. barbarian rage in any or all allies within 60 feet.
(Any ally who doesnt wish to become enraged is
IMPROVED STUNNING FIST [EPIC] unaffected).
The ally gains +4 to Strength, +4 to Constitution, and a +2
Prerequisite: Dex 19, Wis 19, Improved Unarmed morale bonus on Will saves, but takes a 2 penalty to AC,
Strike, Stunning Fist. for as long as you remain raging.
Benefit: Add +2 to the DC of your stunning attack. The rage of affected allies lasts a number of rounds equal to
Special: This feat may be taken multiple times. 3 + their Constitution modifier, regardless of whether they
Its effects stack. remain within 60 feet of you.
This is otherwise identical with normal barbarian rage
IMPROVED WHIRLWIND ATTACK [EPIC] (including the fatigue at its end).
Special: This is a mind-affecting effect.
You become a blurry whirlwind of attacks, striking out at
all enemies near your position.
Prerequisites: Int 13, Dex 23, Dodge, Expertise, INFINITE DEFLECTION [EPIC]
Mobility, Spring Attack, Whirlwind Attack. You can deflect an infinite number of projectiles.
Benefit: As a full-round action, you may make one melee Prerequisites: Dex 25, Combat Reflexes, Deflect
attack at your full base attack bonus against each opponent Arrows, Improved Unarmed Strike.
that you threaten.
162
Benefit: You may perform any number of deflections For example, an intensified horrid wilting spell would deal
each round. 16 points of damage per caster level (up to a maximum of
See the Deflect Arrows feat in the Players Handbook. 400 points of damage at 25th level).
Saving throws and opposed rolls (such as the one you make
INSPIRE EXCELLENCE [EPIC] when you cast dispel magic) are not affected.
An intensified spell uses up a spell slot seven levels higher
You can improve the abilities of your comrades through than the spells actual level.
your performance. You cant combine the effects of this feat with any other
Prerequisite: Perform 30 ranks, bardic music class feat that affects the variable, numeric effects of a spell, such
feature. as Empower Spell or Maximize Spell.
Benefit: You can use song or poetics to grant a bonus to
one ability score to your allies.
To be affected, an ally must hear the bard sing for 1 full KEEN STRIKE [EPIC]
round. Your unarmed strikes become as sharp as blades.
The effect lasts as long as the bard sings and for 5 rounds Prerequisites: Str 23, Wis 23, Improved Critical
after the bard stops singing (or 5 rounds after the ally can (unarmed strike), ki strike +3.
no longer hear the bard). Benefit: Your unarmed strike is considered to be a
While singing, the bard can fight but cannot cast spells, slashing keen weapon (and thus threatens a critical hit on a
activate magic items by spell completion (such as scrolls), 1920).
or activate magic items by command word (such as wands). (At your option, any unarmed strike can do bludgeoning
Each ally to be inspired gains a +4 competence bonus to the damage instead, but it loses the keen quality).
same ability score, which you must choose before you This ability doesnt stack with similar abilities (for instance,
begin inspiring. if some other effect has already granted your unarmed
For instance, you could grant all allies a bonus to Strength, strikes the keen special ability).
or all allies a bonus to Constitution, but you couldnt grant
some allies a bonus to Strength and some a bonus to LASTING INSPIRATION [EPIC]
Constitution with the same performance.
Inspire excellence is a supernatural, mind-affecting ability. Your songs continue to inspire allies long after your words
Using this feat counts as one of your uses of song or poetics have faded.
for the day. Prerequisite: Perform 25 ranks, bardic music class
Special: This feat is treated as a bardic music inspiration feature.
ability for purposes of feats that affect such abilities. Benefit: The effects of your bardic music inspiration
abilities last for ten times as long as normal after you stop
singing.
INSTANT RELOAD [EPIC] This feat has no effect on inspiration abilities that have no
Choose one type of crossbow, such as heavy crossbow, You duration after you stop singing (such as inspire
can fire that type of crossbow as fast as a bow. competence).
Prerequisite: Quick Draw, Rapid Reload*, Weapon
Focus (crossbow type to be selected). LEGENDARY CLIMBER [EPIC]
Benefit: You may fire the selected type of crossbow at
your full normal attack rate. You can climb rapidly much more easily than a normal
Effectively, you can reload your crossbow as fast as an person.
archer can reload a bow. Prerequisites: Dex 21, Balance 12 ranks, Climb 24
Reloading your crossbow does not provoke attacks of ranks.
opportunity. Benefit: You can ignore any check penalties applied for
Special: You can gain this feat multiple times. accelerated climbing or rapid climbing.
Its effects do not stack. Normal: Without this feat, you take a 5 penalty on
Each time you take the feat, it applies to a different type of Climb checks when attempting to cover your full speed in
crossbow. climbing distance in a round, or a 20 penalty when
* This feat is presented in the Nonepic Feats section at the attempting to cover twice your speed in climbing distance
end of this chapter. in a round.
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GREATER SPELL PENETRATION [GENERAL] Normal: Without this feat, the creature takes a partial
action either before or after its move.
Your spells are especially potent, defeating spell resistance Even with the Flyby Attack feat, the creature provokes
more readily than normal.
attacks of opportunity by moving through areas threatened
Prerequisite: Spell Penetration. by the target of its flyby attack.
Benefit: You get a +4 bonus on caster level checks to beat
a creatures spell resistance.
This benefit overlaps (does not stack with) the bonus from IMPROVED MULTIWEAPON FIGHTING
Spell Penetration. [GENERAL]
A creature with three or more hands can fight with a
GREATER TWO-WEAPON FIGHTING weapon in each hand.
[GENERAL] The creature can make up to two attacks per round with
each extra weapon.
You are a master at fighting two-handed. Prerequisites: Dex 15, three or more hands,
Prerequisites: Improved Two-Weapon Fighting, Two- Multiweapon Fighting, Multidexterity, base attack bonus
Weapon Fighting, Ambidexterity, base attack bonus +15. +9.
Benefit: In addition to the standard extra attack you get Benefit: In addition to the single extra attack you get
with an off-hand weapon and the second attack with the with each extra weapon from Multiweapon Fighting, you
off-hand weapon provided by Improved Two-Weapon get a second attack with each extra weapon, albeit at a 5
Fighting, you get a third attack with the off-hand weapon, penalty.
albeit at a 10 penalty (see Table 82: Two-Weapon Normal: With only Multiweapon Fighting, you can only
Fighting Penalties in the Players Handbook). get a single attack with each extra weapon.
Special: A ranger who meets only the base attack bonus Special: This feat replaces the Improved Two-Weapon
prerequisite and the Improved Two-Weapon Fighting Fighting feat for creatures with more than two arms.
prerequisite can gain this feat, but can only use it when
wearing light armor or no armor.
This feat can be taken as one of a fighters bonus feats. MANYSHOT [GENERAL]
You can fire multiple arrows as a single attack against a
IMPROVED COUNTERSPELL [GENERAL] nearby target.
Prerequisites: Dex 15, base attack bonus +6, Point Blank
You understand the nuances of magic to such an extent that Shot, Rapid Shot.
you can counter your opponents spells with great
Benefits: As a standard action, you may fire two arrows at
efficiency.
a single opponent within 30 feet.
Benefit: When counterspelling, instead of using the exact Both arrows use the same attack roll to determine success
spell you are trying to counter, you may use a spell of the (with a 4 penalty on the roll) and deal normal damage.
same school that is one or more levels higher than the For every 5 points of base attack bonus above +6, you may
target spell. add one additional arrow to this attack, to a maximum of
four arrows at base attack bonus +16 or higher.
IMPROVED MULTIATTACK [GENERAL] However, each arrow after the second adds a cummulative
The creature is particularly adept at using all its natural 2 penalty to the attack roll (6 for three arrows, 8 for
weapons at once. four).
Prerequisite: Three or more natural weapons, Special: Regardless of the number of arrows you fire, you
Multiattack. apply precision-based damage (such as sneak attack damage
Benefit: The creatures secondary attacks with natural or the rangers favored enemy bonus) once.
weapons have no penalty. If you score a critical hit, only one of the arrows deals
They still add only one-half the creatures Strength bonus, if critical damage (your choice); all others deal normal
any, to damage dealt. damage.
Normal: Without this feat, the creatures secondary
natural attacks have a 5 penalty (or a 2 penalty if it has RAPID RELOAD [GENERAL]
the Multiattack feat). You reload a crossbow more quickly than normal.
Prerequisites: Base attack bonus +2, proficiency with
IMPROVED FLYBY ATTACK [GENERAL] the crossbow used.
The creature can attack on the wing with increased Benefit: You can reload a hand crossbow or light
mobility. crossbow as a free action that provokes an attack of
Prerequisite: Fly speed, Flyby Attack, Dodge, Mobility. opportunity.
Benefit: When flying, the creature can take a move action You may reload a heavy crossbow as a move-equivalent
(including a dive) and another partial action at any point action that provokes an attack of opportunity.
during the move. You can use this feat once per round.
If this partial action is an attack, the creature provokes no Normal: Loading a hand crossbow or light crossbow is a
attacks of opportunity by moving through areas threatened move-equivalent action, and loading a heavy crossbow is a
by its target. full-round action.
The creature cannot take a second move action during a
round when it makes a flyby attack. 171
She gains a +6 circumstance bonus on Diplomacy and
SIDEBAR FEATS Intimidate checks made against evil creatures (this stacks
with the bonus from the Evil Brand feat).
ENHANCE ITEM [ITEM CREATION] Furthermore, all evil creatures within 30 feet of her gain a
You can increase the minimum DC for saving throws of +2 profane bonus to saves.
magic items you create.
Prerequisite: Any other item creation feat. EPIC POISON CRAFTER [EPIC]
Benefit: Choose any item creation feat you already know. The character knows secrets of poison crafting best left
When you create an item with that feat, adjust the DC for forgotten by mortals.
saving throws required by the magic item, if any, by your Prerequisites: Alchemy 30 ranks or Craft
key ability modifier. (poisonmaking) 30 ranks.
Normal: When a character creates a magic item, she uses Benefit: The character can craft the epic poisons
the minimum key ability score necessary to imbed a spell of described below.
a given level, and the associated modifier to adjust the DC In addition, the character gains a +10 bonus to skill checks
for saving throws, regardless of her actual key ability score, made to craft poisons.
which could be higher. Normal: Without this feat, a character cannot craft the
Special: You can gain this feat multiple times. epic poisons described in this article.
Each time you take the feat, it applies to a different item Special: This feat should be added to the epic bonus feat
creation feat that you already know. list of the assassin class.
181
NEW MAGIC OF FAERN EPIC FEATS NEW MASTERS OF THE WILD
SHAPECHANGERS SIDEBAR FEATS
EPIC COUNTERSPELL [EPIC]
You can counterspell any number of spells each round. CREATE EPIC INFUSION [ITEM CREATION]
Prerequisites: Combat Reflexes, Improved
Counterspell, Improved Initiative, Quicken Spell, Reactive [EPIC]
Counterspell, Spellcraft 30 ranks. You can create infusions of epic power.
Benefit: Any number of times per round, you can Prerequisites: Create Infusion, Knowledge (nature) 24
counterspell an opponents spell even if you have not ranks, Spellcraft 24 ranks.
readied an action to do so. Benefit: You can create infusions (see Masters of the Wild
This counterspell doesnt count against your later actions. for full details on infusions) that exceed the normal limits
You can even use this feat when flat-footed. for such items.
Normal: Without this feat, you must ready an action each For instance, you could create an infusion with spells
round you wish to use a counterspell. greater than 9th level, or with a caster level greater than
If you have the Reactive Counterspell feat, you can 20th.
counterspell an opponents spell if you havent readied an Even this feat does not allow you to create an infusion from
action, but only once per turn and not when flat-footed. an epic spell.
Special: This feat should be considered part of the epic Such magic defies the power of nature and thus cannot be
bonus feat list for any class that grants access to spells of at contained in an herb or plant.
least 6th level as part of normal (nonepic) class progression
(for example, bards, clerics, druids, sorcerers, and wizards), IMBUE WILD SHAPE [WILD] [EPIC]
as well as for any prestige class that grants +1 level of
existing class spell progression at all levels. Your touch can grant other creatures the ability to use wild
shape.
Prerequisites: Knowledge (nature) 24 ranks, Spellcraft
EPIC SPELLFIRE WIELDER [EPIC] 24 ranks, epic wild shape 3/day.
Your ability to store spellfire energy levels is greater than Benefit: As a full-round action, you can expend one of
normal. your uses of epic wild shape for the day to grant a creature
Prerequisites: Concentration 20 ranks, Endurance, the wild shape ability.
Spellfire Wielder. You must touch the creature.
Benefit: For purposes of determining your limit of stored The recipient can use the druid wild shape ability once a
spellfire energy levels, treat your Constitution as if it were 4 day as a druid of its own level (maximum 20th).
points higher than normal. Though you expend a daily use of your epic wild shape
Normal: Without this feat, a spellfire wielders limit of ability, you imbue the recipient with the nonepic version of
stored spellfire energy levels is equal to her Constitution the ability only.
score. The recipient retains the ability until you revoke it or until
Special: You can select this feat multiple times. the recipient dies.
Each time you gain this feat, your limit of stored spellfire You can revoke the gift any time as a free action, and you
energy levels increases by 4. need not see or touch the recipient, or even be on the same
plane.
So long as the recipient retains the wildshape ability, you
IMPROVED SPELLPOOL ACCESS [EPIC] lose one daily use of your epic wildshape ability.
You can use your spellpool access to call spells of greater
than normal power.
INSTANT INFUSION [ITEM CREATION] [EPIC]
Prerequisites: Knowledge (arcana) 30 ranks, Spellcraft
30 ranks, ability to call spells from a spellpool. You can create infusions instantly by touch.
Benefit: The chance of a desired spell being available in Prerequisites: Automatic Quicken Spell, Create
the spellpool in any given 24-hour period is equal to 90% Infusion, Create Epic Infusion, Quicken Spell, Knowledge
minus 5% per level of the spell, to a minimum of 5% for (nature) 30 ranks, Spellcraft 30 ranks.
spells of 17th level or higher. Benefit: You can create infusions as a full-round action.
Normal: The chance of a spell being available is equal to You must still expend the appropriate amount of gold
65% minus 5% per level of the spell, to a minimum of 5% for pieces and experience points to create the infusion.
spells of 12th level or higher.
Special: This feat should be considered part of the epic QUICKEN WILD SHAPE [WILD] [EPIC]
bonus feat list for any class that grants its members You can change forms using wild shape as a free action.
spellpool access. Prerequisites: Automatic Quicken Spell, Quicken Spell,
Knowledge (nature 30 ranks), wild shape 8 times/day.
Benefit: The act of changing forms using the wild shape,
greater wild shape, or epic wild shape abilities is now a free
action for you.
182
You can change forms only once per round, and you cannot RADIANT AURA [EPIC]
also cast a quickened spell or use another quickened ability
during a round when you use quickened wildshape. Your aura generates visible light that can dazzle and daze
your enemies.
Prerequisite: Con 25, Intimidate 30 ranks, Lasting Aura.
NEW MINIATURES HANDBOOK EPIC Benefit: Your aura radiates visible light equal to that
generated by a daylight spell; this is a supernatural effect.
FEATS You can choose to activate this feat as a free action
whenever you activate an aura.
GLOOM AURA [EPIC] All enemies within reach of your aura that have fewer Hit
Dice than your marshal levels are automatically dazzled and
Your aura has a hint of the supernatural and generates
take a 1 penalty on attack rolls, Search checks, and Spot
shadowy light and darkness that can hinder your enemies.
checks.
Prerequisite: Con 25, Intimidate 30 ranks, Lasting Aura. Additionally, upon first being exposed to your radiant aura,
Benefit: Your aura radiates shadows and darkness; this is an enemy must make a Fortitude save (DC = 10 + half your
a supernatural effect. marshal levels + your Charisma modifier) or become dazed
You can choose to activate this feat as a free action for 1 round, during which time they can take no actions but
whenever you activate an aura. have no penalty to their AC.
All creatures in the reach of your aura gain concealment. A creature can become dazed by your aura once per day.
Undead within a Gloom Aura are treated as 4 Hit Dice Undead within a Radiant Aura are treated as 4 Hit Dice
higher than their actual Hit Dice in regard to attempts to lower than their actual Hit Dice in regard to attempts to
turn, rebuke, destroy, or command undead. turn, rebuke, destroy, or command undead.
Special: You cannot activate a Gloom Aura if you have a Special: You cannot activate a Radiant Aura if you have a
Radiant Aura in effect. Gloom Aura in effect.
A Gloom Aura is suppressed by any spell of 4th-level or A Radiant Aura is suppressed by any spell of 4th-level or
higher that has the Light descriptor. higher that has the Darkness descriptor.
Areas in which a Radiant Aura and a Gloom Aura overlap Areas in which a Radiant Aura and a Gloom Aura overlap
cancel each other out, but the standard bonuses for the aura cancel each other out, but the standard bonuses for the aura
continue to function normally. continue to function normally.
184
If you imbue your eldritch blast with the eldritch spear blast You could choose to fire an eldritch blast with both the
shape, the range increases to 500 feet. repelling blast and noxious blast eldritch essences.
If you are using the hideous blow invocation, you no longer This also allows you to apply the same effect twice, though
suffer attacks of opportunity for invoking this power in this is not beneficial in the case of all eldritch essences.
melee and all attacks of opportunity you make can include The effects of each essence are resolved separately.
hideous blow. If you imbue your eldritch blast with two different types of
If you imbue your eldritch blast with the eldritch chain blast damage, half of the damage (rounded down) is dealt by each
shape, you may start the chain up to 120 feet away from you source.
and the maximum distance between each target increases You must choose which essences you will use in
to 60 feet. conjunction with your eldritch blast before you start your
The area of the eldritch doom blast shape increases to 40 feet action.
from you. If you possess the Eldritch Sculptor feat, you can apply two
The range of your eldritch cone increases to 120 feet. eldritch essence invocations to both your eldritch blasts in a
You gain +2 bonus on attack rolls to hit an opponent with single round.
your eldritch blast. Activating this ability is part of the action to use an eldritch
This is an extraordinary ability. blast.
Normal: A warlock can use only one eldritch blast per For example, if Morthos is fighting an outsider he has
round. never encountered, he can choose to imbue his eldritch blast
Using the hideous blow blast shape provokes attacks of with both hellrime blast and brimstone blast.
opportunity and cannot be used as part of an attack of He rolls 10d6 damage, dealing half fire and half cold
opportunity. damage.
If the outsider happened to be immune to cold, but not fire,
EPIC ELDRITCH BLAST [EPIC] it would still take damage from the half that dealt fire
damage.
Your eldritch blasts are unstoppably powerful. In addition, the DC of all eldritch essence invocations you
Prerequisites: Eldritch blast 9d6. use increases by 2.
Benefit: When you take this invocation, the damage dealt This is an extraordinary ability.
by your eldritch blast increases by 1d6. Normal: A warlock can apply only one eldritch essence to
Special: You can gain this feat multiple times. an eldritch blast.
Its effects stack.
MASTER OF THE ELEMENTS [EPIC]
EPIC EXTRA INVOCATION [EPIC] You have achieved mastery of the four elementsair,
You learn an additional invocation. earth, fire, and water.
Prerequisites: Ability to use dark invocations, Spellcraft Prerequisites: Spellcraft 24 ranks, breath of the night,
24 ranks chilling tentacles, stony grasp, wall of perilous flame.
Benefit: You can learn one additional invocation from the Benefit: As a full-round action, you can summon a single
list available to you, including dark invocations. creature from the summon monster IIX list that is an
Special: You can gain this feat multiple times. elemental or has the air, earth, fire, or water subtype.
Each time, you gain an extra invocation of any grade (least, The monster serves you for a number of rounds equal to
lesser, greater, or dark). your caster level.
Activating this ability requires a standard action.
EPIC FIENDISH RESILIENCE [EPIC] You can use dominate monster on elementals and creatures
with the air, earth, fire, or water subtype.
You can make your blood boil with the strength of the This effect lasts for a number of days equal to your caster
Nine Hells. level.
Prerequisites: Fiendish resilience that grants fast Activating this ability requires a standard action.
healing 5. You gain energy resistance 10 to acid, cold, electricity, fire,
Benefit: When you use your fiendish resilience ability, and sonic.
you gain fast healing 25 for 5 minutes. If you have energy resistance from the warlock class, your
Activating this ability is a free action. resistance to those two elements increases by 10.
This is a supernatural ability. This is an extraordinary ability.
Special: You can gain feat multiple times. Elementals and creatures with the earth, air, fire, or water
Each time you take the feat, you gain an additional use of subtype view you as one of their kind.
the fiendish resilience ability, and the fast healing granted These creatures react to you as if their attitude is two steps
by the feat increases by 5.. better than the situation otherwise warrants.
This is an extraordinary ability.
LORD OF ALL ESSENCES [EPIC]
You have mastered the art of enhancing your eldritch blast MORPHEME SAVANT [EPIC]
with multiple essences. Your words are charged with supernatural power.
Prerequisites: One least, lesser, greater, and dark Prerequisites: Baleful utterance, beguiling influence,
eldritch essence invocation, Spellcraft 24 ranks. warlocks call, word of changing.
Benefit: When you use the eldritch blast ability, you can
apply two eldritch essence invocations simultaneously. 185
Benefit: You can use power word blind, power word kill, or You can use material from the Plane of Shadows to create
power word stun. quasireal illusions, mimicking sorcerer and wizard
Activating this ability requires a standard action. conjuration spells of 8th level or lower (as shades).
When you use your warlocks call ability, you no longer The illusions deal 80% damage to nonbelievers, and
suffer the chance of taking 1d10 points of damage from the nondamaging effects are 80% likely to work against
recipient. nonbelievers.
In addition, you can imbue your sending with a suggestion (as Activating this ability requires a standard action.
demand). You are immune to all spells with the shadow subtype and
The casting time of warlocks call is 1 minute. to effects that involve the use of shadows (such as the
Using this ability is part of the casting of the warlocks call breath weapon of a shadow dragon).
invocation. This is an extraordinary ability.
You can communicate as if under the effects of a constant
tongues spell. SOULEATER INCARNATE [EPIC]
This is a supernatural ability.
When you use your beguiling influence invocation, the bonus You have mastered the fusion of invocation and incarnum.
granted on your Bluff, Diplomacy, and Intimidate checks is Prerequisites: Knowledge (the planes) 24 ranks, drain
equal to double your Charisma bonus or +6, whichever is incarnum, incarnum blast, incarnum shroud, steal incarnum.
greater. Benefit: By studying the unique qualities of the
Using this ability is part of the casting of the beguiling mysterious souleater, you have learned a variety of secret
influence invocation. powers.
It is an extraordinary ability. When using this feat, you consume the soul of any creature
Normal: The warlocks call invocation has a casting time of that dies within 30 feet of you.
10 minutes and does not allow suggestions to be imbued. For 10 minutes following the death, you gain +10
The warlocks call invocation allows the recipient to deal 10 temporary hit points and a +1 bonus on attack rolls and
points of damage to you. saving throws.
The beguiling influence invocation grants you a bonus on Bonuses from multiple deaths stack.
Bluff, Diplomacy, and Intimidate checks equal to your At the end of the 10 minutes, the soul is permanently
Charisma modifier. consumed.
The creature that was consumed can be raised only via a
miracle, true resurrection, or wish.
PARAGON VISIONARY [EPIC] If the creature was slain by your incarnum blast invocation,
Your powers of perception are beyond mortal ken. the bonus and duration of the hit points, attack, and save
Prerequisites: Spellcraft 24 ranks, dark foresight, devils bonuses are doubled.
sight, see the unseen, voidsense. You can choose not to consume the soul of a creature.
Benefit: You can see through illusions, magical darkness, This is a supernatural ability.
shapechangers, and other effects (as true seeing). You radiate an aura that makes it difficult for anyone within
This is a supernatural ability. 30 feet to manipulate incarnum.
You are automatically aware of all spells or magical effects Any creature within 30 feet must succeed on a
you see. Concentration check (DC 10 + your caster level + your
Simply by looking at a creature, you can determine if it is a Charisma bonus) or be unable to shape a soulmeld, bind a
divine or arcane caster, whether it has any spell-like soul meld or magic item to a chakra, or invest or reallocate
abilities, and the highest spell or spell-like abilities it essentia.
knows. You can choose to exempt allied creatures from the effects
This is a supernatural ability. of this aura.
When you use the voidsense invocation, you gain blindsight This is a supernatural ability.
60 feet. You are immune to the soulless aura and consume soul
You receive a bonus on all Listen, Sense Motive, and Spot abilities of soul eaters.
checks equal to double your Wisdom modifier or +6, This is an extraordinary ability.
whichever is greater. When you use the drain incarnum or steal incarnum
This is an extraordinary ability. invocations, the amount of incarnum damage or drain is
Normal: The voidsense invocation grants blindsense 30 doubled.
feet. Using this ability is part of the casting of the casting of
those invocations.
The DCs of all saving throws for your incarnum-related
SHADOWMASTER [EPIC] invocations increase by 2.
You have walked the path of shadows, and now you have Every point of essentia invested in this invocation increases
mastered its secrets. the DC of your incarnum-related invocations by 1.
Prerequisites: Spellcraft 24 ranks, beshadowed blast, dark Once the amount of essentia invested is chosen, it cannot
discorporation, darkness, enervating shadow. be altered and remains invested for 24 hours.
Benefit: You can create streaking masses of shadow If the invocation is dispelled during this time, the essentia
around your form, providing you with a 50% miss chance investment remains in place, taking effect once again when
against all attacks (as displacement). you activate the invocation.
Activating this ability requires a standard action. Activating this ability requires a standard action.
186
You can communicate telepathically with any creature Benefit: You gain access to ceremonies based on your
within 100 feet that has a language. ranks in Knowledge (religion).
This is a supernatural ability. Each ceremony allows you to provide up to five allies with
You gain 3 points of essentia when you take this feat. malevolent energy.
Each rite takes 6 minutes to perform, and requires unholy
VERMINLORD [] water and the dung of an evil creature (see below).
Each participant stands at one of five points, forming a
You have unparalleled insight into the ways of vermin. pentagram with you in the center.
Prerequisites: Spellcraft 24 ranks, spiderwalk, summon The effects of each ceremony last for 24 hours unless
swarm, tenacious plague. otherwise noted.
Benefit: You can summon ten swarms of centipedes (as Dark Pact (6 ranks): You spew the hateful words of true
creeping doom). wickedness, investing the malevolence of the Lower Planes
You add your Charisma modifier to the poison save DC of in the gathering.
the swarm. You create a pool of reserve hit points equal to your class
The attacks of any centipede swarms summoned are treated level the number of participants.
as magic weapons for the purpose of overcoming damage Henceforth, all participants can draw a number of hit
reduction. points equal to their class level from this pool as an
They also bypass damage reduction based on your immediate action.
alignment. These reserve hit points can only be used to recover lost hit
If you are a chaotic good warlock, your swarms bypass points, so any drawn in excess of the characters maximum
chaotic, good, and magic damage reduction. hit point total are wasted.
Activating this ability requires a standard action. When the pool is depleted, the effects of the ritual end.
When you use the summon swarm and tenacious plague Anoint the Wicked (9 ranks): Your filthy words imbue your
invocations, the summoned creatures bypass damage allies with an incredible sense of purpose, enough to
reduction in the way listed above. quench any misgivings.
Using this ability is part of the casting of those invocations. Each participant gains a +4 morale bonus on checks made
You can also control the actions of vermin creatures. to oppose Intimidate checks and on saving throws against
This functions as dominate monster, but it affects vermin spells and spell-like effects that have the fear descriptor.
only. Shield of the Godless (12 ranks): In a sharp voice, you speak the
This lasts for a number of days equal to your caster level. reversed names of thirteen good deities, denying their
Activating this ability requires a standard action. existence and imbuing your allies with wards of unbelief.
Vermin view you as one of their kind. Each participant gains a +4 morale bonus on saving throws
A vermin will never attack you willingly, unless you against divine spells.
provoke it or its kin. The participants also gain damage reduction 5/ against
This is an extraordinary ability. smite attacks made against them.
In addition, if any participant is affected by a divine spell,
all participants within 60 feet gain a +2 morale bonus on
EXEMPLARS OF EVIL (3.5) attack rolls and damage rolls for 1 round.
187
Creatures that attempt to grapple you or that successfully This ceremony requires rare herbs worth 50 gp.
attack you with a natural weapon or an unarmed strike take Inviolate Link (12 ranks): Using a concoction of blood and
1d6 points of damage for each hit or round of sustained hair from each participant mixed with rare herbs and
contact. diamond dust, you paint an eye onto the forehead of each
Special: You can select this feat multiple times. ally.
Each time, it applies to a new type of energy that you have As long as they remain within 100 feet of you, none of you
selected for the Energy Substitution feat. can be caught flat-footed unless all of you are, and none of
you can be flanked unless all of you are.
EVASIVE MANEUVERS [] This ceremony requires a bit of blood and hair from each
participant, rare herbs worth 50 gp, and diamond dust
You can vanish into the confusion created by area spells. worth 100 gp.
Prerequisites: Caster level 11th, evasion, Cunning
EvasionPH2, Spell Focus (illusion), ability to cast invisibility.
Benefit: Once per encounter, if you are caught within an GENEROUS SACRIFICE []
area attack whose damage you completely avoid due to You can relieve your afflictions by donating them to an ally.
evasion or improved evasion, you can cast a prepared or Prerequisites: Evil, Con 15.
known invisibility spell as an immediate action. Benefit: Whenever you gain one or more negative levels,
you can transfer some or all of them to a willing creature
EVIL BRAND [VILE] that you touch.
You are physically marked forever as the servant of an evil
power greater than yourself. GRUESOME FINISH []
The symbol is unquestionable in its perversity, depicting a You deliver a terrifying blow to finish off a victim and
depravity so unthinkable that all who see it know beyond a strike fear into the hearts of your enemies.
doubt that you serve an evil patron. Prerequisite: Base attack bonus +6.
Benefit: Evil creatures automatically recognize the Benefit: Whenever you make a full attack and reduce an
symbol now emblazoned upon you as a sign of your utter opponent to 0 or fewer hit points, you can give up any
depravity and your discipleship to a powerful creature of remaining attacks you have in the round to force the target
evil, although the brand does not necessarily reveal your to make a Fortitude save (DC 10 + 1/2 your level + your Cha
patrons identity. modifier).
You gain a +2 circumstance bonus on Diplomacy and If the target fails the save, he dies instead of becoming
Intimidate checks made against evil creatures. disabled, and all creatures within 30 feet must succeed on
Will saves against the same DC or become sickened for 1
FELL CONSPIRACY [CEREMONY] round.
Special: You can use this feat only if you have still have
You forge a connection with a target to ease one or more attacks left in a round after reducing your
communications and to keep you apprised of developments target to 0 or fewer hit points.
in the field.
Prerequisites: Wis 13, Knowledge (religion) 4 ranks.
Benefit: You gain access to ceremonies based on your HELLSWORN [VILE]
ranks in Knowledge (religion). You have made a pact with a foul devil from the Nine Hells.
These ceremonies forge a link between participants who In exchange, you can channel the power of that dreadful
work toward a common cause. plane.
During each ceremony, all participants huddle together Prerequisites: Evil, Knowledge (the planes) 9 ranks,
and speak in hushed tones, conveying the dark purpose of Evil Brand, Weapon Focus.
the conspiracy. Benefit: You gain the extraplanar subtype.
Each ceremony takes 20 minutes, and its effects last for 24 Your native plane is now the Nine Hells of Baator, and you
hours. can select one of the following infernal gifts.
Common Cause (4 ranks): You confide in each ally, Hells Fury: Once per round, as a free action, you can
whispering your plans into his ear. designate a single target that you can see.
Once you have finished, you nick each others ears with a Your melee attacks and ranged attacks against that target
sharp blade (no damage). if made with a weapon for which you have the Weapon
Henceforth, each participant can cast the message spell at Focus featdeal an extra 1d6 points of unholy damage.
will at your caster level. Brimstone Caress: When casting spells or spell-like effects
This ceremony requires a masterwork dagger. that have the evil descriptor, your caster level increases by
Conspiratorial Bond (8 ranks): You concoct a paste of potent 1.
herbs and apply it to the eyes and ears of all participants, Once per encounter, you can increase the save DC of any
including yourself. spell you cast by 1.
While doing so, you intone a resonating, rhythmic If the spell deals damage, half the damage dealt is unholy.
incantation. Special: If you are slain, your soul is dragged to the Nine
All participants gain a +2 bonus on Listen checks and Spot Hells of Baator.
checks for every other participant in range. You cannot be restored to life by any means short of a
In addition, all participants within 100 feet can miracle or wish spell.
communicate telepathically.
188
MAIMING STRIKE [] Benefit: Whenever you confirm a critical hit while
wielding a melee weapon for which you have the Improved
You can make dreadful attacks that disfigure your Critical feat, you can forego the extra damage and wrack the
opponents.
target with pain instead.
Prerequisites: Evil, sneak attack +2d6. For a number of rounds equal to the weapons critical
Benefit: Whenever you make a successful sneak attack on multiplier, the target takes a 3 penalty on attack rolls,
a target creature, you can reduce your extra damage and weapon damage rolls, saving throws, ability checks, and
deal Charisma damage instead. skill checks.
For every 2 dice of extra damage that you sacrifice, your
attack deals 1 point of Charisma damage.
UNCANNY FORETHOUGHT []
MASK OF GENTILITY [] You cunningly prepare your spells for any exigency.
Prerequisites: Int 17, Spell Mastery.
You cunningly hide your true motives and nature behind a Benefit: When preparing your daily allotment of spells,
facade of camaraderie and gentility. you can reserve a number of spell slots equal to your
Prerequisites: Cha 15, Bluff 9 ranks, Disguise 9 ranks. Intelligence modifier.
Benefit: If you are subjected to a divination spell that As a standard action, you can use one of these slots to cast a
normally would reveal your alignment, your alignment spell that you selected for the Spell Mastery feat.
registers as neutral. The level of the slot used must be equal to or greater than
In addition, if someone tries to use the Sense Motive skill the level of the spell you intend to cast.
to get a hunch about your purpose or nature, she must Alternatively, as a full-round action, you can use a reserved
succeed on a DC 30 check to obtain an accurate impression. slot to cast any spell that you know.
Normal: Getting a hunch requires a DC 20 Sense Motive The spell is resolved as normal, but for the purpose of the
check. spell, your caster level is reduced by two.
The level of the slot used must be equal to or greater than
PROTEUS [] the level of the spell you intend to cast.
You are a master of masking your features behind a myriad
of disguises.
Prerequisites: Caster level 10th, Spell Focus (illusion). EXPANDED PSIONICS
Benefit: You can sacrifice a prepared spell to cast any
lower-level illusion (glamer) spell. HANDBOOK (3.5)
In addition, you can cast a prepared illusion (glamer) spell
as an immediate action by sacrificing another spell of the
same level. MAIN SECTION FEATS
198 Prerequisite: Str 13, Psionic Fist, base attack bonus +5.
Likewise, you could tumble along the wall to avoid attacks EPIC PSIONIC FOCUS [EPIC, PSIONIC]
of opportunity.
You can expend your psionic focus to greater effect.
Prerequisites: Character level 21st, ability to manifest
WIDEN POWER [METAPSIONIC] powers of the normal maximum power level in at least one
You can increase the area of your powers. psionic class.
Benefit: To use this feat, you must expend your psionic Benefit: When you expend your psionic focus, you can
focus (see the Concentration skill description, page 37). simultaneously use two feats that require a psionic focus to
You can alter a burst, emanation, line, or spread-shaped be expended, instead of just one.
power to increase its area. The feats must be stackable (for instance, Burrowing Power
(Powers that do not have an area of one of these four sorts and Extend Power could both be used together on the same
are not affected by this feat). power).
Any numeric measurements of the powers area increase by You must still spend the requisite power points required to
100%. use each metapsionic feat, and you cannot exceed the
For example, an energy burst power (which normally power point limit set by your manifester level.
produces a 40-foot-radius spread) that is widened now fills Special: You can take this feat multiple times.
an 80-foot-radius spread. Each time you do so, you can simultaneously use one
Using this feat increases the power point cost of the power additional feat that requires a psionic focus to be expended.
by 4.
The powers total cost cannot exceed your manifester level. IMPROVED MANIFESTATION [EPIC, PSIONIC]
You increase your power point reserve.
WILD TALENT [GENERAL] Prerequisites: Character level 21st, ability to manifest
Your mind wakes to a previously unrealized talent for powers of the normal maximum power level in at least one
psionics. psionic class.
Benefit: Your latent power of psionics flares to life, Benefit: When you select this feat, you gain 19 power
conferring upon you the designation of a psionic character. points.
As a psionic character, you gain a reserve of 2 power points Special: You can gain this feat multiple times.
and can take psionic feats, metapsionic feats, and psionic Each time you do so, you gain an additional number of
item creation feats. power points equal to your previous benefit +2.
You do not, however, gain the ability to manifest powers
simply by virtue of having this feat. IMPROVED METAPSIONICS [EPIC, PSIONIC]
You can manifest powers using metapsionic feats more
WOUNDING ATTACK [PSIONIC] easily than normal.
Your vicious attacks wound your foe. Prerequisites: Character level 21st, four metapsionic
Prerequisite: Base attack bonus +8. feats, Psicraft 30 ranks.
Benefit: To use this feat, you must expend your psionic Benefit: Metapsionic powers you manifest cost 2 power
focus (see the Concentration skill description, page 37). points less than normal (to a minimum of 1 power point).
You can make an attack with such vicious force that you For instance, you could manifest a quickened power as a
wound your opponent. power that costs only 4 more power points rather than 6
A wound deals 1 point of Constitution damage to your foe more power points.
in addition to the usual damage dealt. This feat has no effect on metapsionic powers that inflate
You must decide whether or not to use this feat prior to the cost by only 2 power points.
making an attack. Special: You can gain this feat multiple times.
If your attack misses, you still expend your psionic focus. The effects stack, though you cant lower the cost of any
metapsionic power to less than 1 power point.
EPIC FEATS
POWER KNOWLEDGE [EPIC, PSIONIC]
EPIC EXPANDED KNOWLEDGE [EPIC, PSIONIC] You add two additional powers to your list of powers
known.
You learn another power. Prerequisites: Character level 21st, ability to manifest
Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one
powers of the normal maximum power level in at least one psionic class.
psionic class. Benefit: You learn two new powers of any level up to the
Benefit: You learn one additional power at any level up to highest level of power you can manifest.
the highest level of power you can manifest. The powers you select must be on your class list or the list
You can choose any power, even one that is part of another for your discipline.
disciplines list or another classs list. Special: You can gain this feat multiple times.
Special: You can gain this feat multiple times. Each time, you learn two new powers at any level up to the
Each time, you learn one new power at any level up to the highest level of power you can manifest.
highest level of power you can manifest.
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PSICRYSTAL POWER [EPIC, PSIONIC]
Your psicrystal can manifest a power.
FAITHS AND PANTHEONS
Prerequisites: Character level 21st, Intelligence 25 or
Charisma 25 (depending on which is your key ability score (3.0)
for manifesting).
Benefit: Choose one power you know of 8th level or
lower.
MAIN SECTION FEATS
Your psicrystal can now manifest this power once per day at
your manifester level (the psicrystal gains sufficient power DIVINE MIGHT [DIVINE]
points to manifest the power once). You can channel energy to increase your damage in
You cannot bestow a power upon your psicrystal if the combat.
power normally has any experience point cost. Prerequisites: Ability to turn or rebuke undead, Cha 13,
Special: You can gain this feat multiple times. Str 13, Power Attack.
Each time you take the feat, you can give your psicrystal Benefit: Spend one of your turn/rebuke undead attempts
knowledge of a new power (and it gains sufficient power to add your Charisma modifier to your weapon damage for
points to manifest that power once). a number of rounds equal to your Charisma modifier.
All power points gained by a psicrystal from multiple This is a supernatural ability.
applications of this feat go into its reserve and can be used
to manifest the powers it knows as you desire.
For instance, you can give your psicrystal an 8th-level DIVINE VENGEANCE [DIVINE]
power (cost 15 power points) and a 4th-level power (cost 7 You channel energy to do additional energy damage in
power points). combat against undead.
It gains a reserve of 22 power points, which it could use to Prerequisites: Ability to turn undead, Extra Turning.
manifest each power once, or it could manifest the 4th-level Benefit: Spend one of your turn undead attempts to add
power three times. 7d6 points of sacred energy-damage to all your successful
melee attacks against undead until the end of your next
action.
SIDEBAR FEATS This is a supernatural ability.
200
If youre not a cleric, you may choose a number no higher Only divine spells can be cast as sacred spells.
than your effective cleric level (for instance, a paladin could
choose a number up to two less than his paladin level). SUPERIOR EXPERTISE [GENERAL]
If a prestige class increases your effective turning level, use
your effective turning level. You have mastered the art of defense in combat.
Prerequisites: Int 13, Expertise, base Attack bonus +6.
Benefit: When you use the Expertise feat to improve
JACK OF ALL TRADES [GENERAL] your Armor Class, the number you subtract from your
Youve picked up a smattering of even the most obscure attack and add to your AC can be any number that does not
skills. exceed your base attack bonus.
Prerequisites: Character level 8th. This feat eliminates the +5 maximum for the Expertise feat.
Benefits: You can use any skill untrained, even those that
normally require training to use.
SIDEBAR FEATS
LYCANTHROPIC SPELL [GENERAL]
LEADERSHIP FEAT OPTIONS []
You cast spells while in your lycanthropic animal form.
Prerequisites: Lycanthrope, Improved Control Shape
feat or Control Shape 8 ranks.
Benefit: You complete the verbal and somatic
components of spells while in your lycanthropic animal
form.
For example, while in the form of a wolf, you could
substitute barks and gestures with your paws for the
normal verbal and somatic components of a spell.
You can use any material components or focuses that you
can hold with an appendage of your current form.
This feat does not permit the use of magic items while in a
form that could not ordinarily use them, and you do not
gain the ability to speak in your lycanthropic form.
210
Regions: Chessenta, Halruaa, Lantan, Mulhorand, Benefit: Choose a nonexclusive skill you do not have as a
Unther. class skill.
Benefit: Choose one arcane spellcasting class. You gain a +2 bonus on all checks with that skill, and that
This class is a favored class for you in addition to any other skill is always considered a class skill for you.
favored class you select. Special: You may take this feat multiple times.
For example, a multiclassed human fighter/rogue could Its effects do not stack.
add levels of wizard without incurring any experience Each time you take the feat, it applies to a new skill.
penalty for multiclassing in three classes.
Special: You may only take this feat as a 1st-level COURTEOUS MAGOCRACY [GENERAL]
character.
You were raised in a land where mighty wizards order
affairs.
ARTIST [GENERAL] Where powerful spellcasters are common, cautious
You come from a culture in which the arts, philosophy, and courtesy is the norm and everyone has an eye for magic
music have a prominent place in society. goods.
Region: Chessenta, Evermeet, Waterdeep, rock gnome. Region: Evermeet, Halruaa.
Benefit: You gain a +2 bonus on all Perform checks and to Benefit: You receive a +2 bonus on all Diplomacy and
one Craft skill that invokes art (your choice) such as Spellcraft checks.
calligraphy, painting, sculpture, or weaving.
CREATE PORTAL [ITEM CREATION]
BLOODED [GENERAL] You have learned the ancient craft of creating a portal, a
You know what it means to fight for your life, and the value permanent magic device that that instantaneously
of quick wits and quicker reactions when blades are bared transports those who know its secrets from one locale to
and deadly spells chanted. another.
Enemies find it difficult to catch you off guard. Faern is riddled with portals.
Regions: Dalelands, Nelanther Isles, Sembia, Prerequisite: Craft Wondrous Item.
Silverymoon, Tethyr, Vaasa. Benefit: You can create any portal whose prerequisites
Benefit: You get a +2 bonus on Initiative and a +2 bonus you meet.
on all Spot checks. Crafting a portal takes one day for each 1,000 gp in its base
price.
BLOODLINE OF FIRE [GENERAL] To craft a portal, you must spend 1/25 of its base price in XP
and use up raw materials costing half of this base price.
You are descended from the efreet who ruled Calimshan See Chapter 2: Magic for details of portal creation.
for two millennia. Some portals incur extra costs in material components or XP
The blood of these fire-spirits runs thick in your veins. as noted in their descriptions.
Region: Calimshan. These costs are in addition to those derived from the portals
Benefit: You receive a +4 bonus on saving throws against base price.
fire effects.
You also add +2 to the DC of saving throws for any sorcerer
spells with the fire descriptor that you cast. DAYLIGHT ADAPTATION [GENERAL]
This benefit stacks with the Spell Focus feat if the spell you Through long exile from the shadowed homelands of your
cast is from your chosen school. kind, you have learned to endure the painful sunlight of
Special: You may only take this feat as a 1st-level the surface world.
character. Region: Drow, gray dwarf, ore.
Benefit: If you are a type of creature that suffers
circumstance penalties when exposed to bright light (such
BULLHEADED [GENERAL]
as a drow or duergar), you no longer suffer those penalties,
The stubbornness and determination of your kind is whether the light comes from natural or magical sources of
legendary. illumination.
You are exceptionally headstrong and difficult to sway from
your intended course.
Regions: Damara, Dragon Coast, the Great Dale, DELAY SPELL [METAMAGIC]
Moonshaes, Narfell, Nelanther Isles, Rashemen, Vaasa, You can cast spells that take effect after a short delay of
Western Heartlands, gold dwarf, gray dwarf, shield dwarf. your choosing.
Benefit: You receive a +1 bonus on Will saves and a +2 Prerequisite: Any other metamagic feat.
bonus on Intimidate checks. Benefit: A delayed spell doesnt activate until 1 to 5
rounds after you finish casting it.
You determine the delay when casting the spell, and it
COSMOPOLITAN [GENERAL]
cannot be changed once set.
Your exposure to the thousand forking paths of the city has The spell activates just before your turn on the round you
taught you things you ordinarily would never have designate.
uncovered. Only area, personal, and touch spells may be affected by
Regions: Amn, Waterdeep. this feat.
211
Any decisions you would make about the spell, including Regions: Chult, Cormyr, Damara, the Lake of Steam, the
attack rolls, designating targets, or determining or shaping North, the Moonsea, Tashalar, Tethyr, Vaasa, shield dwarf,
an area, are decided when the spell is cast. wood elf.
Any effects resolved by those affected by the spell, Benefit: Your homeland dictates the type of foe you have
including saving throws, are decided when the spell trained against.
triggers. When fighting monsters of that race, you gain a +1
If conditions change between casting and effect in such a competence bonus on damage rolls with melee attacks and
fashion as to make the spell impossiblefor example, the on ranged attacks at ranges of up to 30 feet, and you act as if
target you designate leaves the spells maximum range or you had the Improved Critical feat for the weapon you are
area before it goes offthe spell fails. using.
A delayed spell may be dispelled normally during the delay, This benefit does not stack with the Improved Critical feat.
and can be detected normally in the area or on the target Special: In Cormyr, Damara, Tethyr, Vaasa, or as a shield
with spells such as detect magic. dwarf, your traditional foes are goblinoidsgoblins,
A delayed spell uses up a spell slot three levels higher than hobgoblins, and bugbears.
the spells actual level. In Chult and Tashalar, this feat applies to lizardfolk and
yuan-ti.
DISCIPLINE [GENERAL] Wood elves train against gnolls.
In the Lake of Steam, the North, and the Moonsea, this feat
Your people are admired for their single-minded applies to orcs and half-orcs.
determination and clarity of purpose. You may take this feat multiple times.
You are difficult to distract by spell or blow. Its effects do not stack.
Regions: Aglarond, Anauroch, Cormyr, Impiltur, Thay, Each time you take the feat you must qualify for learning
strongheart halfling, sun elf, rock gnome. regional feats in a land that hunts a different creature from
Benefit: You gain a +1 bonus on Will saves and a +2 that specified by the regional feat or feats you already have.
bonus on Concentration checks.
FORESTER [GENERAL]
EDUCATION [GENERAL]
Faerns great forests stretch for hundreds of mites across
Some lands hold the pen in higher regard than the sword. the northlands.
In your youth you received the benefit of several years of You are knowledgeable about the secrets of the forest and
more or less formal schooling. wise in its ways.
Regions: Amn, Chessenta, Cormyr, Evermeet, Lantan, Regions: Chondalwood, Dalelands, the Great Dale, the
Mulhorand, Sembia, Silverymoon, Waterdeep, moon elf, High Forest, ghostwise halfling, moon elf, wild elf, wood
sun elf. elf.
Benefit: All Knowledge skills are class skills for you: You Benefit: You receive a +2 bonus on all Heal checks and a
get a +1 bonus on all skill checks with any two Knowledge +2 bonus on all Wilderness Lore checks.
skills of your choosing.
Special: You may only take this feat as a 1st-level
character. GREATER SPELL FOCUS [GENERAL]
Choose a school of magic to which you already have
ETHRAN [GENERAL] applied the Spell Focus feat.
Your spells of that school are even more potent than
You have been initiated into the secrets of the Witches of normal.
Rashemen as a member of the Ethran, the untried. Prerequisite: Spell Focus.
Prerequisites: Female, Charisma 11+, spellcaster level Benefit: Add +4 to the DC for all saving throws against
1st+, society approval. spells from the school of magic you select to focus on.
Region: Rashemen. This overlaps (does not stack with) the bonus from Spell
Benefit: You are a respected member of the Witches of Focus.
Rashemen. Special: You can gain this feat multiple times.
You gain a +2 bonus on Animal Empathy and Intuit Its effects do not stack.
Direction checks. Each time you take the feat, it applies to a new school of
When dealing with other Rashemi, you gain a +2 bonus on magic.
any Charisma-based skill checks.
Acquiring this feat requires the approval of the DM and
remaining in good standing with the witches of Rashemen. GREATER SPELL PENETRATION [GENERAL]
If you lose their approval, you lose all benefits of this feat. Your spells are especially potent, defeating spell resistance
more readily than normal.
FOE HUNTER [FIGHTER, GENERAL] Prerequisite: Spell Penetration.
Benefit: You get a +4 bonus on caster level checks (1d20 +
In lands threatened by evil nonhumans, many warriors caster level) to beat a creatures spell resistance.
learn ways to fight effectively against these creatures. This overlaps (does not stack with) the bonus from Spell
You have served as a member of a militia or military unit Penetration.
devoted to protecting your home from the fierce raiders
who trouble the area.
212
HORSE NOMAD [FIGHTER, GENERAL] Familiar Special Abilities: Use Table 319: Familiar Abilities
in the Players Handbook to determine additional abilities as
You have been raised in a culture that relies upon riding you would for a normal familiar.
and shooting for survival.
Regions: Hordelands, the Shaar, Vaasa (the Ride only).
Benefit: You get Martial Weapon Proficiency (composite INNATE SPELL [GENERAL]
shortbow) and a +2 bonus on all Ride checks. You have mastered a spell so thoroughly you can now cast it
as a spell-like ability.
IMPROVED COUNTERSPELL [GENERAL] Prerequisites: Quicken Spell, Silent Spell, Still Spell.
Benefit: Choose a spell you can cast.
You understand the nuances of magic to such an extent that You can now cast this spell at will as a spell-like ability,
you can counter your opponents spells with great once per round, without needing to prepare it.
efficiency. One spell slot eight levels higher than the innate spell is
Benefit: When counterspelling, instead of using the exact permanently used to power it.
spell you are trying to counter, you may use a spell of the (Note that spell slots above 9th level can be achieved with
same school that is one or more levels higher than the the rules in the upcoming Epic-Level Campaigns book).
target spell. If the innate spell has an XP component, you pay the XP
cost each time you use the spell-like ability.
IMPROVED FAMILIAR [GENERAL] If the innate spell has a focus, you do not need the focus to
So long as you are able to acquire a new familiar, you may use the spell-like ability.
choose your new familiar from a nonstandard list. If the innate spell has a costly material component (see the
Prerequisite: Ability to acquire a new familiar, spell description), you need an item worth TO times that
compatible alignment. cost to use as the focus for the spell-like ability.
Benefit: When, choosing a familiar, the following If the innate spell has a material component with negligible
creatures are also available to you. cost, you Jo not need the material component to use the
You may choose a familiar with an alignment up to one step spell-like ability.
away on each of the alignment axes (lawful through Since an innate spell is a spell-like ability and not an actual
chaotic, good through evil). spell, a cleric cannot convert it to a cure spell or an inflict
The improved familiar is magically linked to its master just spell, nor can it be converted to 3 signature spell (see the
like a normal familiar. Signature Spell feat).
The familiar uses the basic statistics for a creature of its Divine spellcasters who become unable to cast divine spells
kind, as given in the Monster Manual or Chapter 9: cannot use divine innate spells.
Monsters of this book, with these exceptions: Special: You can choose this feat more than once,
Hit Points: One-half the masters total or the familiars selecting another spell each time.
normal total, whichever is higher. You have to pay the costs in spell slots, focuses, and
Attacks: Use the masters base attack bonus or the familiars, material components for each innate spell you acquire.
whichever is better.
Use the familiars Dexterity or Strength modifier, INSCRIBE RUNE [ITEM CREATION]
whichever is greater, to get the familiars melee attack You can create magic runes that hold spells until triggered.
bonus with unarmed attacks. Prerequisite: Intelligence 13+, appropriate Craft skill,
Damage equals that of a normal creature of that kind. divine spellcaster level 3rd.
Special Attacks: The familiar has all the special attacks of its Benefit: You can cast any divine spell you have prepared
kind. as a rune.
Special Qualities: The familiar has all the special qualities of The caster must have prepared the spell to be scribed and
its kind. must provide any material components or focuses the spell
requires.
If casting the spell would reduce the casters XP total, he
pays the cost upon beginning the rune in addition to the
XP cost for making the rune itself.
Likewise, material components are consumed when he
begins writing, but focuses are not.
See the Rune Magic section in Chapter 2: Magic for the
details of runes and rune magic.
A single object of Medium-size or smaller can hold only
one rune.
Larger objects can hold one rune per 25 square feet (an area
5 feet square) of surface area.
Runes cannot be placed on creatures.
The rune has a market price of the spell level caster level
100 gp (a 0-level spell counts as 1/2 level).
You must spend 1/25 of its market price in XP and use up
Saving Throws: The familiar uses the masters base save
raw materials costing half this market price.
bonuses if theyre better than the familiars.
A runes market value equals its base price.
Skills: Use the normal skills for a creature of its kind. 213
INSIDIOUS MAGIC [METAMAGIC] You are treated as a wizard of your arcane spellcaster level
(minimum 1st level) for determining the range at which
You can use the Shadow Weave to make your spells harder these spells can be cast.
for Weave users to detect. Special: You may only take this feat as a 1st-levcl
All creatures employing spells or spell-like abilities are character.
considered to he Weave users unless they possess the
Shadow Weave Magic feat.
Prerequisite: Shadow Weave Magic. MERCANTILE BACKGROUND [GENERAL]
Benefit: When a Weave user employs a divination spell, Powerful trading costers and craft guilds control the wealth
spell-like ability, or magic item (such as detect magic) that and commerce of Faerns lands.
may detect the magical aura of one of your spells, the You come from a family that excels at a particular trade and
Weave user must make a level check (DC 11 + your caster knows well the value of any kind of trade good or
level) to successfully detect your spells. commodity.
Similarly, a Weave user attempting to use a divination such Regions: Impiltur, Lake of Steam, Lantan, Sembia,
as see invisibility to reveal the effects of one of your spells Tashalar, Tethyr, Thesk, the Vast, deep gnome, gray dwarf.
must make a level check to reveal your spells effects. Benefit: You gain a +2 bonus on all Appraise checks and a
The Weave user can check only once for each divination +2 bonus on skill checks in the Craft or Profession skill of
spell used, no matter how many of your spell effects are your choice.
operating in an area.
This benefit does not extend to spells you cast from the
schools of Evocation or Transmutation. MILITIA [GENERAL]
From now on, your ability to detect Weave magic is You served in a local militia, training with weapons suitable
impaired. for use on the battlefield.
Any divination spell you use against a Weave effect is Region: Dalelands, Impiltur, Luiren, strongheart halfling.
successful only if you make a level check against a DC of 9 + Benefit: You get Martial Weapon Proficiency (longbow)
the casters level. and Martial Weapon Proficiency (longspear).
This penalty does not extend to Enchantment, Illusion, or In Luiren, this feat applies to Martial Weapon Proficiency
Necromancy effects. (shortbow) and Martial Weapon Proficiency (short sword)
(You detect them normally). instead of longbow and longspear.
221
Only one kind of damage or effect from the path of the
GHOSTWALK (3.0) corrupter applies from each attack.
You may use this attack once per day per character level.
You do not have to use this ability when you touch another
MAIN SECTION FEATS creature, and creatures that touch you do not take this
ability damage.
AGONY TOUCH [GHOST, CORRUPTER] Normal: A ghosts touch attack normally deals no
damage.
Choose one physical ability score (Strength, Dexterity, or Special: You can gain this feat multiple times.
Constitution). Its effects do not stack.
When you touch a creature, you can deal damage to this Each time you take the feat, it applies to a different ability
ability score. score.
Prerequisites: Corrupting Touch, Cha 11.
Benefit: You can make a touch attack that deals 1d4
points of temporary ability damage to the selected ability CIRCLE MAGIC [GENERAL]
score of a target. You know how to use your connection to Galaedros the
When you are manifested fully or attacking incorporeal Wood God to channel magical power to another spellcaster
opponents, you add your Strength modifier to attack rolls. of your faith.
When you are incorporeal, you add your Dexterity modifier Prerequisite: Divine spellcaster with Galaedros as a
to attack rolls. patron deity.
If the attack scores a critical hit, the damage is doubled Benefit: You may participate in circle magic.
(ghosts are not subject to critical hits). You gain a +2 bonus on Wilderness Lore checks.
action as if using the alter self spell, but cannot change the
CONTROL VISAGE [GHOST, HAUNT] actual appearance of your ghost body.
Thus, you could appear to wear a travelers outfit, a cold
Your ghost body is shaped as if you were alive and weather outfit, or even a royal outfit.
unharmed, and you can control what your ghost body You do not receive any of the penalties or bonuses on
appears to wear. Charisma-based skill checks that a corpse-like ghost would
Benefit: When you return from death as a ghost, you look take because of the means of its death.
like a semitransparent version of your body in the peak of You gain a +1 bonus on Bluff, Diplomacy, Gather
health. Information, Intimidate, and Perform checks, and
As a supernatural ability, you may change your ghostly Charisma checks made to alter an NPCs attitude.
clothing, armor, weapons, and equipment as a standard
222
Normal: A ghost without this feat appears as she did at CORRUPTING TOUCH [GHOST, CORRUPTER]
the moment of her death, with wounds and other trauma
visible on her ghost body. Your touch can damage creatures.
This affects creatures that see the ghost, as described in the Benefit: You can make a touch attack that deals 1d4
Faces of Death sidebar (earlier in this chapter). points of damage to a creature.
When you are manifested fully or attacking incorporeal
opponents, you add your Strength modifier to attack rolls.
CORPSE MALEVOLENCE [GHOST, When you are incorporeal, you add your Dexterity modifier
DOMINATOR] to attack rolls.
You can possess and animate dead bodies. If the attack scores a critical hit, the damage is doubled
Prerequisite: Ghost Ride. (ghosts are not subject to critical hits).
You do not have to use this ability when you touch another
Benefit: As Ghost Ride, except that you may possess a
creature, and creatures that touch you do not take this
relatively intact corpse (sufficient to make a zombie).
damage.
You may not possess corporeal undead with this ability.
You use the corpses physical ability scores, modified as Normal: A ghosts touch attack normally deals no
follows: Str 2, Dex 4, Con (the corpse has no damage.
Constitution score).
The corpse does not get a saving throw to resist your DANCING BLADE [FIGHTER]
possession attempt unless it is being held by another You have an energetic fighting style modeled after
creature. traditional Salkirian dancing.
You are still subject to the time limit of the Ghost Ride feat. Prerequisites: Proficient in rapier, Perform (dance) 1
Possessing a corpse allows you to use its natural abilities, rank, base attack bonus +1.
but not any other abilities it had in life that required special Benefit: When fighting with a rapier with the full attack
knowledge or skill, including feats, skills, spells, or action, you gain a +1 bonus on attack rolls with that
extraordinary, spell-like, or supernatural abilities. weapon.
The body gains no benefit from any of its character levels
(so possessing a human corpse results in a body with 1 Hit
Die). DIEHARD [GENERAL]
It has hit points equal to the average for a creature of its You can remain conscious after attacks that would fell
type, not including any Constitution bonus it may have had others.
when alive. Prerequisites: Raised among the barbarians of
You give the body a semblance of life, but it is not truly Bazareene, Endurance.
alive and continues to decay at a normal rate. Benefit: If reduced to 1 to 9 hit points, you may remain
The body is not undead and does not use undead Hit Dice. conscious and take a single action each round.
You may roll each round to stabilize, and if you fail that roll,
CORRUPT ARCANE STUDIES [GENERAL] you lose 1 hit point.
If you reach 10 or fewer hit points, you die.
You have dabbled in strange magic that has increased your If you become stabilized, you are disabled until you are
power but adversely affected your mind. raised above 0 hit points.
Prerequisites: Sorcerer or wizard level 3rd, nongood Normal: A character without this feat is unconscious and
alignment. dying at 1 to 9 hit points.
Benefit: Add a +1 bonus to the DC for all sorcerer and
wizard spells you cast.
You get a +1 bonus on all caster level checks to overcome DIVINE ENERGY FOCUS [GENERAL]
spell resistance with your sorcerer and wizard spells. You have a gift for channeling positive or negative energy.
Special: Your magical research has taken its toll on your Prerequisites: Ability to turn or rebuke undead, Cha 13.
mind. Benefit: You gain a +2 bonus on turning checks and
When you acquire this feat, your Wisdom score is turning damage rolls.
immediately reduced by 2 points. Treat your cleric level as two higher than normal for the
Restorative spells (such as restoration or greater restoration) do purpose of determining if you destroy or command undead
not reverse this Wisdom loss. rather than just turning or rebuking them.
Part of the damage to your mind has resulted in behavioral
changes.
ECTOPLASM [GHOST, SHAPER]
You develop a fixation for dressing in black and gray
clothing. You can create ectoplasm, a gooey physical manifestation of
If at least three-fourths of what you are clothed in is not base supernatural spiritual energy.
black or gray, you lose the bonus to your DCs, but still Benefit: As a standard action, you can create enough
suffer the reduction in Wisdom. ectoplasm to fill a humans cupped hands (approximately 1
You are often plagued by horrible nightmares. pound, sufficient to coat a 5-foot-square area with a film).
Every night, you must succeed on a Wisdom check (DC 10 You may manifest this ectoplasm from your hands, eyes,
+ 1 per day since the last bout of nightmares) to stave off mouth, or any other part of your body.
these dark visions. Its color may be pale gray, light blue, light green, or pale
If you fail this check, you are unable to prepare arcane yellow.
spells for 24 hours.
223
Ectoplasm is ghost touch material and is either sticky or When you are incorporeal, you add your Dexterity modifier
slippery at its creators discretion. to attack rolls.
Ectoplasm decays into nothingness after 10 minutes. If the attack scores a critical hit, the number of negative
Special: A character with the Ectoplasm feat does not take levels is doubled (ghosts are not subject to critical hits).
the normal 5 penalty on Wilderness Lore checks when Bestowing negative levels does not heal you.
trying to track a manifested ghost. Only one kind of damage or effect from the path of the
A character with sticky ectoplasm on her hands and feet corrupter applies from each attack.
gains a +2 circumstance bonus on Climb checks (this bonus Negative levels remain until 24 hours have passed or until
does not stack with similar circumstance bonuses to removed with a spell such as restoration.
climbing, such as from a climbers kit). At that time, the afflicted opponent must attempt a
A character covered in slippery ectoplasm (10 pounds for a Fortitude save (DC 10 + 1/2 your HD + your Cha modifier).
Medium-sized creature, 5 pounds for a Small creature) On a success, the negative level goes away with no harm to
gains a +4 circumstance bonus on Escape Artist checks. the creature.
A character with this feat gains a +2 circumstance bonus on On a failure, the negative level goes away, but the creatures
Heal checks made to treat ghosts. level is also reduced by one.
A character with slippery ectoplasm on her feet gains a +2 A separate saving throw is required for each negative level.
circumstance bonus on Move Silently checks. You do not have to use this ability when you touch another
If she moves more than half her speed in a round, she must creature, and creatures that touch you do not gain negative
succeed on a Balance check (DC 10) in each round of levels.
movement or fall. Normal: A ghosts touch attack normally deals no
If she moves more than her speed in a single round, the DC damage.
for the Balance check increases to 15.
If sticky ectoplasm is placed on a weapon, the weapon is ETHEREAL SIDESTEP [GHOST, TRAVELER]
treated as a ghost touch weapon, but it deals only half
damage. You can teleport yourself a short distance.
Special properties on a weapon that create energy (such as Prerequisites: Incorporeal Form, Wis 11.
flaming, frost, or shock) destroy a coating of ectoplasm in 1d4 Benefit: As a standard action, you can transfer yourself up
rounds. to 30 feet from your current position, as the spell dimension
door.
EDUCATION [GENERAL]
EXPANDED POSSESSION [GHOST,
Some lands hold the pen in higher regard than the sword.
In your youth, you received the benefit of several years of DOMINATOR]
more or less formal schooling. You can ride or possess an additional type of creature.
Prerequisite: Raised in Tereppek. Prerequisite: Ghost Ride.
Benefit: All Knowledge skills are class skills for you. Benefit: Choose one type of creature, such as giants.
You get a +1 bonus on all skill checks with any two You may use any feat from the path of the dominator on
Knowledge skills of your choosing. that sort of creature as if it were a creature of your own
Special: You may take this feat only as a 1st-level type.
character. For example, a human who selected this feat and chose
giants would be able to use Ghost Ride on humanoids or
EMPOWER TURNING [GENERAL] giants.
Choosing a creature type that is not affected by mind-
You can turn or rebuke more undead with a single turning affecting abilities (such as constructs, oozes, and undead)
attempt. has no effect.
Prerequisites: Ability to turn or rebuke undead, Cha 13, Special: You can gain this feat multiple times.
Extra Turning. Each time, you choose a new type of creature to be affected.
Benefit: You can turn or rebuke more undead than usual,
but you have a harder time affecting undead with a larger
number of Hit Dice. EXTRA FAVORED ENEMY [GENERAL]
If you take a 2 penalty on your turning check, you can add You select an additional favored enemy.
+2d6 to your turning damage roll. Prerequisites: Base attack bonus +5, favored enemy.
This feat first appeared in Defenders of the Faith. Benefit: You add a new favored enemy to your list of foes
(see Table 314: Ranger Favored Enemies in the Players
ENERVATING TOUCH [GHOST, CORRUPTER] Handbook).
Initially, you gain the standard +1 bonus on certain skill
Your touch can bestow negative levels upon creatures. checks and on damage rolls against this new favored
Prerequisites: Corrupting Touch, nongood alignment, enemy.
Cha 15. When you advance beyond the level at which you gained
Benefit: You can make a touch attack that bestows one Extra Favored Enemy, this bonus increases as other favored
negative level upon a creature. enemy bonuses do (by +1 at 5th, 10th, 15th, and 20th ranger
When you are manifested fully or attacking incorporeal level).
opponents, you add your Strength modifier to attack rolls.
224
For example, suppose you select goblinoids as your first FOE HUNTER [FIGHTER, GENERAL]
favored enemy when you are a 1st-level ranger and magical
beasts as your second when you reach 5th level. You have been trained in the methods of fighting various
Then you take Extra Favored Enemy as your feat at 6th kinds of yuan-ti.
level and select aberrations. Benefit: When fighting yuan-ti, you gain a +1
At this point, you have a +2 bonus against goblinoids and a competence bonus on damage rolls for melee attacks and
+1 bonus against both magical beasts and aberrations. on ranged attacks at ranges of up to 30 feet, and you act as if
When you reach 10th level, your bonuses rise to +3 against you had the Improved Critical feat for the weapon you are
goblinoids and +2 against magical beasts and aberrations. using.
This feat first appeared in Masters of the Wild. This benefit does not stack with the Improved Critical feat.
A variation of this feat first appeared in the FORGOTTEN
REALMS Campaign Setting.
EXTRA SLOT [GENERAL]
You can cast an extra spell. FORCEFUL STAFF STYLE [FIGHTER, GENERAL]
Prerequisite: Spellcaster level 4th.
Benefit: You gain one extra spell slot in your daily You can stun people with your quarterstaff and push them
allotment. around after you stun them.
This extra slot is one level lower than the highest-level spell Prerequisites: Improved Unarmed Strike, Weapon
you can cast. Focus (quarterstaff).
For example, a 6th-level sorcerer gains an extra 2nd-level Benefit: You may use your quarterstaff to perform your
slot. stunning attack.
Once selected, the extra spell slot never changes level. If you succeed in stunning your opponent with a
For example, once the 6th-level sorcerer above becomes a quarterstaff attack, you may immediately perform a bull
10th-level sorcerer, this feat still gives him an extra 2nd- rush against that opponent as if you had not used your
level slot (because the feat was taken at 6th level), not a 4th- melee attack to hit the opponent with your staff.
level slot (one lower than his current highest level spell). If you have multiple attacks, you may attack before and
If you have more than one spellcasting class, the extra slot after the bull rush, as long as you did not move more than 5
only applies to one of those classes. feet.
Special: You can gain this feat multiple times. If you move more than 5 feet in a round, you cannot follow
Each time, you gain an extra spell slot at one level lower up an attack with a bull rush in this manner.
than the highest-level spell you can cast. For example, Jelana of Kreel is an 8th-level monk who gets
This feat first appeared in Tome and Blood. two attacks at base attack bonuses of +6 and +1.
In the current round, she attempts to make a stunning
attack with her quarterstaff.
EXTRA WILD SHAPE [GENERAL] She succeeds and the opponent is stunned, so she can
You can use wild shape more frequently than you normally immediately attempt a bull rush against the stunned
could. opponent.
Prerequisite: Ability to use wild shape. If she moves only the initial 5 feet, she may still use her
Benefit: You can use wild shape two more times per day second attack at a base attack bonus of +1 against the
than you otherwise could. stunned opponent or anyone in her new threatened area.
If you are able to wild shape into an elemental, you also Normal: See Bull Rush in Chapter 8 of the Players
gain one additional elemental wild shape use per day. Handbook.
Special: You can take this feat multiple times, gaining two
additional regular wild shapes and one additional elemental FREEZING TOUCH [GHOST, CORRUPTER]
wild shape (if you have this capability) each time.
Your touch is supernaturally cold.
This feat first appeared in Masters of the Wild.
Prerequisite: Corrupting Touch.
Benefit: You can make a touch attack that deals 1d6
FADE [GHOST, HAUNT] points of cold damage.
You can make your ghost body more diaphanous and When you are manifested fully or attacking incorporeal
difficult to detect. opponents, you add your Strength modifier to attack rolls.
Benefit: As a standard action, you can increase your racial When you are incorporeal, you add your Dexterity modifier
bonus on Hide checks from being a ghost to +8 for 1 to attack rolls.
minute. If the attack scores a critical hit, the damage is doubled
(ghosts are not subject to critical hits).
Only one kind of damage or effect from the path of the
FAST WILD SHAPE [SPECIAL] corrupter applies from each attack.
You can assume your wild shape faster and more easily than You do not have to use this ability when you touch another
you otherwise could. creature, and creatures that touch you do not take this
Prerequisites: Dex 13, ability to wild shape into a dire damage.
animal. Normal: A ghosts touch attack normally deals no
Benefit: You gain the ability to wild shape as a move- damage.
equivalent action.
Normal: A druid can use wild shape as a standard action.
This feat first appeared in Masters of the Wild. 225
FRIGHTFUL MOAN [GHOST, HAUNT] GHOST HEALING [GHOST, SHAPER]
You can unleash a moan that panics creatures near you. You can transfer some of your own ectoplasm to another
Prerequisites: Haunting Appearance, Cha 15. ghost to heal it.
Benefit: As a standard action, you can moan in a frightful Prerequisite: Ectoplasm.
manner. Benefit: As a standard action, you may sacrifice any
All creatures within a 30-foot radius must succeed on a Will number of your own current hit points in order to heal any
saving throw (DC 10 + 1/2 your HD + your Cha modifier) ghost you are touching a like amount of hit points.
or become panicked for 2d4 rounds. You cannot sacrifice more than your current hit points +10,
This is a sonic, necromantic, mind-affecting, fear effect. which is enough to kill you.
A creature that successfully saves against your frightful
moan cannot be affected by it for one day. GHOST HAND [GHOST, POLTERGEIST]
Each time you use this ability, you deal 2 points of
Charisma damage to yourself. You can move small objects in a limited manner when you
are a ghost.
Benefit: You can exert force upon an unattended object
FRIGHTFUL PRESENCE [GHOST, HAUNT] as if using the mage hand spell, except that the range of this
Your very presence can cause others to be stricken with ability is touch, and it does not require concentration.
fear. You can hold or move only one object at a time.
Prerequisites: Haunting Appearance, Frightful Moan, Holding an item does not take an action.
Cha 15. Normal: Without this feat, an incorporeal ghost can move
Benefit: You gain frightful presence as an extraordinary only other incorporeal creatures or ghost touch items.
ability.
You can activate the ability as a free action whenever you GHOST RIDE [GHOST, DOMINATOR]
attack, charge, or fly overhead.
Creatures with fewer Hit Dice than you that are within a You can hide within the physical body of a living creature,
radius of 30 feet are subject to your frightful presence and perceiving the world through its senses, but without the
must succeed on a Will saving throw (DC 10 + 1/2 your HD ability to control the host.
+ your Cha modifier). Benefit: As a standard action, you can attempt to inhabit
Creatures with less than half your Hit Dice that fail are the physical body of a living creature.
panicked for 2d4 rounds, and those with more than half You must enter your targets space, which provokes an
your Hit Dice that fail are shaken for 2d4 rounds. attack of opportunity from the target.
This is a mind-affecting, fear effect. The target may resist with a Will saving throw (DC 10 + 1/2
A creature that successfully saves against your frightful your HD + your Cha modifier).
presence cannot be affected by it for one day. A creature that saves against this ability is immune to your
Each time you use this ability, you deal 2 points of attempts to use any feat on the path of the dominator for
Charisma damage to yourself. one day.
If the save is failed, your ghost body and any ghost touch
equipment you carry vanishes into the targets physical
FULL MANIFESTATION [GHOST, TRAVELER] body (non-ghost touch items you carry drop to the ground in
You can manifest fully when you would otherwise be the targets square).
forced to be incorporeal. The target gets another Will saving throw every 10 minutes
Benefit: When incorporeal, as a standard action you can to force you out of its body, causing your ghost body to
make a Will saving throw (DC 15) to manifest fully for 1 appear in an adjacent space to your target.
round. This is a mind-affecting ability.
Normal: A ghost without this feat cannot manifest fully You may use this ability a number of times per day equal to
outside the Manifest Ward without magical aid. your Charisma modifier (minimum 1).
Unlike magic jar, you do not control the target, but simply
GHOST FLIGHT [GHOST, TRAVELER] ride along in the targets body.
You see, hear, smell, feel, and taste what the subject does.
Your fully manifested ghost body can fly. You may remain within a host for a number of minutes
Prerequisite: Ghost Glide. equal to 10 your Hit Dice, after which you are expelled
Benefit: You can fly at your normal land speed with good automatically.
maneuverability, whether you are incorporeal or When you leave a body, any ghost touch equipment you were
manifested fully. carrying with you at the start of the possession reforms
You cannot use the run action when you fly. with your ghost body.
You may use this feat only on creatures of the same type as
GHOST GLIDE [GHOST, TRAVELER] you (humanoids may ride only humanoids, for example).
Your fully manifested ghost body can slowly fly.
Benefit: You gain a fly speed of 5 feet (good). GHOST SMITING [GENERAL]
You cannot use the run action when you fly. You can use your smite ability (smite evil for a paladin,
Normal: A ghost without this feat is confined to the smite undead for a Deathwarden chanter, and so on) to
forms of movement available to corporeal creatures. smite ghosts.
Prerequisites: Wis 13, smite ability.
226
Benefit: You may use your smite ability to smite ghosts. Since relaxing control on a host is a free action, you can
All normal rules for your smite ability apply, except that allow any or all of your hosts to act normally in the same
you may use the smite on ghosts as well as on your original round without penalty.
sort of smite target, whether or not the ghost would When you leave your last possessed host, your ghost touch
normally qualify for your smite (a paladin could use her equipment reappears with your reformed ghost body.
smite evil ability to smite a neutral or good ghost, for A creature that saves against this ability is immune to your
example). attempts to use any feat on the path of the dominator for
one day.
GHOST-TOUCH SPELL [METAMAGIC]
You know how to tune your damaging spells to affect GREATER WITCHLIGHT [GHOST, SHAPER]
ghosts without harming other creatures. Your witchlight can last longer, become hotter, or give off
Benefit: A ghost-touch spell affects only ghosts and does more light.
no damage to other creatures. Prerequisites: Ectoplasm, Witchlight.
Ghosts are affected whether incorporeal or manifested fully Benefit: Your witchlight can have any one of the
and do not have the benefit of their incorporeal miss following effects.
chance. Each invocation of Witchlight may have a different effect,
This metamagic feat works only on spells that deal damage. and over the course of 4 rounds, you can create three
For example, a ghost-touch fireball cast by a 5th-level wizard different types of witchlight, each with a different effect (it
deals 5d6 points of fire damage to ghosts, but is harmless to is not possible to add another effect to existing witchlight
any other creatures in the area. or change the effect once it is started).
Damaging spells with additional effects not related to Extended Witchlight: Your witchlight lasts as long as you
damage (such as the ability of a wall of ice to function as a concentrate + 10 minutes.
barrier) still affect nonghosts (but if a nonghost passed Hot Witchlight: Your witchlight deals 1d6 points of fire
through an opening in the wall of ice, he would not take any damage every round to the target.
damage from the spell). The target can attempt to extinguish the flames in the same
A ghost-touch spell takes up a slot of the same level as the manner as extinguishing burning alchemists fire.
spells actual level. Bright Witchlight: Your witchlight sheds light as a torch.
242
The mother cyst grants you access to a selection of cyst- NECROPOTENT [GENERAL]
related spells listed below (and described in Chapter 4 of
this book). Your special melee or ranged attack with one type of
You cast these spells like any other spell you can cast, once weapon is especially effective against undead.
you host a mother cyst (if you are a caster who prepares Prerequisites: Proficiency with selected weapon,
spells, you can prepare all necrotic cyst spells without Weapon Focus with selected weapon, Weapon
referring to a spellbook, as if you had the Spell Mastery feat Specialization with selected weapon, fighter level 4th.
for each such spell). Benefit: You gain a +4 bonus on all damage rolls you
Necrotic Cyst Spells: 1stnecrotic awareness; 2ndnecrotic cyst, make using the selected weapon type against undead.
necrotic scrying; 3rdnecrotic bloat; 4thnecrotic domination; Special: A fighter may select Necropotent as one of his
5thnecrotic burst; 6thnecrotic eruption; 7thnecrotic fighter bonus feats.
tumor; 8thnecrotic empowerment; 9thnecrotic termination.
Normal: A creature without this feat cannot cast necrotic NIMBLE BONES [GENERAL]
cyst spells. Undead you raise or create are faster and more nimble than
normal.
NECROMANTIC MIGHT [GENERAL] Prerequisite: Corpsecrafter.
Undead you control gain Benefits when they are near you. Benefit: Each undead you raise or create with any
Prerequisite: Necromantic Presence. necromancy spell gains a +4 bonus on initiative checks and
Benefit: Whenever undead you control are within 60 feet a 10-foot increase to its base land speed.
of you, they are physically inspired by your necromantic
aura, and gain a +2 enhancement bonus on their attack rolls POSITIVE ENERGY RESISTANCE [MONSTROUS]
and saving throws. You are resistant to the damage dealt by positive energy
effects.
NECROMANTIC PRESENCE [GENERAL] Prerequisite: Undead type.
Undead you control are harder to turn when they are near Benefit: You gain resistance 10 against positive energy
you. effects, such as cure spells.
Benefit: Whenever undead you control are within 60 feet
of you, they gain a +4 bonus to their turn resistance. PROFANE LIFELEECH [DIVINE]
You can channel negative energy to draw the life force
NECROTIC RESERVE [MONSTROUS] from nearby living creatures.
You are not immediately destroyed when your hit points Prerequisite: Ability to rebuke undead.
fall to 0 or lower. Benefit: As a standard action, you can spend two of your
Prerequisites: Cha 13, supernatural ability to drain or rebuke attempts to deal 1d6 points of damage to all living
damage an ability score or drain energy. creatures within a 30-foot burst.
Benefits: Each day that you slake your hunger by This effect cant reduce any creatures current hit points to
draining or damaging a living creatures ability score, or less than 0.
draining a living creatures life force, you gain a necrotic You are healed of an amount of damage equal to the total
reserve. amount of hit points that you drain from affected creatures,
On days when you have created a reserve, you are but this healing does not allow you to exceed your full
weakened but not destroyed when you are dealt enough normal hit point total.
damage to reduce your hit points to 0 or lower. Special: This feat deals no damage to constructs or
A weakened undead acting on the strength of its necrotic undead.
reserve may take a single move action or standard action
each round (but not both, nor can it take full-round PROFANE VIGOR [DIVINE]
actions). You can channel negative energy to heal nearby undead
It moves at half speed. allies of physical damage.
Taking move actions doesnt risk further injury, but
Prerequisite: Cha 11, ability to rebuke undead.
performing any standard action (or any other action the
Benefit: As a standard action, you can spend one of your
DM deems strenuous, including some free actions such as
rebuke attempts to heal one undead ally within 60 feet 2 hit
casting a quickened spell) immediately expends the
points of damage per cleric level.
necrotic reserve.
This healing does not allow the affected undead to exceed
Unless the action increased the weakened undeads hit
points, it is destroyed. their full normal hit point totals.
A weakened undead acting on the strength of its necrotic
reserve is also destroyed if it is dealt additional damage after QUICKEN MANIFESTATION [MONSTROUS]
the attack that first weakened it. You can manifest from the Ethereal Plane with a moments
An undead may only rely on a necrotic reserve up to once thought.
per day, even if it engages in additional feeding following Prerequisite: Ability to manifest from the Ethereal
its successful return to positive hit points. Plane to the Material Plane.
Normal: Undead reduced to 0 hit points or lower are Benefits: Once per round, you can manifest from the
immediately destroyed. Ethereal Plane to the Material Plane as a free action.
243
Turning ethereal still requires a standard action. This feat has no effect on spellcasters who dont prepare
Normal: Without this feat, manifesting from the Ethereal spells (such as a sorcerer, who simply loses one spell slot for
Plane requires a standard action. each negative level bestowed as normal) or who have no
spells prepared (such as a fighter, or a wizard who has cast
QUICKEN TURNING [GENERAL] all her spells).
You can turn or rebuke undead with a moments thought.
Prerequisite: Ability to turn or rebuke undead. SPURN DEATHS TOUCH [DIVINE]
Benefit: You can turn or rebuke undead as a free action. You can channel divine energy to remove some of the
You may still make only one turning attempt per round. harmful effects of attacks made by undead creatures.
Prerequisite: Ability to turn undead.
REQUIEM [GENERAL] Benefit: As a standard action that does not provoke
attacks of opportunity, you can spend one of your turning
Your bardic music affects undead creatures. attempts for the day to touch an ally to heal 1d4 points of
Prerequisite: Bardic music class feature, Perform (any) 8 ability damage, remove a paralysis effect, or remove a
ranks. negative level.
Benefit: You can extend the effects of your mind- You can only use this effect to heal ability damage dealt by
affecting bardic music and virtuosos performance abilities an undead creature or remove effects caused by an undead
so that they influence even the undead. creature.
All bardic music effects on undead creatures have only half
the duration they normally would against the living.
STITCHED FLESH FAMILIAR [GENERAL]
Normal: Undead are usually immune to mind-
influencing effects. When you are ready and able to acquire a new familiar, you
may choose to gain a stitched flesh familiar.
Prerequisites: Ability to acquire a new familiar, ability
SACRED VENGEANCE [DIVINE] to cast three or more necromancy spells.
You can channel energy to deal extra damage against Benefit: When choosing a familiar, you may choose a
undead in melee. stitched flesh familiar.
Prerequisite: Ability to turn undead. A stitched flesh familiar appears similar to any of the
Benefit: As a free action, spend one of your turn undead standard familiars available in the Players Handbook, except
attempts to add 2d6 points of damage to all your successful that the stitched flesh familiar is obviously sewn together
melee attacks against undead until the end of the current from many different creatures of that kind and, to a
round. practiced eye, is clearly an undead creature.
A stitched flesh familiar is magically linked to its master in
SACRED VITALITY [DIVINE] the same way as a normal familiar.
A stitched flesh familiar uses the basic statistics for a
You can channel positive energy to gain protection from creature of its kind, as given in the Monster Manual, except
damage to your abilities or your life force. as noted below.
Prerequisite: Ability to turn undead. Hit Dice: A stitched flesh familiar has a d12 Hit Die and
Benefit: As a standard action, you can spend one of your gains no bonus hit points from Constitution (since it is an
turning attempts to gain immunity to ability damage, undead creature).
ability drain, and energy drain for 1 minute. For effects that depend upon Hit Dice, use the masters
character level or the familiars normal Hit Dice total,
SPELL DRAIN [MONSTROUS] whichever is higher.
You can cast any spell that you drain from a creatures Hit Points: Use 1/2 the masters total or the familiars normal
mind. total, whichever is higher.
Prerequisites: Cha 15, energy drain supernatural ability, Attacks: Use the masters base attack bonus or the familiars,
Improved Energy Drain, caster level 5th. whichever is higher.
Benefits: If you bestow a negative level upon a Saving Throws: For each saving throw, use either the
spellcasting creature, and that creature loses a prepared familiars base save bonus or the masters (as calculated
spell, you gain the ability to cast that spell once (as if you from his character level), whichever is higher.
had prepared it). Familiar Special Abilities: Use the second table in the
Treat the spells effect as if it had been cast by the character Familiars sidebar on page 52 of the Players Handbook to
who prepared it (including caster level, save DC, and so determine additional abilities, just as you would for a
forth). normal familiar.
You need not have the requisite ability score to cast the Stitched flesh familiars do not grant their masters any of
spell (for instance, you need not have an Intelligence of 13 the Benefits that appear on the first table in that sidebar.
or higher to cast a fireball drained from the mind of a Instead of the noted special ability, a stitched flesh familiar
wizard). grants its master the ability to control 4 more Hit Dice of
The spell remains in your mind for up to 1 hour. undead than he is normally capable of controlling (both
You can have a maximum number of stolen spells equal to through the rebuke undead ability and through spells such
your Charisma bonus (minimum 1); any spells that you as animate dead).
would gain above this number are simply lost.
244
TOMB-BORN FORTITUDE [GENERAL] maximum effective character level equal to two less than
your ECL.
The power of undeath taints you, body and soul. See page 106 of the Dungeon Masters Guide for more
Its power has hardened your flesh and given it the foul look information on the Leadership feat.
of the grave. Special: Like the standard Leadership feat, you must
Prerequisite: Nongood alignment, Tomb-Tainted Soul. check with your DM before selecting this feat, and work
Benefit: You have a 25% chance to resist critical hits. with your DM to determine an appropriate cohort and
When a critical hit or sneak attack is scored against you, followers for your character.
there is a 25% chance that the critical hit or sneak attack is See the Undead Cohorts and Followers section, below, for
negated and damage is instead rolled normally. more information on choosing an undead creature as a
In addition, you do not risk death from massive damage. cohort or follower.
Your skin takes on the pallor and texture of a dead creature
of your race.
UNQUENCHABLE FLAME OF LIFE [GENERAL]
TOMB-BORN RESILIENCE [GENERAL] You are hardened to the attacks of the undead.
Benefit: You gain a +2 bonus on all saves against the
The power of undeath taints you, deadening your mind and extraordinary or supernatural abilities of undead creatures.
body to the effects of mind-controlling magic, poison, and Special: If you have selected undead as your favored
disease. enemy, your bonus on saving throws is instead equal to
Prerequisite: Nongood alignment, Tomb-Tainted Soul. your favored enemy bonus against undead.
Benefit: You gain a +2 bonus on saving throws made to
resist mind-affecting spells and abilities, poison, and
disease. VAMPIRE HUNTER [GENERAL]
Your nails or claws grow yellow and rotten. Your knowledge of vampires has given you the
Although this change has no effect on the damage of your extraordinary ability to detect subtle signs of their presence
unarmed or natural attacks, most individuals find such and to resist their dominating gaze ability.
creatures horrid-looking. Prerequisite: Knowledge (religion) 6 ranks.
Benefits: You can take a move action to unfailingly
TOMB-BORN VITALITY [GENERAL] determine whether a vampire or vampire spawn is within
30 feet of you.
The power of undeath taints you, body and soul. In addition, you are immune to the dominating gaze ability
Its power has removed your need to sleep and eat. of vampires and vampire spawn.
Prerequisite: Nongood alignment, Tomb-Tainted Soul.
Benefit: You do not need to sleep, and you are immune to
magic sleep effects. SIDEBAR FEATS
If you are a spellcaster, you still require 8 hours of
uninterrupted rest (but not sleep) to prepare your spells.
In addition, you no longer need to eat. LEADERSHIP FEAT OPTIONS []
Your body grows unnaturally thin, your flesh stretching
tightly over your bones to give you a freakish, skeletal
appearance.
252
CHANNEL CHARGE [] At any time during the spells duration, you can hand over
control of it to your familiar as a free action, provided the
You can power a charged magic item with your own creature is within 5 feet of you and its Intelligence score is
magical ability. at least 10 + the level of the spell.
Prerequisites: Use Magic Device 5 ranks, ability to cast The familiar then concentrates to maintain and direct the
4th-level spells. spell just as you would.
Benefit: When you use a spell trigger magic item with You cannot take back control of a spell once you have
charges (such as a wand or a staff), you can make a Use transferred it to your familiar.
Magic Device check (DC 15 + the items caster level).
If you succeed, you can sacrifice a spell slot or prepared
spell instead of using a charge. GODSIGHT [REGIONAL]
The spell slot or spell sacrificed must be one level higher You enjoy the special blessing of a deity of the Mulhorandi
than the level of the desired effect from the item. pantheon, who has granted you unerring powers of
If the check fails, both your spell slot (or prepared spell) perception.
and 1 charge from the item are expended. Prerequisites: Cha 13, Mulhorandi (aasimar, human
[Mulan] or tiefling), Mulhorand region.
CORMANTHYRAN MOON MAGIC [] Benefit: You gain the following spell-like abilities, each
usable three times per day: detect evil, detect magic, detect
You have mastered the ancient elven techniques of drawing poison, detect undead, read magic.
power from Sehanine Moonbows light. Your caster level equals your character level.
Prerequisites: Knowledge (history) 4 ranks, ability to When you take this feat, you can choose detect chaos, detect
cast 3rd-level spells. good, or detect law instead of detect evil.
Benefit: When you cast a spell under moonlight, your Special: You can take this feat only as a 1st-level character.
effective caster level increases by 2.
This feat provides no benefit when the moon is not visible
(during the day, underground, during a new moon, or the GREENBOUND SUMMONING []
like). You are learned in a long-forgotten manner of summoning
once practiced by the Eaerlanni elves of the High Forest.
CRAFT SCEPTER [ITEM CREATION] Creatures answering your call are automatically imbued
with the powers of the forest.
You know the ancient Netherese secret of creating magic Prerequisite: Ability to cast any summon natures ally
sceptersdevices that can contain much more powerful spell.
spells than a magic wand can. Benefit: All animals that you summon using summon
Prerequisite: Knowledge (history) 4 ranks, caster level natures ally acquire the greenbound template (see page 173)
9th. for as long as the summoning spell lasts.
Benefit: You can create a scepter that holds any spell of
7th level or lower that you know.
Unlike a magic wand, a scepter can contain up to two ITEM REPRIEVE []
spells, each of which has a cost in charges to use. You learn how to use items from a school of magic
Both spell effects draw from a common pool of charges, so previously prohibited to you.
they can be used in any combination. Prerequisite: Spell Reprieve, specialist wizard level 5th.
Crafting a scepter takes one day for each 1,000 gp in its base Benefit: Choose one of the schools of magic that was
price. previously prohibited to you because of your arcane
The base price of a scepter is its caster level the spell level specialization.
750 gp for the highest-level spell included, plus the caster You now can use spell completion and spell trigger magic
level the spell level 375 gp for the second spell, if any. items from that school normally, as if you were not a
To craft a scepter, you must spend 1/25 of this base price in specialist wizard.
XP and use up raw materials costing one-half of this Special: The school you select must be one for which you
amount. have already taken the Spell Reprieve feat.
A newly created scepter has 50 charges.
Any scepter that stores a spell with a costly material
component or an XP cost also carries a commensurate cost. JERGALS PACT []
In addition to the cost derived from the base price, you You have made a bargain with Jergal, seneschal to the god
must expend fifty units of the material component or pay of death.
fifty times the XP cost. Although Myrkul, Cyric, and most recently Kelemvor have
See page 153 for more information on scepters. all served as the god of death, each has honored these pacts.
Prerequisites: Knowledge (history) 4 ranks, Great
FAMILIAR CONCENTRATION [] Fortitude.
Benefit: You gain a +2 bonus on saves to resist gaining
In the tradition of Narfells ancient summoners, your negative levels or to remove them.
familiar can concentrate to maintain spells for you. If the effect that bestowed a negative level allows a
Prerequisites: Improved Familiar, caster level 9th. Fortitude save to remove it, you can choose to attempt it
Benefit: When you cast a spell requiring concentration, after only 1 hour.
you can designate your familiar as the concentrator. (You can also choose to wait the usual amount of time
before attempting the save). 253
Normal: You make saving throws to remove negative Choosing this feat changes your patron from your previous
levels 24 hours after gaining them. deity to the dead or forgotten deity of your choice, and you
take no penalties for making this change.
MULTILINGUAL [] If you later choose a different patron deity, you lose the
benefit of this feat, but your new patron may grant you
You have an uncanny knack for languages. spells just as he or she would for any other cleric.
Prerequisites: Int 15. See Ancient Deities, page 41, for a list of notable dead gods,
Benefit: You know three more languages than you their alignments, and their domains.
normally would.
Your choices for these extra tongues are not restricted to
your racial or regional list of bonus languages, though you SPELL REPRIEVE []
still cant select secret languages such as Druidic unless you Your studies of the less restrictive arcane traditions of old
belong to the race or class in question. allow you to cast one spell from a prohibited school.
Furthermore, Speak Language is always a class skill for you, Prerequisites: Knowledge (history) 2 ranks, specialist
and you receive a +2 bonus on all Decipher Script checks. wizard level 1st.
Special: You can take this feat only as a 1st-level character. Benefit: Choose a spell from one of your prohibited
schools of a level that you can cast.
You can now learn and prepare that spell normally.
NETHERESE BATTLE CURSE []
Special: You can take this feat multiple times, each time
You can channel your own arcane energy into a powerful choosing a new spell from any of your prohibited schools.
curse upon those who dare to face you in battle.
Prerequisites: Knowledge (history) 4 ranks, Power
Attack, arcane caster level 1st. TRAPMASTER []
Benefit: By giving up an arcane spell slot or prepared You have studied the funereal architecture and lethal traps
spell before making an attack roll, you can perform a battle of a dozen long-dead cultures.
curse as a melee attack. Your familiarity with ancient tombs, vaults, and other such
You gain a bonus on the attack roll equal to the level of the sites has instilled in you an uncanny knack for avoiding
spell or spell slot so sacrificed. traps.
If your attack hits, the target must succeed on a Will save Prerequisites: Int 13, trap sense +2.
(DC 10 + level of spell or slot expended + your Cha Benefit: The bonus for your trap sense ability increases
modifier) or take a 2 penalty on attack rolls, saving throws, by 4.
ability checks, skill checks, and weapon damage rolls for 1 In addition, you gain a +2 bonus on all Disable Device
minute. checks.
The effects of multiple battle curses dont stack, and any foe
that successfully resists your battle curse cannot be affected WOUNDING SPELL [METAMAGIC]
by it again for 24 hours.
Any effect that dispels or removes a curse eliminates the Because you have studied the cruel arts of the Athalantan
battle curse. magelords of old, you know how to cast spells that cause
Your caster level equals your character level for this terrible, bleeding wounds.
purpose. Prerequisites: Knowledge (history) 4 ranks, Empower
Spell.
Benefit: When affected by this feat, a spell that deals
SERVANT OF THE FALLEN [] damage to a creature also inflicts a bleeding wound that
You keep alive the worship of a deity who has died or does not heal normally.
vanished. On each subsequent round, the victim loses 1 hit point at
Your faith in this fallen deity allows you to wield divine the beginning of your turn.
magic in his or her name. The continuing hit point loss can be stopped with a Heal
Prerequisites: Cleric level 1st, dead or forgotten god check (DC equal to the spells save DC, or the save DC it
(for example, Amaunator, Bhaal, Moander, or Myrkul) as would otherwise have in the case of a spell with no save), a
patron deity. cure spell, or a heal spell.
Benefit: You can name a dead god as your patron deity You cannot apply this feat to a spell that does not deal
and still receive your cleric spells normally. damage (such as charm person or baleful polymorph).
In addition, you can call upon the universal remnant of A wounding spell occupies a spell slot two levels higher
your deitys power once per day to gain a +1 luck bonus on than the spells actual level.
any single die roll.
You can also be raised or resurrected normally.
Normal: Dead or fallen deities cannot grant cleric spells, SIDEBAR FEATS
so clerics who choose such patrons do not normally receive
spells. SPELL MANTLE []
Characters who do not worship active gods in Faern suffer You can create a mantle from the contingent spells you
the fate of the Faithless in the Fugue Plane after death. carry.
Special: You can take this feat only once. Prerequisites: Craft Contingent Spell, Knowledge
(arcana) 5 ranks, Knowledge (history) 2 ranks.
254
Benefit: You can use a standard action to activate a The base price of an attuned gem (not including the gems
particular contingent spell you carry as a spell-like ability, inherent value) is equal to 50 gp per spell level times the
even if the conditions specified for its activation have not caster level.
been met. You must spend 1/25 of the base price in XP and use up raw
Normal: When you create a contingent spell, you must materials costing half this base price.
specify a condition or event that will trigger the effect, Attunement requires 1 hour plus the spells normal casting
much like the contingency spell. time.
The magic gems market price equals its base price plus its
inherent value as a gem.
MAGIC ITEM See the Gem Magic section in the previous chapter for the
details of attuned gems and gem magic.
COMPENDIUM (3.5)
AUGMENT SUMMONING [GENERAL]
Your summoned creatures are better than normal.
SIDEBAR FEATS Prerequisites: Spellcaster level 2nd+.
Benefit: Creatures you summon with any summoning
SANCTIFY RELIC [ITEM CREATION] spell are slightly enhanced.
You can create magic items that are imbued with a They gain one more die of hit points (but they are not
connection to your deity. treated as +1 HD creatures) and a +1 competence bonus on
Prerequisite: Any other item creation feat. their attack and damage rolls.
Benefit: You can craft relicsmagic items that rely on a
divine connection to a specific deity to function. ENERGY SUBSTITUTION [METAMAGIC]
You can modify a spell that uses one type of energy to use
TRUE BELIEVER [] another type of energy.
Your deity rewards your unquestioning faith and devotion. Prerequisite: Any other metamagic feat, 5 ranks in
Knowledge (arcana).
Prerequisite: Must choose a single deity to worship.
Must be within one step of that deitys alignment. Benefit: Choose one type of energy: acid, cold, electricity,
Benefit: Once per day when you are about to attempt a fire, or sonic.
saving throw, you can declare that you are using this feat to You can modify any spell with an energy designator to use
gain a +2 insight bonus on that saving throw. the chosen type of energy instead.
This feat also allows you to use a relic of the deity you A substituted spell works normally in all respects, except
worship without sacrificing a spell slot. that the type of damage dealt changes.
For example, an acidic fireball still deals damage in a 20-foot
spread, except that it is acid damage instead of fire damage.
MAGIC OF FAERN (3.0) If a spell has a secondary effect, the altered spell still has
that effect.
For example, a shout spell can deafen creatures and deals
extra damage to crystalline creatures; if fire is substituted
MAIN SECTION FEATS for sonic energy in a shout spell, creatures can still be
deafened and crystalline creatures still suffer extra damage.
ATTUNE GEM [ITEM CREATION] Sometimes a spells minor effects are directly related to the
You can magically imbue gems to hold a spell until spells energy, for example, a flaming sphere can set items
triggered. afire, but a purely sonic or acidic flaming sphere does not.
Prerequisite: Intelligence 13+, Craft (gemcutting) skill, When a spell deals some damage that does not come from
arcane spellcaster level 3rd+. energy, Energy Substitution does not affect that portion of
Benefit: You can store an arcane spell in a gem. the spell.
You must have the spell available to cast (prepared if you For example, ice storm deals 3d6 points of impact damage
must prepare spells; known otherwise) and must provide and 2d6 points of cold damage.
any material components or focuses the spell requires. An electrical ice storm deals 3d6 points of impact damage
If casting the spell would reduce your XP total, you pay the and 2d6 points of electricity damage.
cost upon beginning the attunement in addition to the XP A substituted spell uses a spell slot zero levels higher than
cost for making the attuned gem itself. (the same as) the spells actual level.
Likewise, material components are consumed when you Special: You can gain this feat multiple times, each time
begin casting, but focuses are not. applying it to a different type of energy.
(A focus used in attuning a gem can be reused).
The caster level of the spell must be sufficient to cast the ESCHEW MATERIALS [METAMAGIC]
spell in question and no higher than your own caster level. You can cast spells without material components.
A gem can only be attuned with a single spell. Prerequisites: Any other metamagic feat.
The gem must have a minimum value equal to 50 gp per Benefit: A spell cast with Eschew Materials can be cast
level of the spell to be stored. with no material components.
Spells without material components are not affected.
255
Spells with material components with a cost of more than 1 WIDEN SPELL [METAMAGIC]
gp are not affected.
An eschewed spell uses up a spell slot zero levels higher You can increase the area of your spells.
than (the same as) the spells actual level. Benefit: A widened burst, emanation, or spread spell has
its radius increased by 50%.
Spells that do not have an area of one of these three sorts
REACTIVE COUNTERSPELL [GENERAL] are not affected by this feat.
You can react quickly to counterspells cast by opponents. A widened spell uses up a spell slot three levels higher than
Prerequisites: Improved Counterspell, Improved the spells actual level.
Initiative.
Benefit: Once per round, you can counterspell an
opponents spell even if you have not readied an action to MAGIC OF INCARNUM
do so.
This counterspell action takes the place of your regular
action for the round.
(3.5)
You cant use this feat when flat-footed.
Normal: Without this feat, you must ready an action each MAIN SECTION FEATS
round you wish to use a counterspell (see the Players
Handbook, page 152).
AZURE ENMITY [INCARNUM]
You can channel incarnum to enhance your ability to deal
SPELL GIRDING [GENERAL] damage to your favored enemies.
Your spells are particularly hardy, resisting dispel checks Whenever you strike a favored enemy while essentia is
more readily than normal. invested in this feat, a gleam of faint blue radiance shines
Benefit: Any dispel checks against your spells are made forth from your eyes.
with a 2 penalty. Prerequisites: Con 13, favored enemy class feature.
Benefit: Once per day, you can invest essentia into this
SPELL THEMATICS [GENERAL] feat.
You gain an insight bonus equal to the invested essentia on
Your spells have a distinct visual or auditory effect in their
Bluff, Listen, Sense Motive, Spot, and Survival checks made
manifestation.
against all of your favored enemies.
Prerequisite: Must be able to cast at least one illusion You also gain an insight bonus equal to the invested
spell. essentia on weapon damage rolls against such creatures.
Benefit: Choose a theme for your spellcasting, such as Once the amount of essentia invested is chosen, it cannot
ice or fire or screaming skulls. be altered and remains invested for 24 hours.
All spells you cast have this theme in the manifestation of You gain 1 point of essentia.
their effects, although this does not actually change the
spell in any way.
You cannot use this feat to make your spell manifestations AZURE TALENT [INCARNUM, PSIONIC]
invisible, and it never causes your spells to deal more The soul energy of incarnum increases your mental
damage because of the visual change. capacity.
(You may still cast spells without this thematic Prerequisites: Con 13, a power point reserve.
manifestation if you so choose). Benefit: Once per day, you can invest essentia into this
For example, if your theme is fire, then your magic missile feat.
spell might appear to produce bolts of fire, although the You gain bonus power points equal to twice the invested
bolts still are a force effect and cause normal damage, not essentia.
fire damage. Once the amount of essentia invested is chosen, it cannot
If your theme is screaming skulls, your fireball might be altered and remains invested for 24 hours.
manifest as a small screaming skull that impacts the target If you have the ability to bind a soulmeld to your crown
and explodes into a fiery ball that momentarily resembles a chakra (even if you dont have one currently bound), you
20-foot-radius burning skull, although it causes damage gain an additional 2 bonus power points as long as at least 1
exactly like a standard fireball (and doesnt cause any sonic point of essentia is invested in this feat.
damage, despite the screaming of the skull). You gain 1 point of essentia.
Add +5 to the DC of any Spellcraft check made to identify a
spell cast in this manner.
AZURE TOUCH [INCARNUM]
SPELLFIRE WIELDER [GENERAL] You can channel incarnum to enhance your ability to heal.
When you use your incarnum-infused healing class feature,
You are one of the rare people who have the innate talent to your hands glow bright blue.
control raw magic in the form of spellfire. Prerequisites: Con 13, lay on hands or wholeness of
Benefit: You can use spellfire to absorb spell energy, fire body class feature.
destructive blasts, or heal others, as described in the Benefit: Once per day, you can invest essentia into this
Spellfire section of the previous chapter. feat.
Special: You can only take this feat as a 1st-level character.
256 Acquiring this feat requires the approval of the DM.
Add the invested essentia to your class level to determine If you are capable of shaping soulmelds, you instead gain 2
the amount of healing available to you from your lay on points of essentia.
hands or wholeness of body class features.
If you have both class features, the benefit applies to both. CERULEAN FORTITUDE [INCARNUM]
Once the amount of essentia invested is chosen, it cannot
be altered and remains invested for 24 hours. You can use incarnum to boost your ability to resist effects
You gain 1 point of essentia. that would adversely affect your health.
Prerequisite: Con 13.
Benefit: Once per day, you can invest essentia into this
AZURE TOUGHNESS [INCARNUM] feat.
You can use incarnum to boost your physical vigor. You gain an insight bonus on Fortitude saves equal to the
Prerequisite: Con 13. invested essentia.
Benefit: Once per day, you can invest essentia into this Once the amount of essentia invested is chosen, it cannot
feat. be altered and remains invested for 24 hours.
You gain three temporary hit points per point of invested You gain 1 point of essentia.
essentia.
Once the amount of essentia invested is chosen, it cannot CERULEAN REFLEXES [INCARNUM]
be altered and remains invested for 24 hours, even if the
temporary hit points are lost. You can use incarnum to boost your ability to avoid harm.
You gain 1 point of essentia. Prerequisite: Con 13.
Special: Azure Toughness can be used in place of the Benefit: Once per day, you can invest essentia into this
Toughness feat to qualify for a feat, prestige class, or other feat.
special ability. You gain an insight bonus on Reflex saves equal to the
invested essentia.
Once the amount of essentia invested is chosen, it cannot
AZURE TURNING [INCARNUM] be altered and remains invested for 24 hours.
You can blast undead with incarnum-purified positive You gain 1 point of essentia.
energy.
When you use this feat, your brow is enveloped in a CERULEAN WILL [INCARNUM]
brilliant blue corona.
Prerequisites: Con 13, turn undead class feature. You can use incarnum to boost your willpower.
Benefit: Once per day, you can invest essentia into this Prerequisite: Con 13.
feat. Benefit: Once per day, you can invest essentia into this
When you make turning checks, any undead whose HD are feat.
low enough to be potentially turned or destroyed by your You gain an insight bonus on Will saves equal to the
checks are also dealt 1d8 points of damage per point of invested essentia.
essentia invested. Once the amount of essentia invested is chosen, it cannot
Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
be altered and remains invested for 24 hours. You gain 1 point of essentia.
You gain 1 point of essentia.
COBALT CHARGE [INCARNUM]
AZURE WILD SHAPE [INCARNUM] You can channel incarnum to deal devastating strikes when
You can channel incarnum to enhance your combat charging.
prowess while wild shaped. When you make a charge attack while this feat is active,
Whenever you deal damage with a natural weapon while your weapon momentarily turns deep blue.
this feat is active, a flash of blue light bursts from the Prerequisite: Con 13.
natural weapon that delivered the strike. Benefit: Once per day, you can invest essentia into this
Prerequisites: Con 13, wild shape class feature. feat.
Benefit: Once per day, you can invest essentia into this You gain an insight bonus on attack rolls and damage rolls
feat. equal to the invested essentia on all charge attacks.
While wild shaped, you gain an insight bonus on damage Once the amount of essentia invested is chosen, it cannot
rolls made with natural weapons equal to the invested be altered and remains invested for 24 hours.
essentia. You gain 1 point of essentia.
Once the amount of essentia invested is chosen, it cannot
be altered and remains invested for 24 hours. COBALT CRITICAL [INCARNUM]
You gain 1 point of essentia. You can focus your spirit into your melee weapon attacks,
dealing more damage with successful critical strikes.
BONUS ESSENTIA [] Prerequisite: Con 13.
You are better able to harness your personal store of Benefit: Once per day, you can invest essentia into this
incarnum. feat.
Prerequisites: Con 13, character level 6th. You gain an insight bonus equal to the invested essentia on
Benefit: You gain 1 point of essentia. melee attack rolls made to confirm a critical threat.
257
You also gain an insight bonus equal to the invested COBALT RAGE [INCARNUM]
essentia on melee damage rolls made as part of a critical hit.
(This extra damage is added before damage is multiplied for You can channel incarnum to enhance your rage.
the critical hit). When you do so, your eyes turn deep blue in color.
Once the amount of essentia invested is chosen, it cannot Prerequisites: Con 13, rage class feature.
be altered and remains invested for 24 hours. Benefit: Once per day, you can invest essentia into this
You gain 1 point of essentia. feat.
While raging, you gain an insight bonus on melee damage
rolls and on Will saves equal to the invested essentia.
COBALT EXPERTISE [INCARNUM] Once the amount of essentia invested is chosen, it cannot
By channeling the soul energy of weapon masters past, be altered and remains invested for 24 hours.
present, and future, you become more adept at maneuvers You gain 1 point of essentia.
of skill and expertise.
Prerequisites: Con 13, Int 13, Combat Expertise. DIVINE SOULTOUCH [DIVINE]
Benefit: Once per day, you can invest essentia into this
feat. You can channel positive or negative energy to imbue
You gain an insight bonus on attack rolls, skill checks, or yourself with incarnum.
ability checks made to succeed on a disarm attack, a feint in Prerequisites: Con 13, ability to turn or rebuke undead.
combat, or a trip attack equal to the invested essentia. Benefit: You can spend a turn or rebuke undead attempt
You also gain an insight bonus equal to the invested as a free action to add 1 point of essentia to your essentia
essentia to AC when using Combat Expertise (up to a pool for 1 round.
maximum value equal to the penalty accepted on the attack For the duration of this effect, your essentia capacity in all
roll). soulmelds, incarnum feats, and other essentia-powered
Once the amount of essentia invested is chosen, it cannot abilities is increased by 1.
be altered and remains invested for 24 hours. You can use this ability once per round.
You gain 1 point of essentia.
DOUBLE CHAKRA []
COBALT POWER [INCARNUM] One of your chakras becomes capable of holding more
By channeling the soul energy of brutal warriors past, incarnum than it is normally capable of containing.
present, and future, you become more capable of Prerequisite: Meldshaper level 9th.
overcoming your enemies through sheer strength. Benefit: When this feat is selected, choose a chakra to
Prerequisites: Con 13, Str 13, Power Attack. which you can bind soulmelds.
Benefit: Once per day, you can invest essentia into this Two of your shaped soulmelds can occupy (and be bound
feat. to) that chakra simultaneously.
You gain an insight bonus on attack rolls or ability checks This counts as two chakra binds.
made to succeed on a bull rush, overrun, or sunder attack Special: You can gain this feat multiple times.
equal to the invested essentia. Its effects do not stack.
You also gain an insight bonus equal to the invested Each time you take the feat, it applies to a new chakra.
essentia on damage rolls made when using Power Attack Normal: Without this feat, each chakra can only be
(up to a maximum value equal to the penalty accepted on occupied or bound by a single soulmeld.
the attack roll).
Once the amount of essentia invested is chosen, it cannot EXPANDED SOULMELD CAPACITY []
be altered and remains invested for 24 hours. Your souls tie to incarnum allows you to maintain more
You gain 1 point of essentia. essentia in a single soulmeld.
Prerequisites: Con 15, meldshaper level 1st.
COBALT PRECISION [INCARNUM] Benefit: When you shape your soulmelds, choose one
You can focus your soul energy into your ranged attacks, soulmeld.
dealing more damage with successful critical hits. Your essentia capacity for that soulmeld is increased by 1
Prerequisites: Con 13, Point Blank Shot. (up to a maximum of your Constitution bonus).
Benefit: Once per day, you can invest essentia into this Each time you shape your soulmelds, you can change the
feat. soulmeld that benefits from this feat.
You gain an insight bonus equal to the invested essentia on Special: You can take this feat multiple times.
ranged attack rolls made to confirm a critical threat. For each time you take this feat, you can apply its effects to
You gain an insight bonus equal to the invested essentia on one additional soulmeld while shaping.
ranged damage rolls made as part of a critical hit. You cant apply this feats effects more than once to the
(This extra damage is added before damage is multiplied for same soulmeld.
the critical hit).
Both of these bonuses apply only against targets within 30 HEALING SOUL [INCARNUM]
feet. You can draw upon the soul energy of incarnum to heal
Once the amount of essentia invested is chosen, it cannot
your wounds.
be altered and remains invested for 24 hours.
Prerequisites: Con 13, Heal 1 rank.
You gain 1 point of essentia.
Benefit: Once per day, you can invest essentia in this feat.
258
As a swift action, you can heal your own wounds. When you do so, your eyes turn dark blue.
Each use of this ability heals 2 hp per point of essentia Prerequisites: Con 13 and skirmish, sneak attack, or
invested in the feat, and you can use the feat a number of sudden strike class feature.
times per day equal to the invested essentia. Benefit: Once per day, you can invest essentia into this
Once the amount of essentia invested is chosen, it cannot feat.
be altered and remains invested for 24 hours. You gain an insight bonus on damage rolls made when
If you have the ability to bind a soulmeld to your soul delivering attacks with the skirmish, sneak attack, or
chakra, each use of this ability instead heals 4 hp per point sudden strike class feature equal to twice the invested
of essentia invested in the feat. essentia.
You gain 1 point of essentia. Once the amount of essentia invested is chosen, it cannot
be altered and remains invested for 24 hours.
HEART OF INCARNUM [] If you have more than one of the listed class features, the
bonus applies only once on any given attack.
You tap into the power of your heart chakra to gain You gain 1 point of essentia.
resilience.
Prerequisite: Ability to bind a soulmeld to your heart
chakra. MIDNIGHT AUGMENTATION [INCARNUM,
Benefit: You gain hit points equal to your essentia pool. PSIONIC]
If the size of your essentia pool changes, the number of hit You can augment a psionic power with your personal soul
points granted by this feat change to match the new total. energy rather than mental energy.
When you manifest the augmented power, a circle of blue-
IMPROVED ESSENTIA CAPACITY [] black energy momentarily coruscates around your brow.
Your capability of investing essentia improves. Prerequisites: Con 13, ability to manifest 2nd-level
Prerequisites: Con 15, essentia pool 2. psionic powers.
Benefit: The essentia capacity of your incarnum feats Benefit: Once per day, you can invest essentia into this
improves by 1, up to a maximum value equal to your feat and choose a particular psionic power that you know.
Constitution bonus. If you expend your psionic focus when manifesting that
power, the power point cost to augment that power is
reduced by a value equal to the invested essentia.
INCARNUM-FORTIFIED BODY [] This cant reduce the augmentation cost to less than 1.
The incarnum within you strengthens your bodys You cant invest more essentia in this feat than the chosen
toughness, enabling you to withstand greater injury. powers level, even if the maximum essentia capacity of this
Benefit: When you take this feat, you gain 2 hit points for feat would normally be higher than that value.
each incarnum feat you have. Once the amount of essentia invested is chosen, it cannot
Whenever you take a new incarnum feat, you gain 2 more be altered and remains invested for 24 hours.
hit points. You gain 1 point of essentia.
You gain a +4 bonus on Fortitude saves made to avoid death
from massive damage. MIDNIGHT DODGE [INCARNUM]
You can channel incarnum to enhance your ability to avoid
INCARNUM RESISTANCE [] attacks against you.
Your body, untainted by incarnum, is not easily affected by As long as you have at least 1 point of essentia invested in
the power of soul energy. this feat, your legs and feet turn blueblack in color.
Prerequisite: No essentia pool. Prerequisites: Con 13, Dex 13.
Benefit: You gain a +2 bonus on saving throws against Benefit: Once per day, you can invest essentia in this feat.
effects generated by soulmelds. During your turn, you designate an opponent and receive a
Special: You lose the benefit of this feat if you gain any dodge bonus to Armor Class equal to the invested essentia
essentia. against attacks from that opponent.
You can select a new opponent on each of your turns.
You gain 1 point of essentia.
INCARNUM SPELLSHAPING [INCARNUM] Special: Midnight Dodge can be used in place of the
You gain the ability to invest incarnum into your Dodge feat to qualify for a feat, prestige class, or other
spellcasting. special ability.
Prerequisites: Con 13, ability to cast 1st-level spells.
Benefit: You can learn, prepare, and/or cast spells with MIDNIGHT METAMAGIC [INCARNUM]
the incarnum descriptor (see page 98) as appropriate for
your classs spellcasting ability. You can channel incarnum to alter your prepared spells.
You gain 1 point of essentia. When you cast such a spell, your hands gleam with a dark
blue radiance.
Prerequisites: Con 13, ability to cast 1st-level spells, any
INDIGO STRIKE [INCARNUM] metamagic feat.
You can channel incarnum to enhance your ability to deal Benefit: Once per day, you can invest essentia into this
damage with your skirmish attack, sneak attack, or sudden feat and choose one or more spells that you know (and have
strike.
259
prepared, if you prepare spells) to apply the effect of a Prerequisites: Con 13, character level 6th.
metamagic feat that you know. Benefit: When this feat is selected, choose one of the
Each spell to be affected requires the investment of a following chakras: crown, feet, or hands.
number of essentia equal to the normal spell level You can now bind a soulmeld or a magic item to that
adjustment required by the metamagic feat (minimum 1 chakra.
point of essentia). In addition, you gain a minor benefit from this newfound
The next time you cast that spell, the spell gains the effect chakra, depending on the chakra chosen:
of that metamagic feat without any change to its level (or Crown: +1 insight bonus on Will saves.
casting time, if you cast spells spontaneously). Feet: +1 insight bonus on Balance and Move Silently checks.
You can apply the effect of this feat to as many spells as you Hands: +1 insight bonus on Climb and Swim checks.
can afford to invest with essentia. Special: You can gain this feat multiple times.
You can apply the effect of different metamagic feats to Its effects do not stack.
different spells, as long as you know all metamagic feats Each time you take the feat, it applies to a new least chakra.
applied and you have sufficient essentia capacity to do so.
For example, you could invest 1 point of essentia to enlarge
a spell (as Enlarge Spell) and 2 points of essentia to
OPEN LESSER CHAKRA []
empower a spell (as Empower Spell), as long as you had at You open up one of your bodys centers of power, allowing
least 3 points of essentia to invest, had an essentia capacity you to bind a soulmeld or a magic item to that chakra.
(see Table 21: Essentia Capacity) of 3 or greater, and knew Prerequisites: Con 15, character level 12th.
both the Empower Spell and Enlarge Spell feats. Benefit: When this feat is selected, choose one of the
Once essentia is invested in a spell, it remains invested following chakras: arms, brow, or shoulders.
until the spell is cast, at which point the essentia returns to You can now bind a soulmeld or a magic item to that
your essentia pool. chakra.
You gain 1 point of essentia. In addition, you gain a minor benefit from this newfound
chakra, depending on the chakra chosen:
Arms: +2 insight bonus on grapple checks.
NECROCARNUM ACOLYTE []
Brow: +1 insight bonus on Search and Spot checks.
You have experienced the power of necrocarnum, a dark Shoulders: +1 insight bonus on Reflex saves.
and twisted form of incarnum (see the necrocarnate Special: You can gain this feat multiple times.
prestige class on page 132). Its effects do not stack.
The power gained from this source can be great, but many Each time you take the feat, it applies to a new lesser
decry its origins as evil. chakra.
Prerequisites: Ability to shape soulmelds, nongood
alignment.
Benefits: You can shape soulmelds with the PSYCARNUM BLADE [INCARNUM, PSIONIC]
necrocarnum descriptor regardless of your alignment. You can forge your mind blade from a mixture of mental
You gain a +1 profane bonus on the save DCs of your and soul energy, enabling you to deal devastating strikes
necrocarnum soulmelds. with the weapon.
Normal: Nonevil incarnates and nonevil soulborns cant Prerequisites: Con 13, ability to form a mind blade.
shape necrocarnum soul melds, since those soulmelds have Benefit: Once per day, you can invest essentia into this
the evil descriptor. feat.
You can expend your psionic focus when making an attack
OPEN GREATER CHAKRA [] with your mind blade to gain an insight bonus on the
damage roll equal to 1d6 per point of invested essentia.
You open up one of your bodys centers of power, allowing You must decide whether or not to use this feat prior to
you to bind a soulmeld or a magic item to that chakra. making the attack roll.
Prerequisites: Con 17, character level 18th. If your attack misses, you still expend your psionic focus.
Benefit: When this feat is selected, choose one of the Once the amount of essentia invested is chosen, it cannot
following chakras: throat or waist. be altered and remains invested for 24 hours.
You can now bind a soulmeld or a magic item to that You gain 1 point of essentia.
chakra.
In addition, you gain a minor benefit from this newfound
chakra, depending on the chakra chosen:
PSYCARNUM CRYSTAL [PSIONIC]
Throat: +1 insight bonus on Bluff and Diplomacy checks. Your psicrystal taps into the natural ebb and flow of
Waist: +1 insight bonus on Fortitude saves. incarnum, turning it into a small reservoir of soul energy.
Special: You can gain this feat multiple times. Prerequisites: Con 13, Psicrystal Affinity*, essentia
Its effects do not stack. pool.
Each time you take the feat, it applies to a new greater Benefit: As long as your psicrystal is within arms reach,
chakra. you gain 1 bonus point of essentia.
* See the Expanded Psionics Handbook.
OPEN LEAST CHAKRA []
You open up one of your bodys centers of power, allowing PSYCARNUM INFUSION [PSIONIC]
you to bind a soulmeld or a magic item to that chakra. You transform your mental focus into a brief burst of soul
260 energy.
Prerequisites: Con 13, Concentration 4 ranks. If you have the ability to bind a soulmeld to your feet
Benefit: To use this feat, you must expend your psionic chakra, you also keep your Dexterity bonus when running
focus. and gain an insight bonus to AC equal to the invested
Until the start of your next turn, one of your soulmelds, essentia against any attacks of opportunity you provoke
incarnum feats, class features, or other incarnum when moving out of a threatened square during a run.
receptacles is treated as if it had essentia invested in it equal You gain 1 point of essentia.
to its maximum essentia capacity.
You dont gain any bonus essentia from this effect. SHAPE SOULMELD []
You gain the ability to shape a single soulmeld.
SAPPHIRE FIST [INCARNUM] Prerequisite: Con 13.
You can channel incarnum to enhance your ability to Benefit: When this feat is selected, choose a soulmeld
deliver stunning attacks. from any classs soulmeld list.
When you deliver a stunning attack while essentia is You can shape that soulmeld using the normal
invested in this feat, your hands burn with a faint blue meldshaping rules (see page 49).
flame-like radiance. Once chosen, the soulmeld granted by this feat can never
Prerequisites: Con 13, Stunning Fist. be changed.
Benefit: Once per day, you can invest essentia into this Your meldshaper level for this soulmeld is equal to one-half
feat. your character level.
Add the invested essentia as an insight bonus on the If you have essentia, you can invest essentia in the
damage roll for any attack made with Stunning Fist, as well soulmeld as normal.
as to the save DC for the stunning attack. See Table 21: Essentia Capacity on page 19 to determine
Once the amount of essentia invested is chosen, it cannot the soulmelds essentia capacity.
be altered and remains invested for 24 hours. If you have the ability to bind a soulmeld to a chakra, you
You gain 1 point of essentia. can bind this soulmeld to any chakra available to you (as
long as the soulmeld can be bound to that chakra).
SAPPHIRE SMITE [INCARNUM] Special: You can gain this feat multiple times.
Its effects do not stack.
You can channel incarnum to enhance your ability to Each time you take the feat, choose a new soulmeld.
deliver mighty blows.
When you do so, your eyes glisten as if they had become
brilliant blue gemstones. SHARE SOULMELD []
Prerequisites: Con 13, ability to smite (smite evil class You can share a soulmeld with an ally with which you have
feature, smite domain power, or similar ability). a special bond.
Benefit: At the beginning of the day, you can invest Prerequisite: Ability to shape soulmelds and a familiar,
essentia into this feat. animal companion, or mount with whom you can share
You gain additional uses of your smite ability for the day spells.
equal to the invested essentia. Benefit: At your option, any soulmeld shaped by you and
In addition, you gain a +1 bonus on damage dealt by your currently affecting you can also affect your familiar, animal
smite for every point of essentia invested. companion, or mount.
Once the amount of essentia invested is chosen, it cannot The creature in question must remain within 5 feet of you
be altered and remains invested for 24 hours. to receive the benefit.
You gain 1 point of essentia. If the creature leaves this radius of effect, it loses the
Benefits of the soulmeld until such time as it returns
SAPPHIRE SPRINT [INCARNUM] within 5 feet.
Drawing on the soul energy of great runners of history, you
infuse your body with incarnum to speed your steps. SOULSIGHT [INCARNUM]
Whenever you run, your feet shine with a bright blue You can attune your soul to sense living creatures near you.
gleam. When you use this feat, your eyes glow with a blue
Prerequisite: Con 13. luminescence.
Benefit: Once per day, you can invest essentia into this Prerequisites: Con 13, Wis 13, Concentration 4 ranks.
feat. Benefit: Once per day, you can invest essentia into this
When you use the run action, you gain an insight bonus to feat.
your speed equal to 5 feet per point of invested essentia. While essentia is invested in this feat you can activate a
This applies regardless of the form of movement used to limited form of blindsense, capable of pinpointing living
run. creatures only, as a move action.
You also gain an insight bonus equal to the invested This blindsense has a range equal to 5 feet per point of
essentia on Constitution checks made to continue running invested essentia.
(see the run action on page 144 of the Players Handbook for The blindsense lasts until the start of your next turn.
details). Once the amount of essentia invested is chosen, it cannot
Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
be altered and remains invested for 24 hours.
261
If you have the ability to bind a soulmeld to your brow Benefit: You gain 3 points of essentia.
chakra, the blindsense granted by this feat is capable of Special: You can gain this feat multiple times, up to a
detecting both living and nonliving creatures. maximum equal to one-third the number of soulmelds you
You gain 1 point of essentia. are capable of shaping.
For example, a character who can shape six soulmelds can
SOULTOUCHED SPELLCASTING [INCARNUM] take this feat twice.
By fusing your spells with incarnum, they become more
capable of overcoming enemy magic and spell resistance. EXTRA CHAKRA BIND [EPIC]
Prerequisite: Con 13. You gain the ability to use more of your bodys centers of
Benefit: Once per day, you can invest essentia into this power in conjunction with your soulmelds.
feat. Prerequisites: Three chakra binds, ability to bind
You gain an insight bonus on dispel checks and on caster soulmelds to your lesser chakras.
level checks made to defeat spell resistance equal to the Benefit: The number of chakras to which you can bind
invested essentia. soulmelds increases by one.
Once the amount of essentia invested is chosen, it cannot Special: You can gain this feat multiple times.
be altered and remains invested for 24 hours.
You gain 1 point of essentia.
OPEN HEART CHAKRA [EPIC]
You open up one of your bodys most potent centers of
SPLIT CHAKRA [] power, allowing you to bind a soulmeld or a magic item to
One of your chakras becomes capable of holding both a your heart chakra.
bound soulmeld and a magic item. Prerequisites: Con 19, character level 21st.
Benefit: When this feat is selected, choose a chakra, such Benefit: You can now bind a soulmeld or a magic item to
as hands. your heart chakra.
You can gain the benefit of a magic item that occupies the In addition, you gain hit points equal to one-half your Hit
body space equivalent of that chakra even while a soulmeld Dice.
is bound to that chakra. Each time you gain an even-numbered HD (such as when
You can also bind a magic item to the chakra. advancing from 21 HD to 22 HD upon gaining a level), you
Special: You can gain this feat multiple times. gain 1 additional hit point.
Its effects do not stack. If you lose an even-numbered HD (such as by losing a level
Each time you take the feat, it applies to a new chakra. from 22nd to 21st), you lose a hit point permanently.
Normal: Without this feat, a soulmeld bound to a chakra
closes the equivalent body space off from gaining the
OPEN SOUL CHAKRA [EPIC]
benefit of a magic item.
You gain the ability to bind soulmelds to your bodys most
potent center of power: your soul chakra.
UNDEAD MELDSHAPER [MONSTROUS] Prerequisites: Con 21, character level 24th.
Despite having no soul of your own, you maintain the Benefit: You can now bind a soulmeld or a magic item to
ability to channel incarnum through force of will alone. your soul chakra.
Prerequisites: Int 3, undead type. In addition, you gain a +2 insight bonus on damage rolls
Benefits: Use your Wisdom score to determine the made against creatures whose alignment opposes any
maximum number of soulmelds you can shape. component of your alignment.
If you would use your Constitution score to determine a For example, a lawful good character would gain this bonus
soulmelds save DC, use your Wisdom score instead. against chaotic creatures and against evil creatures.
Neutral characters can treat the four extreme alignments
(lawful good, chaotic good, lawful evil, and chaotic evil) as
EPIC FEATS opposed to their alignment for purposes of this feat.
271
MULTIWEAPON FIGHTING [GENERAL] CRAFT CONSTRUCT [ITEM CREATION]
A creature with three or more hands can fight with a The creature can create golems and other magic
weapon in each hand. automatons that obey its orders.
The creature can make one extra attack each round with Prerequisites: Craft Magic Arms and Armor, Craft
each extra weapon. Wondrous Item.
Prerequisite: Three or more hands. Benefit: A creature with this feat can create any construct
Benefit: Penalties for fighting with multiple weapons are whose prerequisites it meets.
reduced by 2. Enchanting a construct takes one day for each 1,000 gp in
Normal: A creature without this feat suffers a 6 penalty its market price.
to attacks made with its primary hand and a 10 penalty to To enchant a construct, a spellcaster must spend 1/25 the
attacks made with its off hands. items price in XP and use up raw materials costing half of
(It has one primary hand, and all the others are off hands). this price (see the Golem, Homunculus, and Shield
See Attacking with Two Weapons, page 124 in the Players Guardian monster entries for details).
Handbook. A creature with this feat can repair constructs that have
Special: This feat replaces the Two-Weapon Fighting feat taken damage.
for creatures with more than two arms. In one day of work, the creature can repair up to 20 points
The Multidexterity feat further reduces penalties for off- of damage by expending 50 gp per point of damage
hand attacks. repaired.
A newly created construct has average hit points for its Hit
Dice.
MONSTER MANUAL 1 3.5
EMPOWER SPELL-LIKE ABILITY [GENERAL]
(3.5) The creature can use a spell-like ability with greater effect
than normal.
Prerequisite: Spell-like ability at caster level 6th or
MAIN SECTION FEATS higher.
Benefit: Choose one of the creatures spell-like abilities,
ABILITY FOCUS [GENERAL] subject to the restrictions below.
Choose one of the creatures special attacks. The creature can use that ability as an empowered spell-like
This attack becomes more potent than normal. ability three times per day (or less, if the ability is normally
Prerequisite: Special attack. usable only once or twice per day).
Benefit: Add +2 to the DC for all saving throws against When a creature uses an empowered spell-like ability, all
the special attack on which the creature focuses. variable, numeric effects of the spell-like ability are
increased by one-half.
Special: A creature can gain this feat multiple times.
An empowered spell-like ability does half again as much
Its effects do not stack.
damage as normal, cures half again as many hit points,
Each time the creature takes the feat, it applies to a
affects half again as many targets, and so on as appropriate.
different special attack.
For example, a night hags empowered magic missile deals 1-
1/2 times normal damage (roll 1d4+1 and multiply the
AWESOME BLOW [GENERAL, FIGHTER] result by 1-1/2 for each missile).
The creature can choose to deliver blows that send its Saving throws and opposed rolls (such as the one made
smaller opponents flying like bowling pins. when a character casts dispel magic) are not affected.
Prerequisites: Str 25, Power Attack, Improved Bull Spell-like abilities without random variables are not
Rush, size Large or larger. affected.
Benefit: As a standard action, the creature may choose to The creature can only select a spell-like ability duplicating a
subtract 4 from its melee attack roll and deliver an awesome spell with a level less than or equal to half its caster level
blow. (round down) 2.
If the creature hits a corporeal opponent smaller than itself For a summary, see the table in the description of the
with an awesome blow, its opponent must succeed on a Quicken Spell-Like Ability feat.
Reflex save (DC = damage dealt) or be knocked flying 10 For example, a creature that uses its spell-like abilities as a
feet in a direction of the attacking creatures choice and fall 13th-level caster can only empower spell-like abilities
prone. duplicating spells of 4th level or lower.
The attacking creature can only push the opponent in a Special: This feat can be taken multiple times.
straight line, and the opponent cant move closer to the Each time it is taken, the creature can apply it to a different
attacking creature than the square it started in. one of its spell-like abilities.
If an obstacle prevents the completion of the opponents
move, the opponent and the obstacle each take 1d6 points FLYBY ATTACK [GENERAL]
of damage, and the opponent stops in the space adjacent to The creature can attack on the wing.
the obstacle.
Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action
(including a dive) and another standard action at any point
272 during the move.
The creature cannot take a second move action during a MULTIATTACK [GENERAL]
round when it makes a flyby attack.
The creature is adept at using all its natural weapons at
Normal: Without this feat, the creature takes a standard
once.
action either before or after its move.
Prerequisite: Three or more natural attacks.
Benefit: The creatures secondary attacks with natural
HOVER [GENERAL] weapons take only a 2 penalty.
The creature can come to a halt in midair. Normal: Without this feat, the creatures secondary
Prerequisite: Fly speed. attacks with natural weapons take a 5 penalty.
Benefit: When flying, the creature can halt its forward
motion and hover in place as a move action. MULTIWEAPON FIGHTING [GENERAL]
It can then fly in any direction, including straight down or
straight up, at half speed, regardless of its maneuverability. A creature with three or more hands can fight with a
If a creature begins its turn hovering, it can hover in place weapon in each hand.
for the turn and take a full-round action. The creature can make one extra attack each round with
A hovering creature cannot make wing attacks, but it can each extra weapon.
attack with all other limbs and appendages it could use in a Prerequisites: Dex 13, three or more hands.
full attack. Benefit: Penalties for fighting with multiple weapons are
The creature can instead use a breath weapon or cast a spell reduced by 2 with the primary hand and reduced by 6 with
instead of making physical attacks, if it could normally do off hands.
so. Normal: A creature without this feat takes a 6 penalty on
If a creature of Large size or larger hovers within 20 feet of attacks made with its primary hand and a 10 penalty on
the ground in an area with lots of loose debris, the draft attacks made with its off hands.
from its wings creates a hemispherical cloud with a radius (It has one primary hand, and all the others are off hands).
of 60 feet. See Two-Weapon Fighting, page 160 of the Players
The winds so generated can snuff torches, small campfires, Handbook.
exposed lanterns, and other small, open flames of Special: This feat replaces the Two-Weapon Fighting feat
nonmagical origin. for creatures with more than two arms.
Clear vision within the cloud is limited to 10 feet.
Creatures have concealment at 15 to 20 feet (20% miss QUICKEN SPELL-LIKE ABILITY [GENERAL]
chance). The creature can employ a spell-like ability with a
At 25 feet or more, creatures have total concealment (50% moments thought.
miss chance, and opponents cannot use sight to locate the
Prerequisite: Spell-like ability at caster level 10th or
creature).
higher.
Those caught in the cloud must succeed on a
Benefit: Choose one of the creatures spell-like abilities,
Concentration check (DC 10 + 1/2 creatures HD) to cast a
subject to the restrictions described below.
spell.
The creature can use that ability as a quickened spell-like
Normal: Without this feat, a creature must keep moving ability three times per day (or less, if the ability is normally
while flying unless it has perfect maneuverability.
usable only once or twice per day).
Using a quickened spell-like ability is a free action that does
IMPROVED NATURAL ARMOR [GENERAL] not provoke an attack of opportunity.
The creatures natural armor is thicker and harder than that The creature can perform another actionincluding the
of others of its kind. use of another spell-like abilityin the same round that it
Prerequisites: Natural armor, Con 13. uses a quickened spell-like ability.
Benefit: The creatures natural armor bonus increases by The creature may use only one quickened spell-like ability
1. per round.
Special: A creature can gain this feat multiple times. The creature can only select a spell-like ability duplicating a
Each time the creature takes the feat, its natural armor spell with a level less than or equal to half its caster level
bonus increases by another point. (round down) 4.
For a summary, see the table below.
For example, a creature that uses its spell-like abilities as a
IMPROVED NATURAL ATTACK [GENERAL] 15th-level caster can only quicken spell-like abilities
The creatures natural attacks are more dangerous than its duplicating spells of 3rd level or lower.
size and type would otherwise dictate. In addition, a spell-like ability that duplicates a spell with a
Prerequisite: Natural weapon, base attack bonus +4. casting time greater than 1 full round cannot be quickened.
Benefit: Choose one of the creatures natural attack Normal: Normally the use of a spell-like ability requires a
forms. standard action and provokes an attack of opportunity
The damage for this natural weapon increases by one step, unless noted otherwise.
as if the creatures size had increased by one category: 1d2, Special: This feat can be taken multiple times.
1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. Each time it is taken, the creature can apply it to a different
A weapon or attack that deals 1d10 points of damage one of its spell-like abilities.
increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
273
Each time it is taken, it applies to a different special attack.
HOVER [GENERAL]
SNATCH [GENERAL]
The creature can halt its forward motion while flying,
The creature can grab opponents much smaller than itself regardless of its maneuverability.
and hold them in its mouth or claw. Prerequisite: Fly speed.
Prerequisite: Size Huge or larger. Benefit: While hovering, the creature can attack with all
Benefits: The creature can choose to start a grapple when its natural weapons, except for wing attacks.
it hits with a claw or bite attack, as though it had the Some creatures may be able to make additional attacks
improved grab special attack. while hovering, as noted in the creatures descriptive text.
If the creature gets a hold on a creature three or more sizes If the creature has a breath weapon, it can use the breath
smaller, it squeezes each round for automatic bite or claw weapon instead of making physical attacks.
damage. If a creature hovers close to the ground in an area with lots
A snatched opponent held in the creatures mouth is not of loose debris, the draft from its wings creates a
allowed a Reflex save against the creatures breath weapon, hemispherical cloud with a radius specified in the
if it has one. creatures descriptive text.
The creature can drop a creature it has snatched as a free The winds so generated can snuff torches, small campfires,
action or use a standard action to fling it aside. exposed lanterns, and other small, open flames of
A flung creature travels 1d610 feet, and takes 1d6 points of nonmagical origin.
damage per 10 feet traveled. The cloud obscures vision, and creatures caught within it
If the creature flings a snatched opponent while flying, the are blinded while inside and for 1 round after emerging.
opponent takes this amount or falling damage, whichever is Each creature caught in the cloud must succeed at a
greater. Concentration check (DC 10 + 1/2 creatures HD) to cast a
spell.
WINGOVER [GENERAL] Normal: A creature without this feat cannot halt its
The creature can change direction quickly while flying. forward motion without falling.
Prerequisite: Fly speed. A creature with average, poor, or clumsy maneuverability
Benefits: A flying creature with this feat can change can slow its flying movement to only half of its fly speed.
direction quickly once each round as a free action. (See Tactical Aerial Movement in Chapter 3 of the
This feat allows it to turn up to 180 degrees regardless of its DUNGEON MASTERs Guide).
maneuverability, in addition to any other turns it is
normally allowed. MULTIATTACK [GENERAL]
A creature cannot gain altitude during a round when it The creature is adept at using all its natural weapons at
executes a wingover, but it can dive. once.
The change of direction consumes 10 feet of flying Prerequisite: Three or more natural weapons.
movement. Benefit: Each of the creatures secondary attacks with
natural weapons takes only a 2 penalty.
MONSTER MANUAL 2 (3.0) Normal: Without this feat, each of the creatures
secondary natural attacks takes a 5 penalty.
IMPROVED FORTIFICATION []
You improve your warforged fortification, gaining
immunity to sneak attacks and extra damage from critical
hits.
Prerequisites: Warforged, base attack bonus +6.
Benefit: You gain immunity to sneak attacks and extra
damage from critical hits, but you lose the ability to be
healed by spells of the healing subschool.
MITHRAL BODY []
A warforged characters body can be crafted with a layer of
mithral that provides some protection without hindering
speed or gracefulness.
Prerequisites: Warforged, 1st level only.
277
Benefit: The warforgeds armor bonus is increased to +5, Its effects do not stack.
and the character is considered to be wearing light armor. Each time the creature takes the feat, it applies to a
He now has a +5 maximum Dexterity bonus to AC, a 2 different special ability.
penalty on all skill checks that armor check penalties apply
to (Balance, Climb, Escape Artist, Hide, Jump, Move AWESOME BLOW []
Silently, Sleight of Hand, Swim, and Tumble), and an
arcane spell failure chance of 15%. A creature with this feat can choose to deliver blows that
Normal: Without this feat, a warforged character has an send its smaller opponents flying like bowling pins.
armor bonus of +2. Prerequisites: Str 25, Power Attack, Improved Bull
Special: Unlike most feats, this feat must be taken at 1st Rush, size large or larger.
level, during character creation. Benefit: As a standard action, the creature can choose to
Warforged druids who take this feat cannot cast druid subtract 4 from its melee attack roll and deliver an awesome
spells or use any of their druid supernatural or spell-like blow.
class abilities. If the creature hits a corporeal opponent smaller than itself
Warforged characters with this feat do not gain the benefit with an awesome blow, its opponent must succeed on a
of any class feature prohibited to a character wearing light Reflex save (DC equal to damage dealt) or be knocked
armor. flying 10 feet in a direction of the attacking creatures
choice and fell prone.
The attacking creature can only push the opponent in a
MITHRAL FLUIDITY [] straight line, and the opponent cant move closer to the
Your movements are smoother and more fluid than those attacking creature than the square it started in.
of other warforged. If an obstacle prevents the completion of the opponents
Prerequisites: Warforged, Mithral Body. move, the opponent and the obstacle each take 1d6 points
Benefits: The maximum Dexterity bonus a warforged of damage, and the opponent stops in the space adjacent to
with the Mithral Body feat can apply to Armor Class is the obstacle.
increased by 1. Special: A fighter can select Awesome Blow as one of his
In addition, the armor check penalties to Balance, Climb, fighter bonus feats.
Escape Artist, Hide, Jump, Move Silently, Sleight of Hand,
and Tumble checks are reduced by 1. CLINGING BREATH []
Special: This feat can be taken multiple times.
However, armor check penalties cannot be reduced to less This feat enables a creatures breath weapon to cling to
than +0. creatures and continue to affect them after it has breathed.
Prerequisites: Con 13, breath weapon with recharge
time expressed in rounds.
SHIFTER DEFENSE [SHIFTER] Benefit: When a creature uses its breath weapon, it can
By delving into your shifter heritage, you have developed choose for it to deal additional damage in the next round to
the ability to ignore a little damage from every attack. all creatures and objects affected by it.
Prerequisites: Shifter, two other shifter feats. This additional damage is equal to half the damage the
Benefit: While shifting, you gain damage reduction breath weapon dealt to that creature or object.
2/silver. A second save is not allowed, but any creature or object that
avoided all damage from the breath weapon in the first
round (such as from evasion) does not take any extra
SHIFTER INSTINCTS [SHIFTER] damage.
Your heritage has given you sharp senses and quick As a full-round action, a targeted creature can attempt a
reflexes, and you have learned to trust your equally sharp Reflex save (using the breath weapons original save DC) to
instincts. remove the clinging breath weapon and negate further
Prerequisite: Shifter. damage.
Benefit: You gain a +1 bonus on Listen, Sense Motive, Rolling around on the ground grants a +2 bonus on this
and Spot checks, and a +2 bonus on initiative checks. save.
This feat only works on a breath weapon that has
instantaneous duration and that deals damage.
MONSTER MANUAL 4 (3.5) When a creature uses this feat, add 1 to the number of
rounds it must wait before using its breath weapon again.
Special: This feat originally appeared in Draconomicon;
MAIN SECTION FEATS this is a revised version.
If you have Draconomicon.
ABILITY FOCUS [] Clinging Breath is treated as a Metabreath feat.
A particular special ability of a creature with this feat is
more potent than normal. CRAFT CONSTRUCT [ITEM CREATION]
Prerequisite: Special ability that allows a saving throw. A creature with this feat can create golems and other magic
Benefit: Add 2 to the DC for all saving throws against the automatons that obey its orders.
special ability on which the creature focuses. Prerequisites: Craft Magic Arms and Armor, Craft
Special: A creature can gain this feat multiple times. Wondrous Item.
278
Benefit: The creature can create any construct whose A weapon or attack that deals 1d10 points of damage
prerequisites it meets. increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
Enchanting a construct takes one day for each 1,000 gp in
its market price. IMPROVED TOUGHNESS []
To enchant a construct, a spcllcaster must spend 1/25 the
items price in XP and use up raw materials costing half of A creature with this feat is significantly tougher than
this price. normal.
The creature can repair constructs that have taken damage. Prerequisite: Base Fortitude save bonus +2.
In one day of work, the creature can repair up to 20 points Benefit: The creature gains a number of hit points equal
of damage by expending 50 gp per point of damage to its current Hit Dice.
repaired. Each time it gains a Hit Die (such as by gaining a level or
A newly created construct has average hit points for its Hit advancing), it gains 1 additional hit point.
Dice. If it loses a Hit Die (such as by losing a level), it loses 1 hit
point permanently.
Special: A fighter can select Improved Toughness as one
FLYBY ATTACK [] of his fighter bonus feats.
A creature with this feat can attack on the wing,.
Prerequisite: Fly speed. LINGERING BREATH []
Benefit: When flying, the creature can take a move action
(including a dive) and another standard action at any point The breath weapon of a creature with this feat forms a
during the move. lingering cloud.
The creature cannot take a second move action during a Prerequisites: Con 15, breath weapon with recharge
round when it makes a flyby attack. time expressed in rounds, Clinging Breath.
Normal: Without this feat, the creature takes a standard Benefit: When the creature uses its breath weapon, it can
action either before or after its move. choose for the effect to remain for 1 round as a lingering
cloud of the same shape and size as the original breath
weapon.
GITHYANKI BATTLECASTER [] Anyone who enters the cloud takes one-half of the breath
A creature with this feat ignores arcane spell failure weapons normal effects; any saving throw the breath
chances when wearing light armor. weapon normally allows still applies.
Prerequisites: Githyanki, ability to cast 2nd-level arcane Damaging breath weapons deal one-half their normal
spells, base attack bonus +3. damage, and breath weapons with effects that have
Benefit: The creature ignores arcane spell failure chances durations last for one-half the normal time.
for any kind of light armor it wears. If a creature is affected by the same nondamaging breath
If it wears medium or heavy armor or carries a shield, it has weapon twice, the effects do not stack (use only the longer
the normal arcane spell failure chance. duration).
Special: A fighter or wizard can choose this feat as one of Any creature in the area of the original breath weapon takes
the bonus feats those classes grant. no additional effect from the cloud, provided it is outside
the cloud by the end of its next turn.
GITHYANKI DRAGONRIDER [RACIAL] When a creature uses this teat, add 2 to the number of
rounds it must wait before using its breath weapon again.
A creature with this feat has a knack forgetting along with Special: This feat originally appeared in Draconomicon;
red dragons. this is a revised version.
Prerequisites: Githyanki, ride 5 ranks. If you have Draconomicon, Lingering Breath is treated as a
Benefit: The creature gains a +2 bonus on Diplomacy Metabreath feat.
checks when dealing with red dragons and a +2 on Ride
checks it attempts when riding a red dragon.
While the creature is mounted on a red dragon, it and its MULTI ATTACK []
mount gain a +1 bonus on Reflex saves and a +1 insight A creature with this feat is adept at using all its natural
bonus to Armor Class. weapons at once.
Special: The Diplomacy bonus from this feat stacks with Prerequisite: Three or more natural attacks.
the githyanki racial bonus on Diplomacy checks when Benefit: The creatures secondary attacks with natural
dealing with red dragons. weapons take only a 2 penalty.
A githyanki fighter can choose this feat as a bonus feat. Normal: Without this feat, the creatures secondary
attacks with natural weapons take a 5 penalty.
IMPROVED NATURAL ATTACK []
The natural attacks of a creature with this feat are more POWERFUL CHARGE []
dangerous than its size and type would otherwise dictate. A creature with this feat can charge with extra force.
Prerequisite: Natural weapon, base attack bonus +4. Prerequisites: Medium or larger, base attack bonus +1.
Benefit: The damage for one of the creatures natural Benefit: When the creature charges, if its melee attack
attack forms increases by one step, as if the creatures size hits, it deals an extra 1d8 points of damage (if it is of
had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, Medium size).
3d6,4d6, 6d6,8d6, 12d6. For Large creatures, the extra damage is 2d6 points; for
Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6. 279
This feat only works when the creature makes a charge.
It does not work when the creature is mounted. MONSTER MANUAL 5 (3.5)
If the creature has the ability to make multiple attacks alter
a charge, it can only apply this extra damage to one of those
attacks. MAIN SECTION FEATS
Special: A fighter can select Powerful Charge as one of
his fighter bonus feats. ABILITY FOCUS []
A particular special ability of a creature that has this feat is
QUICKEN SPELL-LIKE ABILITY [] more potent than normal.
A creature with this feat can employ a spell-like ability with Prerequisite: Special ability that allows a saving throw.
a moments thought. Benefit: Add +2 to the DC for all saving throws against
Prerequisite: Spell-like ability at caster level 10th or the special ability on which the creature focuses.
higher. Special: A creature can gain this feat multiple times.
Benefit: The creature can use one of its spell-like abilities Its effects do not stack.
as a quickened spell-like ability three times per day (or less, Each time the creature takes the feat, it applies to a
if the ability is normally usable only once or twice per day). different special ability.
Using a quickened spell-like ability is a swift action (see
page 219) that does not provoke attacks of opportunity. AWESOME BLOW []
The creature can perform another action-including the
use of another spell-like abilityin the same round that it A creature that has this feat can choose to deliver blows that
uses a quickened spell-like ability. send its smaller opponents flying like bowling pins.
The creature can use only one quickened spell-like ability Prerequisites: Str 25, Power Attack, Improved Bull
per round. Rush, size Large or larger.
The creature can only select a spell-like ability duplicating a Benefit: As a standard action, the creature can choose to
spell with a level less than or equal to half its caster level subtract 4 from its melee attack roll and deliver an awesome
(round down) minus 4. blow.
For a summary, see the table below. If the creature hits a corporeal opponent smaller than itself
For example, a creature that uses its spell-like abilities as a with an awesome blow, its opponent must succeed on a
15th-level caster can only quicken spell-like abilities Reflex save (DC equal to damage dealt) or be knocked
duplicating spells of 3rd level or lower. flying 10 feet in a direction of the attacking creatures
In addition, a spell-like ability that duplicates a spell with a choice and fall prone.
casting time greater than 1 full round cannot be quickened. The attacking creature can push the opponent only in a
Normal: Normally the use of a spell-like ability requires a straight line, and the opponent cant move closer to the
standard action and provokes attacks of opportunity unless attacking creature than the square it started in.
otherwise noted. If an obstacle prevents the completion of the opponents
Special: This feat can be taken multiple times. move, the opponent and the obstacle each take 1d6 points
Each time it is taken, the creature can apply it to a different of damage, and the opponent stops in the space adjacent to
one of its spell-like abilities. the obstacle.
Special: A fighter can select Awesome Blow as one of his
fighter bonus feats.
BRUTAL THROW []
You have learned how to hurl weapons to deadly effect.
Benefit: You can add your Strength modifier (instead of
your Dexterity modifier) to attack rolls with thrown
weapons.
Normal: A character attacking with a ranged weapon adds
his Dexterity modifier to the attack roll.
Special: A fighter can select Brutal Throw as one of his
SNATCH [] fighter bonus feats.
The creature can grab opponents much smaller than it and
hold them in its mouth or claw. DAUNTING PRESENCE []
Prerequisite: Size Huge or larger. You are skilled at inducing fear in your opponents.
Benefit: The creature can choose to start a grapple when Prerequisites: Cha 13, base attack bonus +1.
it hits with a claw or bite attack, as though it had the Benefit: You can take a standard action to awe an
improved grab special attack, if the creature gets a hold on opponent.
an opponent three or more sizes smaller, it can squeeze The opponent must be within 30 feet, have line of sight to
each round for bite or claw damage. you, and have an Intelligence score.
A snatched opponent held in the creatures mouth is not If the opponent fails a Will saving throw (DC 10 + 1/2 your
allowed a Reflex save against the creatures breath weapon character level + your Cha modifier), it is shaken for 10
(if any). minutes.
The creature can drop an opponent it has snatched as a free This feat has no effect on a creature that is already shaken.
action or use a standard action to fling it aside. Special: A fighter can select Daunting Presence as one of
A flung opponent travels 1d610 feet, and takes 1d6 points his fighter bonus feats.
of damage per 10 feet traveled.
If the creature flings a snatched opponent when flying, the
opponent takes this amount or falling damage, whichever is KUO-TOAN MONASTICISM []
greater. The monitors learn to use the strange, sticky substance
common to kuo-toas as part of their martial arts.
WINGOVER [] If a monitors first punch hits, it sticks its hand to the target,
executes an acrobatic tumble, and unfailingly lands its
The creature can change direction quickly while flying. second strike.
Prerequisite: Fly speed. Prerequisites: Kuo-toa, flurry of blows.
Benefit: A flying creature that has this feat can change Benefit: As a swift action, a kuo-toa can smear a strange,
direction quickly once each round as a free action. sticky substance on its hands.
This feat allows it to turn up to 180 degrees regardless of its When using flurry of blows, the kuo-toa automatically hits
maneuverability, in addition to any other turns it is with one of its extra attacks if its first attack hits.
normally allowed. A kuo-toa that has this feat uses Hit Dice, rather than
A creature cannot gain altitude during a round when it character level, to determine its Stunning Fist save DC.
executes a wingover, but it can dive.
282
MAGE SLAYER [] Benefit: When flying, the creature can take a move action
(including a dive) and another partial action at any point
You have studied the ways and weaknesses of spellcasters during the move.
and Can time your attacks and defenses against them
The creature cannot take a second move action during a
expertly. round when it makes a flyby attack.
Prerequisites: Spellcraft 2 ranks, base attack bonus +3.
Normal: Without this feat, the creature takes a partial
Benefit: You gain a +1 bonus on Will saves. action either before or after its move.
Spellcasters you threaten cannot cast defensively (they
automatically fail their Concentration checks to do so), but
they are aware that they cannot cast defensively while MULTIATTACK [GENERAL]
being threatened by you. The creature is adept at using all its natural weapons at
Special: Taking this feat reduces your caster level for all once.
your spells and spell-like abilities by 4. Prerequisite: Three or more natural weapons.
Benefit: The creatures secondary attacks with natural
MIND-SHATTERING STRIKE [] weapons suffer only a 2 penalty.
Normal: Without this feat, the creatures secondary
Violent madness lurks just beneath the surface in all kuo-
natural attacks suffer a 5 penalty.
toas.
The monitors learn to control this madness and channel it
into their enemies. MULTIDEXTERITY [GENERAL]
Prerequisites: Kuo-toa, Kuo-Toa Monasticism, The creature is adept at using all its hands in combat.
Stunning Fist, flurry of blows. Prerequisite: Dex 15+, three or more arms.
Benefit: Before making an unarmed strike, a kuo-toa Benefit: The creature ignores all penalties for using an off
monitor can choose to use this feat, consuming one of the hand.
monitors daily uses of the Stunning Fist feat. Normal: Without this feat, a creature who uses an off
If kuo-toa monitors next unarmed attack hits, the struck hand suffers a 4 penalty on attack rolls, ability checks, and
opponent must make a Will save (DC 10 + 1/2 the skill checks.
monitors HD + its Wis modifier). A creature has one primary hand, and all the others are off
On a failed save, that foe attacks the closest nonkuo-toa on hands; for example, a four-armed creature has one primary
his next turn. hand and three off hands.
This feat also grants one additional daily use of the Special: This feat replaces the Ambidexterity feat for
Stunning Fist feat. creatures with more than two arms.
(3.0)
SIDEBAR FEATS
FLYBY ATTACK [GENERAL]
The creature can attack on the wing.
Prerequisite: Fly speed.
283
Benefit: If you adopt the Mirumoto niten master prestige
ORIENTAL ADVENTURES class, you gain an additional +1 AC bonus from the use of
the niten technique.
(3.0) This feat is only available if the Mirumoto niten master
prestige class, described in Chapter 11: The Empire of
Rokugan, is available.
MAIN SECTION FEATS
CHOKE HOLD [GENERAL]
ART OF FASCINATION [ANCESTOR] You have learned the correct way to apply pressure to
You claim descent from Kakita Wayozu, the first female render an opponent unconscious.
Mistress of the Kakita Academy, whose art was so great it is Prerequisites: Improved Unarmed Strike, Improved
said that she helped create an alternate world. Grapple, Stunning Fist.
Clan: Crane. Benefit: If you pin your opponent while grappling and
Benefit: You can fascinate a single creature with your maintain the pin for 1 full round, at the end of the round
music or poetics. your opponent must make a Fortitude saving throw (DC 10
You make a Perform check, and the target can negate the + 1/2 your level + your Wisdom modifier).
effect with a Will saving throw equal to or greater than If the saving throw fails, your opponent falls unconscious
your check result. for 1d3 rounds.
If the saving throw succeeds, you cannot attempt to
fascinate that creature again for 24 hours. COOL HEAD [ANCESTOR]
If the saving throw fails, the creature sits quietly and listens
You are descended from the great diplomat Ide, who was
to the song for up to 1 round per level you possess.
chosen to be the voice of Shinjo in all dealings with
While fascinated, the targets Spot and Listen checks suffer a
strangers.
4 penalty.
Any potential threat allows the fascinated creature a second Clan: Unicorn.
saving throw against a breaks the effect. Benefit: You get a +3 bonus on Diplomacy checks.
You must concentrate, as if casting or maintaining a spell.
This is a spell-like, mind-affecting charm ability. CRAFT CRYSTAL WEAPON [ITEM CREATION]
You can create magic weapons from Kuni crystal, which is
ARTIST [ANCESTOR] deadly to creatures of the Shadowlands.
You claim descent from Doji, the founder of the Crane Prerequisite: Spellcaster level 7+, Craft Magic Arms and
household, known as a creator of culture and civilization. Armor, Craft (weaponsmithing) skill.
Clan: Crane. Benefit: You can forge a weapon out of Kuni crystal, if
Benefit: You get a +2 bonus on all Perform checks and on you meet the other prerequisites for doing so (holy smite or
checks for one Craft skill that involves art (such as jade strike and daylight).
calligraphy, origami, painting, or sculpture). You must first create the weapon, using the rules for the
Craft skill in the Players Handbook (a Kuni crystal weapon
adds 400 gp to the listed weapon price and has a DC of 20).
ATTENTION TO DETAIL [ANCESTOR] Then you must enhance the weapon, which takes one day
You are descended from Akodos advisor Ikomaa for each 1,000 gp in the price of its magical features.
historian, judge, and storyteller. To enhance a weapon, you must spend 1/25 of its features
Clan: Lion. total price in XP and use up raw materials costing half this
Benefit: You gain a +2 bonus on Sense Motive and Spot total price.
checks. See Chapter 8: Magic Items for details of Kuni crystal
weapons cost and abilities.
Normal: Weapons and other items made from normal
BLOOD SORCERER [ANCESTOR] crystal are not inherently dangerous to Shadowlands
You are descended from Yogo, the Scorpion shugenja who creatures, nor do they possess any other extraordinary
was the first guardian of the Black Scrolls of Fu Leng. abilities, unless specifically augmented.
Clan: Scorpion.
Benefit: Add +3 to the Difficulty Class of all maho-tsukai CRAFT TALISMAN [ITEM CREATION]
spells you cast.
However, you also add +3 to the DC for the Fortitude save You can create magic fetishes, single-use magic items that
you must make to avoid accumulating Taint when you cast hold spells until triggered.
maho spells. Prerequisite: Intelligence 13+, appropriate Craft skill,
This feat is only available if the maho-tsukai prestige class, spellcaster level 1+.
described in Chapter 12: The Shadowlands, is available. Benefit: You can create a tsangusuri, a one-use magic
talisman, imbuing it with the power of any spell you know
that is 3rd level or lower.
BORN DUELIST [ANCESTOR] You must provide any material components or focuses the
You claim descent from Mirumoto, one of the first two spell requires.
samurai to join Togashi in his meditative retreat.
284 Clan: Dragon.
If casting the spell would reduce your XP total, you pay the Benefit: While grappling, if you pin your opponent, you
cost upon beginning the process in addition to the XP cost deal critical damage (double normal unarmed damage) each
for making the talisman itself. round that you maintain the pin.
Likewise, material components are consumed when you You hold your opponent immobile as normal, but you must
begin crafting, but focuses are not. also remain completely immobile, giving opponents (other
(A focus used in crafting a talisman can be reused). than the one youre pinning) a +4 bonus on attack rolls
The talisman has a base price of the spell level caster level against you (but you are not helpless).
50 gp (a 0-level spell counts as 1/2 level).
You must spend 1/25 of its base price in XP and use up raw FALLING STAR STRIKE [GENERAL]
materials costing half this base price.
A talismans market value equals its base price. You have mastered the art of striking a nerve that blinds a
humanoid opponent.
Prerequisites: Improved Unarmed Strike, base attack
DEFENSIVE STRIKE [GENERAL] bonus +4 or higher, Stunning Fist or monks stunning
You can turn a strong defense into a powerful offense. attack, Wis 17+.
This feat is called musubi in Rokugan. Benefit: Against a humanoid opponent, you can make an
Prerequisite: Int 13+, Expertise, Dex 13+, Dodge. unarmed attack that has a chance of blinding your target.
Benefit: If an opponent attacks you and misses while you If your attack is successful, your target must attempt a
are using the total defense action, you can attack that Fortitude saving throw (DC 10 + 1/2 your level + your
opponent on your next turn with a +4 bonus on your attack Wisdom modifier).
roll. If the target fails this saving throw, he is blinded for 1
You gain no bonus against an opponent that does not attack round per level you possess.
you or against an opponent that attacks and does not miss. In addition to the obvious effects, a blinded creature suffers
a 50% miss chance in combat (all opponents have full
DEFENSIVE THROW [GENERAL] concealment), loses any Dexterity bonus to AC, grants a +2
bonus on attackers attack rolls (they are effectively
You can use your opponents weight, strength, and invisible), moves at half speed, and suffers a 4 penalty on
momentum against her, deflecting her attack and throwing most Strength- and Dexterity-based skills.
her to the ground.
Prerequisite: Dex 13+, Improved Unarmed Strike,
Dodge, Improved Trip, Combat Reflexes. FEARSOME AND FEARLESS [ANCESTOR]
Benefit: If the opponent you have chosen to receive your You claim descent from the first Akodo, the paragon of
AC bonus from the Dodge feat attacks you and misses, you samurai virtue.
can make an immediate improved trip attack against that Clan: Lion.
opponent. Benefit: You gain a +1 bonus on all Will saves against fear
This attempt counts against your allowed attacks of effects, and the Difficulty Class of any fear effect you create
opportunity this round. (through spell or other ability) is increased by 1.
If you adopt the Akodo champion prestige class (see
DISCIPLINE [ANCESTOR] Chapter 11), allies within your aura of courage gain an
additional +1 bonus on their saving throws against fear.
Your ancestor, Naka Kaeteru, was the first Grand Master of
all the elements, a master of meditation and contemplation.
Clan: Phoenix. FISTS OF IRON [GENERAL]
Benefit: You gain a +2 bonus on all Concentration checks You have learned the secrets of imbuing your unarmed
and a +1 bonus on Will saves. attacks with extra force.
Prerequisites: Base attack bonus +2 or higher, improved
EAGLE CLAW ATTACK [GENERAL] Unarmed Strike.
Benefit: Declare that you are using this feat before you
Your unarmed attacks shatter objects. make your attack roll (thus, a missed attack roll ruins the
Prerequisites: Base attack bonus +2 or higher, improved attempt).
Unarmed Strike, Sunder, Dex 15+. You deal an extra 1d4 points of damage when you make a
Benefit: You can strike an opponents weapon or shield successful unarmed attack.
with an unarmed strike. You may use this feat a number of times per day equal to
Special: Weapon hardness and hit point ratings are given three + your Wisdom modifier.
on Table 813: Common Weapon and Shield Hardness
Ratings and Hit Points in the Players Handbook.
Normal: A character can normally only attack an FLYING KICK [GENERAL]
opponents weapon with a slashing or bludgeoning weapon. You literally leap into battle, dealing devastating damage.
Prerequisite: Str 13+, Power Attack, Improved
Unarmed Strike, Jump (4 ranks).
EARTHS EMBRACE [GENERAL]
Benefit: When fighting unarmed and using the charge
You can crush opponents when you grapple them. action, you deal double damage with your unarmed attack.
This feat is called tsuchi-do in Rokugan.
Prerequisites: Improved Unarmed Strike, Improved
Grapple, Str 15+.
285
FREEZING THE LIFEBLOOD [GENERAL] GREAT DIPLOMAT [ANCESTOR]
You can paralyze a humanoid opponent with an unarmed You are descended from Asako, one of the companions of
attack. the first Phoenix, a great healer, diplomat, and warrior.
Prerequisite: Improved Unarmed Strike, base attack Clan: Phoenix.
bonus +5 or higher, Stunning Fist or monks stunning Benefit: You gain a +2 bonus on Diplomacy checks, and
attack, Wis 17+. your Leadership score (see the DUNGEON MASTERs
Benefit: Against a humanoid opponent, you can make an Guide) is increased by 2.
unarmed attack that deals no damage, but has a chance of
paralyzing your target. GREAT KI SHOUT [GENERAL]
If your attack is successful, your target must attempt a
Fortitude saving throw (DC 10 + 1/2 your level + your Your ki shout can panic your opponents.
Wisdom modifier). Prerequisites: Cha 13+, Ki Shout, base attack bonus +9
If the target fails this saving throw, he is paralyzed for or higher.
1d4+1 rounds. Benefit: When you make a ki shout, your opponents are
A paralyzed character stands rigid and helpless, unable to panicked for 2d6 rounds unless they succeed at their Will
move or act physically. saves (DC 10 + 1/2 your character level + your Charisma
He has effective Strength and Dexterity scores of 0 but may modifier).
take purely mental actions. Panicked characters suffer a 2 morale penalty on attack
rolls, saves, and checks, they have a 50% chance to drop
what they are holding, and they run away from you as
GIFTED GENERAL [ANCESTOR] quickly as they can.
Your ancestor Daidoji Yurei, an ancient daimyo of the The effects of being panicked supersede the effects of being
Daidoji family, was a gifted general-the first in Rokugan to shaken.
use guerilla tactics.
Clan: Crane. GREAT STAMINA [ANCESTOR]
Benefit: You gain a +2 bonus on Initiative checks and a +1
bonus on all Fortitude saves. Your ancestor, Daidoji Masashigi, gave his life defending
the Kaiu Wall alongside the Crab at the Battle of the
Landbridge.
GRAPPLING BLOCK [GENERAL] Clan: Crane.
You can catch and pin an opponents weapon with your Benefit: You gain a +2 bonus on all checks you make for
bare hands. performing a physical action that extends over a period of
Prerequisite: Improved Unarmed Strike, Deflect time (running, swimming, holding your breath, and so on),
Arrows, Int 13+, Expertise, Improved Disarm, Combat and +1 to your hit point total.
Reflexes.
Benefit: You must have both hands free or be holding GREAT TEAMWORK [ANCESTOR]
weapons designed to catch other weapons (such as the sai
or jitte) to use this feat. You are a descendant of Hida Banuken, the Crab champion
Once per round when you would normally be hit by a who oversaw the construction of the Kaiu Wall during the
melee weapon, you may make a special disarm attempt Battle of the Cresting Wave.
against your opponent. Clan: Crab.
This attempt counts against your allowed attacks of Benefit: When you and an ally flank an opponent, you
opportunity this round. gain a +4 bonus on your attack roll, instead of the normal +2
You make an opposed attack roll (with your unarmed bonus.
strike, sai, or jitte) against the attack roll that hit you.
The opponents attack roll is not modified by the size of the GREAT THROW [GENERAL]
weapon.
You can throw your opponents to the ground, choosing
If you succeed, you grab the weapon away from your
where they land and dealing damage in the process.
opponent (if you are unarmed) or knock the weapon to the
Prerequisites: Improved Unarmed Strike, Dexterity
ground (if you are armed).
You may only use this feat against weapons up to two sizes 13+, Dodge, Improved Trip, Combat Reflexes.
larger than you. Benefit: When you make a successful unarmed trip
attack against a creature no larger than your own size, you
can choose where the creature lands, within the area you
GREAT CRAFTER [ANCESTOR] threaten.
Your ancestor, Kaiu, was the first and greatest blacksmith of In addition, you deal your normal unarmed strike damage
the Crab clan. to the opponent.
Kaiu forged the weapons which the Crab used against the The creatures movement does not provoke attacks of
Shadowlands, and gave his name to the engineering school opportunity, no matter how far you move it.
of the clan. When you use this option, however, you cannot make a
Clan: Crab. follow-up melee attack using the Improved Trip feat.
Benefit: You gain a +3 bonus on all Craft checks.
286
HONEST MERCHANT [ANCESTOR] Clan: Unicorn.
Benefit: You get a +2 bonus on Sense Motive checks and
Your ancestor, Bayushi Tesaguri, was the son of Bayushi
on intelligence checks made to figure things out.
Junzen, Scorpion Clan Champion.
He did not trust the Yogo family, so he gave three of the
Black Scrolls of Fu Leng to his son, Tesaguri. KARMIC STRIKE [GENERAL]
Tesaguri, however, betrayed this trust by selling the Scrolls You have learned to strike when your opponent is most
to the Phoenix clan-and paid for his crime with his life. vulnerable: at the same instant your opponent strikes you.
Clan: Scorpion. This feat is also called ai uchi.
Benefit: You get a +2 bonus on all Profession checks, Prerequisites: Dex 13+, Dodge.
allowing you to make more money at your work. Benefit: You can make an attack of opportunity against
an opponent that hits you in melee.
IAIJUTSU MASTER [ANCESTOR] You take a 4 penalty to your Armor Class, in exchange for
the ability to make an attack of opportunity against any
You are not only descended from Kakita, the greatest
creature that makes a successful melee attack roll or melee
duelist ever to have lived, but you share a karmic tie to his
touch attack roll against you.
spirit.
The opponent that hits you must be in your threatened
Clan: Crane. area, and this feat does not grant you more attacks of
Benefit: Once per day, you can make any one attack roll, opportunity than you are normally allowed in a round.
saving throw, or skill check using your Iaijutsu Focus skill If you hit with your attack of opportunity, you and your
modifier in place of all other modifiers. opponent deal and take damage simultaneously.
For example, you can roll a melee attack roll using only You specify on your turn that you are activating this feat,
your Iaijutsu Focus skill modifier instead of your total and the change to your Armor Class and your ability to
attack bonus (including Strength modifier, weapon make these special attacks of opportunity last until your
enhancement bonus, Weapon Focus bonus, size modifier, next turn.
and all other bonuses to your attack roll).
You give up all your other modifiers and use your skill
modifier instead. KARMIC TWIN [ANCESTOR]
You are descended from Bayushi, the first Scorpion, whose
IMPROVED AID [ANCESTOR] love for his daughter proved his final downfall.
Clan: Scorpion.
You are descended from Hida Tadaka, the great Crab
Benefit: You get a +2 bonus on all Charisma-based skill
daimyo who gave his life to avert a war between his clan
checks and Charisma checks.
and the Lion.
You have a karmic tie to another character.
Clan: Crab.
You may detect the direction of this character if he or she is
Benefit: When using the Aid Another action in melee alive, on the same plane, and you succeed at an intuit
combat (see Aid Another in the Players Handbook), your ally Direction check against DC 15 (or a Wisdom check if you
gains a +4 circumstance bonus on his attack roll or to his do not have the skill).
AC. A failure on this check gives no information.
Normal: The Aid Another action normally gives a +2 You may retry once per round as a standard action.
circumstance bonus on your allys attack roll or AC against The character to whom you have this karmic connection
a single opponent. may be another player character or an NPC under control
of the DM, but he or she must also have the Karmic Twin
IMPROVED GRAPPLE [GENERAL] ancestor feat.
You are skilled in martial arts that emphasize holds and
throws. KEEN INTELLECT [ANCESTOR]
Prerequisite: Improved Unarmed Strike. You are descended from Agasha, the founder of the original
Benefit: If you hit with an unarmed strike, you deal Dragon shugenja school, a shugenja known for her keen
normal damage and can attempt to start a grapple as a free intellect and powers of observation.
action without provoking an attack of opportunity. Clan: Dragon, Phoenix.
No initial touch attack is required. Benefit: You gain a +1 bonus on intelligence checks and a
You can deal normal damage while grappling, rather than +1 bonus on Knowledge, Scry, and Search checks.
subdual damage, without suffering a penalty on your
grapple check.
Normal: Characters without this feat make a melee touch KI SHOUT [GENERAL]
attack to grab their opponent and provoke an attack of You can bellow forth a ki-empowered shout that strikes
opportunity when doing so. terror into your enemies.
They also suffer a 4 penalty on their grapple checks when Prerequisites: Base attack bonus +1 or higher, Cha 13+.
trying to inflict normal damage in a grapple. Benefit: Making a ki shout is a standard action.
Opponents who can hear your shout and who are within 30
KAMIS INTUITION [ANCESTOR] feet of you may become shaken for 1d6 rounds.
The ki shout affects only opponents with fewer Hit Dice or
You are descended from Shinjo, the first Unicorn, the levels than you have.
kindest and most compassionate of the kami.
287
An affected opponent can resist the effects with a ONIS BANE [ANCESTOR]
successful Will save against a DC of 10 + 1/2 your character
level + your Charisma modifier. Your ancestor, Isawa Akuma, was a Phoenix shugenja who
You can use Ki Shout once per day. sought to understand the mystery of identity.
Shaken characters suffer a 2 morale penalty on attack Venturing into the Shadowlands, he lost his own identity
rolls, saves, and checks. to an oni.
Clan: Phoenix.
Benefit: You gain a +3 bonus on caster level checks (1d20
LION SPY [ANCESTOR] + caster level) to beat an outsiders spell resistance.
Your ancestor, Akodo Shinju, was the greatest spy of the However, because of Akumds fall, you suffer a 2 penalty
Lion clan. on Diplomacy checks.
Clan: Lion.
Benefit: You gain a +2 bonus on Disguise and Gather PAIN TOUCH [GENERAL]
information checks.
You cause intense pain in an opponent with a successful
stunning attack.
LUCK OF HEROES [ANCESTOR] Prerequisites: Base attack bonus +2 or higher, Stunning
You are descended from the quick-footed and quick-witted Fist or monks stunning attack, Wis 19+.
Hiruma, the archetypal hunter and scout. Benefit: Victims of a successful stunning attack are
Clan: Crab. subject to such debilitating pain that they are nauseated for
Benefit: You get a +1 bonus on all saving throws. 1 round following the round they are stunned.
Nauseated creatures are unable to attack, cast spells,
concentrate on spells, or do anything else requiring
MAGIC IN THE BLOOD [ANCESTOR] attention.
You claim a karmic link with Iuchi, one of the most The only action such a character can take is a single move
resourceful shugenjas in early Rokugan. (or move-equivalent) action per turn.
Clan: Unicorn. Creatures that are immune to stunning attacks are also
Benefit: You get a +2 bonus on Alchemy and Spellcraft immune to this feat, as are any creatures that are more than
checks. one size category larger than the feat user.
288
PRONE ATTACK [GENERAL] SADDLEBACK [ANCESTOR]
You attack from a prone position without penalty. You have a unique karmic tie to Moto Chai, one of the
Prerequisites: Base attack bonus +2 or higher, Dex 15+, greatest riders ever to live, even by Unicorn standards.
Lightning Reflexes. Clan: Unicorn.
Benefit: You can make an attack from the prone position Benefit: You receive a +3 bonus on all Ride checks.
and suffer no penalty on your attack roll.
If your attack roll is successful, you may regain your feet SCHOLAR OF NATURE [ANCESTOR]
immediately as a free action.
Special: Prone Attack is a bonus feat for fighters. You are descended from Asako Hanasaku, a great scholar
It can be taken whenever a fighter is eligible for a bonus who threw himself into the study of medicine, herbs, and
feat, as long as the character has met the prerequisites. poison.
Clan: Phoenix.
Benefit: You gain a +2 bonus on Alchemy and Heal
REMAIN CONSCIOUS [GENERAL] checks.
You have a tenacity of will that supports you even when
you are disabled or dying. SEA LEGS [ANCESTOR]
Prerequisites: Base attack bonus +2 or higher,
Endurance, Iron Will, Toughness. You are descended from Yasuki Fumoki, a notorious pirate
Benefit: When your hit points are reduced to 0, you may who preyed on Crane merchant ships off the coast.
take one partial action on your turn every round until you Clan: Crab.
reach 10 hit points, or your hit point total returns to 0 or Benefit: You gain a +2 bonus on Balance and Profession
higher. (sailor) checks.
If stabilized, you can continue to take partial actions, but
the first partial action you take revokes the stabilization. SILVER TONGUE [ANCESTOR]
If you reach 10 hit points, you die. Your ancestor, Mirumoto Kaijuko, was the first woman to
become daimyo of the Mirumoto family.
RESIST POISON [ANCESTOR] At the age of 16, she defeated her uncle in a duel to claim
Your ancestor, Agasha Kitsuki, founded the fourth family of leadership of the family.
the Dragon clan and a school for magistrates renowned for Clan: Dragon.
teaching skills of investigation and deduction. Benefit: You gain a +2 bonus on Bluff and Diplomacy
Clan: Dragon. checks.
Benefit: You gain a +4 bonus on Fortitude saving throws
against poison. SMOOTH TALK [ANCESTOR]
You are descended from Doji Taehime, a Crane ambassador
RESIST TAINT [ANCESTOR] to the Scorpion court-a courtier skilled at discovering
You are descended from Kuni, the founder of the Kuni falsehoods and uncovering plots.
family, a scholar of-and mighty warrior against-the Clan: Crane.
Shadowlands. Benefit: You gain a +2 bonus on Diplomacy and Sense
Clan: Crab. Motive checks.
Benefit: You gain a +4 bonus on all Fortitude saving
throws to determine whether you acquire the Shadowlands SOUL OF HONOR [ANCESTOR]
Taint. Your ancestor Shinjo Martera, the firstborn son of Shinjo,
This feat is only available in Rokugan. was the living incarnation of bushido for the Unicorn,
utterly without fault or failing.
ROUNDABOUT KICK [GENERAL] Clan: Unicorn.
You can follow up on a particularly powerful unarmed Benefit: You are aware of any action or item that could
attack with a mighty kick, spinning in a complete circle adversely affect your honor or your alignment, including
before landing the kick. magical effects.
Prerequisites: Sir 15+, Power Attack, Improved A moments contemplation allows you to discern such
Unarmed Strike. information before performing such an action or becoming
Benefit: If you strike a successful critical hit with an associated with such an item.
unarmed attack, you can immediately make an additional
unarmed attack against the same opponent, as if you hadnt SOUL OF LOYALTY [ANCESTOR]
used your attack for the critical hit. Your ancestor, Mirumoto Tokeru, was renowned for his
You use the same attack bonus that you used for the critical loyalty to his twin brother, Ryudumu.
hit.
Clan: Dragon.
For example, Bujiko can make three unarmed attacks in a
round, at base ` attack bonuses of +9, +6, and +3. Benefit: You gain a +4 bonus on Will saving throws
against compulsion effects.
If she gets a critical hit on her second attack, she can make
an additional attack using her +6 base attack bonus.
She then makes her third attack (at+3) as normal.
289
SOUL OF SINCERITY [ANCESTOR] attack and add to your AC can be any number that does not
exceed your base attack bonus.
You are descended from the famous Scorpion daimyo (Without this feat, the number can be no greater than +5).
Bayushi Tangen, author of Lies and Little Truths. Special: Superior Expertise is a bonus feat for fighters.
Clan: Scorpion. It can be taken whenever a fighter is eligible for a bonus
Benefit: You gain a +4 bonus on Sense Motive checks and feat, as long as the character has met the prerequisites.
a 2 penalty on Bluffchecks.
UNBALANCING STRIKE [GENERAL]
SPELL POWER [ANCESTOR]
You can strike a humanoid opponents joints to knock your
Your lineage traces back to the young shugenja Kuni target off balance.
Osaku, who single-handedly held off a massive army of oni This feat is called kuzushi in Rokugan.
at the Battle of the Cresting Wave. Prerequisites: Improved Unarmed Strike, Stunning
Her spell summoned a tsunami and made the Seigo no Fist or monks stunning attack, Wis 15+.
Kamae river impassible for seventy-three days while the Benefit: Against a humanoid opponent, you can make an
Crab built the Kaiu Wall, but its powerful magic cost Osaku unarmed attack that has a chance of unbalancing your
her life. target.
Clan: Crab. If your attack is successful, you deal normal damage and
Benefit: Three times per day, you can cast a spell with your target must attempt a Reflex saving throw (DC 10 +
extraordinary power. 1/2 your level + your Wisdom modifier).
Add +1 to the saving throw Difficulty Class for these spells. If the target fails this saving throw, he is thrown off balance
for 1 round, losing any Dexterity bonus to AC and giving
SPELLCASTER SUPPORT [ANCESTOR] attackers a +2 bonus on their attack rolls.
Your ancestor, Shiba Kaigen, was a samurai who used his
knowledge of spellcraft to help defend a mountain pass WARRIOR INSTINCT [ANCESTOR]
from a Lion invasion. Your ancestor, Matsu Hitomi, was the most famous female
Clan: Phoenix. samurai of the early Empire.
Benefit: You can use the Aid Another action, making a Hitomi donned her brothers armor to avenge his death,
Spellcraft check against DC 10, to add +2 to the Difficulty earning command of a unit of samurai through her fierce
Class of an allied shugenjas spell. devotion to war.
Clan: Lion.
STRENGTH OF THE CHARGER [ANCESTOR] Benefit: You gain a +2 bonus on Initiative and Spot
You share the spirit of Utaku Shiko, the founder of the checks
Utaku Battle Maiden tradition.
Clan: Unicorn. WARRIOR SHUJENJA [ANCESTOR]
Benefit: You gain a +2 bonus on all Fortitude saves and +1 Your ancestor, Agasha Nodotai, was a shugenja well versed
to your hit point total. in the code of bushido and the way of war.
Clan: Dragon.
STRENGTH OF THE CRAB [ANCESTOR] Benefit: You gain a +2 bonus on your Concentration
You claim descent from Hida, the first Crab. checks when casting defensively and a +1 bonus on your
Clan: Crab. Fortitude saves.
Benefit: When fighting side by side with at least one
other Crab character, you gain a +1 morale bonus on attack
rolls and on saves against fear effects. PLANAR HANDBOOK (3.5)
STRONG SOUL [ANCESTOR] MAIN SECTION FEATS
You claim descent from Moto Soro, the simple peasant who
earned his place among samurai and founded the Moto ACHERON FLURRY [GENERAL]
family.
Clan: Unicorn. You master the secret technique developed by Acheron-
Benefit: You get a +1 bonus on all Fortitude and Will native special forces of limiting a foes options in hand-to-
saves and an additional +1 bonus against energy draining hand combat.
and death effects. Prerequisites: Dex 15, Wis 15, Improved Unarmed
Strike, Knowledge (the planes) 4 ranks.
Benefit: During your turn, designate an opponent within
SUPERIOR EXPERTISE [GENERAL] reach to whom you have dealt damage during this
You have mastered the art of defense in combat. encounter using an unarmed strike.
Prerequisites: Int 13+, Expertise, base attack bonus +6 You can spend a standard action to confound and distract
or higher. your chosen foe with a constant flood of distracting mock
Benefit: When you use the Expertise feat to improve attacks.
your Armor Class, the number you subtract from your
290
While doing this leaves you open to attacks (applying a 2 Benefit: Add one good-aligned creature to the list of
penalty to your Armor Class), your foe may take only a creatures for each summon monster spell that you can cast.
single standard action or move action on his next turn. (Work with the DM to select creatures appropriate to the
If you move away (or are otherwise no longer conscious spells list of summonable creatures).
and adjacent to your foe) before your chosen foes next Each time you gain the ability to cast a new summon monster
turn, he may act normally. spell, you may add one good-aligned creature to the list.
Normal: Without this feat, adding a creature to your
AIR HERITAGE [HERITAGE] summoning list requires you to remove one that is already
on the list.
You are descended from creatures native to the Elemental
Plane of Air.
You share some of your ancestors natural agility and grace. EARTH HERITAGE [HERITAGE]
Benefit: Your fly speed increases by 30 feet (up to a You are descended from creatures native to the Elemental
maximum increase equal to your normal fly speed). Plane of Earth.
If you dont have a fly speed as a racial ability, this benefit You share some of your ancestors natural stability and
has no effect. physical power.
You also gain a +2 bonus on Balance and Jump checks when Benefit: Your stability grants you a +4 bonus on checks to
carrying a light load or no load and wearing light armor or avoid being bull rushed or tripped while standing on the
no armor. ground.
This bonus stacks with the benefits of similar effects, such
ANARCHIC HERITAGE [HERITAGE] as a dwarfs stability.
You also gain a +1 bonus on weapon damage rolls if both
You are descended from creatures native to the planes of you and your foe touch the ground.
chaos.
You share some of your ancestors natural resistance to
effects that would reshape your form, and you are resistant ELEMENTAL SPELLCASTING [GENERAL]
to the magic of lawful foes. Choose an element (air, earth, fire, or water).
Prerequisite: Nonlawful alignment. You cast spells with that descriptor more effectively than
Benefit: You gain a +4 bonus on saving throws against normal.
polymorph or petrification effects. Prerequisite: Knowledge (the planes) 2 ranks.
You also gain a +1 bonus on saving throws against spells or Benefit: You cast spells with the chosen descriptor at +1
other effects created by lawful creatures. caster level.
Special: You can gain this feat multiple times.
AXIOMATIC HERITAGE [HERITAGE] Its effects do not stack.
Each time you take this feat, it applies to a new element.
You are descended from creatures native to the planes of
law.
You share some of your ancestors natural resistance to FIENDISH HERITAGE [HERITAGE]
charms, and you are resistant to the magic of chaotic foes. You are descended from creatures native to the Lower
Prerequisite: Nonchaotic alignment. Planes.
Benefit: You gain a +4 bonus on Will saving throws You share some of your ancestors natural resistance to
against enchantment (charm) spells and effects. poison, and you are resistant to the magic of good foes.
You also gain a +1 bonus on saving throws against spells or Prerequisite: Nongood alignment.
other effects created by chaotic creatures. Benefit: You gain a +4 bonus on Fortitude saving throws
against poison.
CELESTIAL HERITAGE [HERITAGE] You also gain a +1 bonus on saving throws against spells or
other effects created by good creatures.
You are descended from creatures native to the Upper
Planes.
You share some of your ancestors natural resistance to FIENDISH SUMMONING SPECIALIST
disease, and you are resistant to the magic of evil foes. [GENERAL]
Prerequisite: Nonevil alignment. You can select from a larger number of options when
Benefit: You gain a +4 bonus on Fortitude saving throws summoning evil creatures.
against disease. Prerequisites: Nongood alignment, Knowledge (the
You also gain a +1 bonus on saving throws against spells or planes) 2 ranks, Knowledge (religion) 2 ranks, ability to cast
other effects created by evil creatures. any summon monster spell.
Benefit: Add one evil-aligned creature to the list of
CELESTIAL SUMMONING SPECIALIST creatures for each summon monster spell that you can cast.
[GENERAL] (Work with the DM to select creatures appropriate to the
spells list of summonable creatures).
You can select from a larger number of options when Each time you gain the ability to cast a new summon monster
summoning good creatures. spell, you may add one evil-aligned creature to the list.
Prerequisites: Nonevil alignment, Knowledge (the
planes) 2 ranks, Knowledge (religion) 2 ranks, ability to cast
any summon monster spell. 291
Normal: Without this feat, adding a creature to your NERAPH CHARGE [GENERAL]
summoning list requires you to remove one that is already
on the list. You master the Limbo-native neraph martial art of motion
camouflage when you charge a foe.
Prerequisites: Wis 15, Knowledge (the planes) 5 ranks.
FIRE HERITAGE [HERITAGE] Benefit: You can charge in such a way as to fool your foe
You are descended from creatures native to the Elemental into believing that you are not moving closer, or moving
Plane of Fire. closer too slowly to attack effectively.
You share some of your ancestors natural reaction speed, A victim of your Neraph Charge attack may not apply its
and your natural attacks are red-hot. Dexterity bonus to its Armor Class.
Benefits: You gain a +1 bonus on initiative checks. All conditions that pertain when a foe cannot apply his
In addition, your unarmed attacks and natural weapons Dexterity bonus to Armor Class also pertain to the Neraph
deal an extra 1 point of fire damage. Charge attack, if any (for instance, a sneak attack also could
be made with this attack if you can make such an attack).
Once you have used a Neraph Charge attack against an
IMPROVED ELEMENTAL HERITAGE enemy (regardless of the attacks success), any later
[HERITAGE] attempts to use Neraph Charge against that enemy in the
You have manifested an even stronger tie to your elemental same encounter automatically fail.
ancestor, resulting in a minor resistance to elemental Once a foe sees the attack in action against himself, the foe
effects. can discern it for what it is for the duration of that combat.
Prerequisite: Air Heritage, Earth Heritage, Fire Special: Neraph Charge has no effect against foes who
Heritage, or Water Heritage. cant see you.
Benefit: You gain resistance 5 to a specific type of energy,
based on your elemental heritage: acid (earth), cold (water), NERAPH THROW [GENERAL]
electricity (air), or fire (fire).
You master the Limbo-native neraph martial art of motion
You also gain a +2 bonus on saving throws against spells
camouflage for your thrown weapons.
with the descriptor that matches your chosen elemental
heritage (air, earth, fire, or water). Prerequisites: Dex 15, Knowledge (the planes) 5 ranks.
Benefit: You can throw a weapon in such a way as to fool
your foe into believing that the thrown weapon is not
IMPROVED OUTER PLANAR HERITAGE moving closer, or moving closer too slowly to be an
[HERITAGE] effective attack.
Your ancestral tie to the Outer Planes manifests as an ability A victim of your Neraph Throw attack may not apply its
to deal damage with your natural attacks as if they matched Dexterity bonus to its Armor Class.
the alignment of your ancestors. All conditions that pertain when a foe cannot apply his
Prerequisite: Anarchic Heritage, Axiomatic Heritage, Dexterity bonus to Armor Class also pertain to the Neraph
Celestial Heritage, or Fiendish Heritage. Throw attack, if any (for instance, a sneak attack also could
Benefit: Your unarmed attacks and natural weapons (but be made with this attack if you can make such an attack).
not the weapons you wield) are treated as having an Once you have used a Neraph Throw attack against an
alignment for the purpose of overcoming damage enemy (regardless of the attacks success), any later
reduction. attempts to use Neraph Throw against that enemy in the
The alignment depends on the heritage feat you used to same encounter automatically fail.
qualify for this feat: chaotic (Anarchic Heritage), evil Once a foe sees the attack in action against himself, the foe
(Fiendish Heritage), good (Celestial Heritage), or lawful can discern it for what it is for the duration of that combat.
(Axiomatic Heritage). Special: Neraph Throw has no effect against foes who
cant see you.
NATURAL HEAVYWEIGHT [HERITAGE]
NONVERBAL SPELL [GENERAL]
You are descended from creatures native to a plane of heavy
gravity. You can cast spells that have verbal components without
On planes with normal gravity, you feel light and buoyant. actually verbalizing the words.
Benefit: Your carrying capacity is doubled. Benefit: You can cast spells with verbal components
Double the values given in Table 91, page 162 of the without needing to utter the actual verbal components.
Players Handbook, to determine what your light, medium, You still make noise when casting such a spell (which may
and heavy loads are. be anything from recognizable speech to elaborate song to
On a plane with normal gravity, you gain a +2 circumstance simple growls), but the noise is unrecognizable as a verbal
bonus on Climb and Jump checks, but you also take a 2 spell component.
penalty on Balance, Ride, Swim, and Tumble checks. (A silence spell still would prevent you from completing the
On a plane with light gravity, these bonuses and penalties spell, for example).
are doubled (and replace the normal bonuses and penalties Spells without verbal components are not affected.
on these skill checks). This feat is most beneficial to races incapable of speech in
the traditional sense, but still capable of communication.
However, it also can prove helpful to characters wishing to
disguise the verbal components of their spells.
292
PERSONAL TOUCHSTONE [GENERAL] Hit Dice: For effects that depend upon Hit Dice, use the
masters character level or the familiars normal Hit Dice
You draw more power from one of the planar touchstone total, whichever is higher.
locations to which you have forged a link. Hit Points: Use one-half the masters total or the familiars
Prerequisites: Planar Touchstone, a portable object of at normal total, whichever is higher.
least 250 gp value native to a chosen planar touchstone Attacks: Use the masters base attack bonus or the familiars,
plane, Knowledge (the planes) 8 ranks. whichever is better.
Benefit: Choose any planar touchstone for which you Saving Throws: For each saving throw, use the masters base
have previously fulfilled the higher-order recharge save bonus (as calculated from his character level) or the
condition (see page 154); this is now your personal touch familiars, whichever is better.
stone. Familiar Special Abilities: Use the second table in the
Each time you visit your touchstone from now on, you gain Familiars sidebar, page 53 of the Players Handbook, to
double the number of uses of the higher-order ability when determine additional abilities, just as you would for a
you fulfill the recharge condition. normal familiar.
You may continue to visit other touchstone sites and gain With the exception of anarchic, axiomatic, celestial, and
the standard number of higher-order uses with each visit to fiendish animals, planar familiars do not grant their masters
those sites (and you lose the higher-order uses left unused any of the benefits that appear on the first table in that
at your personal site, unless you have taken Planar sidebar.
Touchstone enough times to allow you to keep the higher-
order uses of more than one planar touch stone
simultaneously). PLANAR TOUCHSTONE [GENERAL]
Special: You can gain this feat multiple times. Forge a link between you and power-rich planar locations,
Its effects do not stack. referred to as planar touchstones (see Planar Touchstones,
Each time you take this feat, it applies to a new planar page 153).
touchstone. Prerequisite: Portable object of at least 250 gp value
native to any designated planar touchstone site, Knowledge
PLANAR FAMILIAR [GENERAL] (the planes) 8 ranks.
Benefit: Choose any site designated as a planar
When you are ready and able to acquire a new familiar, you touchstone for which you also possess an object native to
may choose one of several nonstandard familiars. that location, as noted in this feats prerequisite.
Prerequisite: Ability to ac quire a new familiar, When this feat is first taken, forging a link between
compatible alignment, sufficient arcane spellcaster level, yourself and a chosen planar touchstone takes 24 hours of
Knowledge (the planes) 5 ranks. uninterrupted concentration.
Benefit: When choosing a familiar, you may add the To forge a link, you must spend 10 experience points and
following creatures to your list of options. expend the object described in this feats prerequisite.
You may choose a familiar with an alignment up to one step Once the link is forged, you gain the base ability described
away from yours on each of the alignment axes (lawful- for that touchstone.
chaotic and good-evil). If you physically visit the planar location once youve
forged a link, you also gain a higher-order ability with a
limited number of uses, as described for that planar
touchstone.
You may repeatedly visit the planar touchstone, each time
recharging your usages of the higher-order ability.
Usages of a higher-order ability do not stack, so visiting
your planar touchstone prior to using up any of your
higher-order usages confers no additional benefit.
Once youve established a link with one planar touchstone
site by taking this feat, you may also freely visit other planar
touchstones.
When you do so and fulfill the higher-order abilitys
recharge condition for the alternate site, you immediately
gain the base ability of the new planar touchstone site and
lose the base ability of the previous site.
You also lose any remaining uses of the higher-order ability
of your previously selected site (if any), and instead gain the
specified number of higher-order ability uses appropriate to
the new site.
In this way, you can unplug from one site and plug in to
a new planar touchstone site as often as you desire.
The improved familiar is magically linked to its master in Thus, after expending the raw materials and experience
the same way as a normal familiar. points for making your first connection, making
The familiar uses the basic statistics for a creature of its subsequent connections with different sites is as easy as
kind, as given in the Monster Manual or this book, except as fulfilling the higher-order recharge condition.
noted below. Special: You can take this feat more than once.
293
Each time, you gain the base ability to retain one more WATER HERITAGE [HERITAGE]
planar touchstone location in addition to your previous
ability. You are descended from creatures native to the Elemental
You also gain the capacity to retain uses of one more planar Plane of Water.
touchstones higher-order ability. You share some of your ancestors natural aquatic talents.
Thus, you could retain the base abilities for both the Benefits: You gain a swim speed of 20 feet, or your
Breaching Obelisk and Echolost (planar touchstone existing swim speed increases by 20 feet.
locations described in Chapter 7), as well as both sites Also, you gain a +4 bonus on Constitution checks made to
higher-order uses, simultaneously. hold your breath.
If you then visit a third planar touchstone and fulfill its Special: A creature with a swim speed also gains a +8
recharge condition, unless you have taken this feat three racial bonus on Swim checks made to perform some special
times, you must choose which of your two previous action or avoid a hazard, and can take 10 on a Swim check
touchstone site abilities to lose when you gain the abilities even if distracted or endangered.
of the third touchstone site. It can use the run action while swimming, provided it
swims in a straight line.
SHADOW HERITAGE [HERITAGE]
You are descended from creatures native to the Plane of PLAYERS GUIDE TO
Shadow.
You share some of your ancestors natural stealth, but only
in areas of dim or no illumination.
FAERN (3.5)
Benefits: You gain a +3 bonus on Hide and Move Silently
checks when in an area of darkness or shadowy MAIN SECTION FEATS
illumination.
ARCANE PREPARATION [GENERAL]
STALWART PLANAR ALLY [GENERAL]
You can prepare an arcane spell ahead of time just as a
The allies you summon from a specific plane are tougher wizard does.
than normal. When you do so, you need not take any extra time to apply
Prerequisites: Cha 13, Spellcraft 5 ranks, Planar metamagic feats upon casting that spell.
Touchstone. Prerequisite: Ability to cast arcane spells without
Benefit: When you use a spell or spell-like ability to preparation.
summon a creature native to a plane that has a planar Benefit: Each day, you can use one or more of your spell
touchstone site to which you have forged a link (see the slots to prepare spells you know.
Planar Touchstone feat), you imbue the creature with (Usually, you do this in order to apply a metamagic feat to
exceptional resilience. the spell).
The creature gains a +4 bonus to its Armor Class and on Thereafter, you can cast that spell as a standard action even
saving throws for the duration of the summoning effect. if you apply a metamagic feat to the spell as you cast it.
Furthermore, the duration of the summoning effect that Preparing a spell uses a slot of the appropriate level.
brought the creature is doubled. Once the spell is prepared, you cant use that spell slot for
(Effects with a duration of concentration, instantaneous, or anything else until you cast the prepared spell.
permanent are not affected). Normal: A sorcerer or bard who applies a metamagic feat
For example, a cleric who has used his Planar Touchstone to a spell must cast it as a full-round action instead of a
feat to forge a link between himself and Empyrea Mere (a standard action.
touchstone located on the Seven Mounting Heavens of
Celestia) grants these bonuses to any creature he summons
from Celestia, such as a hound archon. ARCANE SCHOOLING [REGIONAL]
Special: If a creatures indicated environment doesnt In your homeland, all who show some skill at the Art may
specify a particular home plane, but rather a group of receive training as arcane spellcasters.
related planes (such as any good-aligned plane), you may Thus, many characters know something of the ways of the
choose to summon a creature of that kind that is native to bard, the sorcerer, or the wizard.
your chosen plane and thus apply the feats effect normally. Prerequisite: Deep Imaskari (Underdark [Deep
However, no component of the alignment of the creature Imaskar]), human (Chessenta, the Golden Water, Halruaa,
to be summoned may be opposed to any alignment traits of Lantan, Mulhorand, Nimbral, Unther, or the Wizards
your chosen plane for the feat to work. Reach), or planetouched (Chessenta).
For instance, the cleric in the example above could apply Benefit: Choose one arcane spellcasting class (bard,
the feats effect to a summoned celestial black bear (lawful sorcerer, or wizard).
good) or a celestial bison (neutral good), since celestial You can activate spell trigger magic items as if you had 1
creatures have an environment of any good-aligned plane. level in the selected class.
He couldnt apply it to a summoned celestial lion (chaotic The selected class also becomes a favored class for you in
good), since the lions alignment has at least one addition to any other favored class you have or select.
component (chaotic) that is opposed to the alignment traits For example, a multiclass human fighter/rogue who selects
of the Seven Mounting Heavens of Celestia (lawful). wizard for this feat could add levels of wizard without
294
taking any experience penalty for multiclassing in three BLOODLINE OF FIRE [REGIONAL]
classes.
You are descended from the efreet who ruled Calimshan
Special: You may select this feat only as a 1st-level
long ago.
character.
You may have only one regional feat. The blood of these fire spirits runs thick in your veins.
Prerequisite: Human (Calimshan) or planetouched
(Calimshan).
ARTIST [REGIONAL] Benefit: You receive a +4 bonus on saving throws against
Your people are renowned for their skill at story and song. fire effects.
Prerequisite: Elf (Sildyuir or Snow Eagle Aerie), In addition, you cast spells with the fire descriptor at +2
Gnome (Thesk or the Western Heartlands), half-elf (the caster level.
Dalelands), or human (Chessenta, Waterdeep, or the Special: You may select this feat only as a 1st-level
Western Heartlands). character.
Benefit: You gain a +2 bonus on all Perform checks and You may have only one regional feat.
on checks with one Craft skill that involves art, such as
calligraphy, painting, sculpture, or weaving. BULLHEADED [REGIONAL]
In addition, if you have the bardic music ability, you may
use it three additional times per day. The stubbornness and determination of your kind are
For example, a 3rd-level bard with this feat could use her legendary.
bardic music ability six times per day. You are exceptionally headstrong and difficult to sway from
your course.
Normal: A bard can use her bardic music ability once per
day per bard level. Prerequisite: Dwarf (Underdark [Earthroot], Underdark
Special: You may select this feat only as a 1st-level [Northdark], the Great Rift, or the Spine of the World),
character. human (Altumbel, Damara, the Great Dale, Rashemen, or
the Western Heartlands), or taer (the Icerim Mountains).
You may have only one regional feat.
Benefit: You receive a +2 bonus on all Will saves.
You cannot become shaken, and you ignore the effects of
AXETHROWER [REGIONAL] the shaken condition.
You have learned how to hurl heavy weapons to deadly Special: You may select this feat only as a 1st-level
effect. character.
Prerequisite: Dwarf (the Great Glacier), human (the You may have only one regional feat.
Great Glacier, the Moonshae Isles, the North, or Vaasa),
lizardfolk (Surkh), or orc (the Moonsea or Underdark COSMOPOLITAN [REGIONAL]
[Northdark]).
Benefit: When you make a ranged attack with a thrown Youve been lied to more times than you can count.
weapon (axe, spear, javelin, or the like), you may add your This history has made you intimately familiar with the
Strength bonus instead of your Dexterity bonus to the deceit, guile, and doublespeak of city folk.
attack roll. Prerequisite: Dwarf (Waterdeep), elf (Waterdeep), half-
Normal: A character attacking with a ranged weapon adds elf (Waterdeep), halfling (Amn), or human (Amn, the
his Dexterity bonus to the attack roll. Golden Water, the Sword Coast, or Waterdeep).
Special: You may select this feat only as a 1st-level Benefit: You gain a +2 bonus on Bluff, Gather
character. Information, and Sense Motive checks.
You may have only one regional feat. Special: You may select this feat only as a 1st-level
character.
You may have only one regional feat.
BLOODED [REGIONAL]
You know what it means to fight for your life, and you DAUNTLESS [REGIONAL]
understand the value of quick wits and quicker reactions
when blades are bared and deadly spells are chanted. You can stand up to greater punishment than most and still
Prerequisite: Centaur (the Plateau of Thay), dwarf keep on going.
(Underdark [Earthroot]), elf (Cormanthor Drow, the Inner Prerequisite: Dwarf (the Galena Mountains, the
Sea, Menzoberranyr, or the Outer Sea), gnoll (the Plateau of Smoking Mountains, Turmish, Underdark [Earthroot], or
Thay), grimlock (Underdark [Reeshov]), halfling (the Underdark [Old Shanatar]), human (Damara, the Great
Chondalwood), human (the Dalelands, the Nelanther Isles, Dale, Impiltur, or the Moonshae Isles), lizardfolk (Surkh),
Silverymoon, or Tethyr), or orc (Underdark [Northdark] or orc (Amn, Chessenta, or Vaasa), or slyth (Underdark
Vaasa). [Fluvenilstra]).
Benefit: You get a +2 bonus on initiative checks and a +2 Benefit: You gain +5 hit points.
bonus on Spot checks. Special: You may not select this feat more than once, but
You cannot become shaken, and you ignore the effects of its benefit stacks with Toughness.
the shaken condition. You may select this feat only as a 1st-level character.
However, you can still be frightened or panicked. You may have only one regional feat.
Special: You may select this feat only as a 1st-level
character.
You may have only one regional feat.
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DAYLIGHT ADAPTATION [REGIONAL] Prerequisite: Human (Rashemen), kuo-toa (Underdark
[Sloopdilmonpolop]), or planetouched (Impiltur, the Silver
You have accustom ed yourself to the painful sunlight of Marches, Thay, or Western Heartlands).
the surface world.
Benefit: When you charge, make a full attack, or cast a
Prerequisite: Dwarf (Underdark [Northdark]), elf spell that either targets an enemy or includes an enemy in
(Cormanthor Drow), kuo-toa (Underdark
its area, you gain the frightful presence ability for that
[Sloopdilmonpolop]), or orc (Chessenta, the Hordelands,
round.
the North, or Thesk). Each enemy within a 20-foot radius of you must succeed on
Benefit: Unlike other members of your race, you are not a Will save (DC 10 + 1/2 your character level + your Cha
dazzled or blinded by exposure to bright light or sunlight. modifier) or be shaken for 1 minute.
However, spells or effects that affect all creatures regardless Regardless of its success or failure on the saving throw, any
of race, such as a sunbeam or sunburst spell, still affect you creature exposed to this effect is immune to your frightful
normally. presence for the next 24 hours.
Special: You may select this feat only as a 1st-level This is an extraordinary morale effect.
character. Special: You may select this feat only as a 1st-level
You may have only one regional feat. character.
You may have only one regional feat.
DELAY SPELL [METAMAGIC]
You can cast spells that take effect after a short delay of EDUCATION [REGIONAL]
your choosing. You hail from a land where the pen is held in higher regard
Prerequisite: Any other metamagic feat. than the sword.
Benefit: A delayed spell doesnt activate until 1 to 5 In your youth, you received the benefit of formal schooling
rounds after you finish casting it. of some type.
You determine the delay when you finish casting the spell, Prerequisite: Elf (Evermeet, Silverymoon, or Snow
and it cannot be changed once set. Eagle Aerie), gnome (Lantan), half-elf (Silverymoon), or
The spell activates just before your turn on the round you human (Chessenta, Lantan, Silverymoon, or Waterdeep).
designate. Benefit: All Knowledge skills are class skills for your
Only personal or touch range spells and those with areas current and all your future classes.
can be affected by this feat. You may also select two Knowledge skills to develop more
Any decisions you would normally make about the spell fully.
(including attack rolls, designating targets, or determining You get a +2 bonus on all checks you make with those
or shaping an area) must be made when the spell is cast. skills.
Any effects resolved by the subject (including saving If you select a Knowledge skill in which you do not yet
throws) are determined when the spell triggers. have ranks, you gain no immediate benefit, since
If conditions change between casting and triggering in Knowledge skills can be used only with training.
such a fashion as to make the spell impossible (for example, But the selection still represents your improved potential
if the target you designate leaves the spells area or moves for that skill.
out of range before it goes off), the spell fails. Special: You may select this feat only as a 1st-level
A delayed spell may be dispelled norm ally during the delay character.
period, and spells such as detect magic can detect it normally You may have only one regional feat.
in the area or on the target.
A delayed spell uses up a slot three levels higher than the
spells actual level. ETHRAN [REGIONAL]
You have been initiated into the secrets of the Witches of
DISCIPLINE [REGIONAL] Rashemen as a member of the Ethran (the untrained).
Prerequisites: Female, human (Rashemen).
Your people are admired for their single-minded
determination and clarity of purpose. Benefit: You gain a +2 bonus on Handle Animal and
You are difficult to distract by spell or blow. Survival checks.
When dealing with other Rashemis, you gain a +2 bonus on
Prerequisite: Chitine (Underdark [Yathchol]), elf
Charisma-based skill and ability checks.
(Evereska or the Yuirwood), gnome (the Western
Furthermore, you can participate in circle magic (see Circle
Heartlands), halfling (Luiren), human (Aglarond, Cormyr,
Magic on page 59 in the FORGOTTEN REALMS Campaign
Shadovar, Shou Expatriate, or Thay), planetouched
Setting).
(Mulhorand), or slyth (Underdark [Fluvenilstra]).
Special: You may select this feat only as a 1st-level
Benefit: You gain a +2 bonus on Will saves and a +2
character.
bonus on Concentration checks.
You may have only one regional feat.
Special: You may select this feat only as a 1st-level
character.
You may have only one regional feat. FEARLESS [REGIONAL]
You are a stranger to fear.
DREADFUL WRATH [REGIONAL] Nothing can shake your courage.
Prerequisite: Aarakocra (the Stormhorns), elf (Elven
You are terrible to behold in battle, and few foes have the
Court or Snow Eagle Aerie), gloaming (Sphur Upra),
heart to face you without quailing.
296
gnome (Lantan), halfling (Channath Vale or the Western Prerequisite: Elf (the Chondalwood, the Forest of
Heartlands), human (Anauroch or Impiltur), or orc (the Lethyr, the High Forest, or Sildyuir), gnome (the Great
Hordelands). Dale), half-elf (Aglarond or the High Forest), halfling (the
Benefit: You are immune to fear effects, magical or Chondalwood), human (the Dalelands or the Great Dale),
otherwise. or volodni (the Forest of Lethyr).
Special: You may select this feat only as a 1st-level Benefit: You gain a +1 bonus on Hide, Listen, Move
character. Silently, and Spot checks.
You may have only one regional feat. When you are in forest terrain, this bonus increases to +3.
Special: You may select this feat only as a 1st-level
FLEET OF FOOT [REGIONAL] character.
You may have only one regional feat.
You are extraordinarily swift.
Prerequisite: Elf (the Forest of Lethyr, the High Forest,
or the Wealdath), half-elf (the Dalelands or the High FORGEHEART [REGIONAL]
Forest), or human (the Shaar or Thindol). Because you are inured to the hellish heat of your
Benefit: Your land speed is faster than the norm for your homeland, you are resistant to blasts of fire that would
race by 10 feet. damage other creatures.
This benefit applies only when you are wearing no armor or Prerequisite: Dwarf (the Smoking Mountains or the
light armor and not carrying a heavy load. Sword Coast).
Apply this bonus before modifying your speed for any load Benefit: You gain resistance to fire 5.
carried. Special: You may select this feat only as a 1st-level
Special: If a feature of your character class also improves character.
your land speed, the speed increase for Fleet of Foot stacks You may have only one regional feat.
with that provided by the class feature.
You may select this feat only as a 1st-level character. FURIOUS CHARGE [REGIONAL]
You may have only one regional feat.
Your people are known for their love of battle, and they
rarely waste time in meeting a foe blade-to-blade.
FOE HUNTER [REGIONAL] You know how to make the most of a charge.
In a land threatened by fierce raiders, you have learned to Prerequisite: Aarakocra (the Stormhorns), human
fight effectively against certain foes. (Cormyr, the Ride, Tethyr, or Uthgardt Tribesfolk), orc
You know their ways and how to beat them. (Chessenta), or wemic (the Shaar).
Benefit: You gain a +4 bonus on the attack roll you make
at the end of a charge.
Normal: A character gains a +2 bonus on the attack roll
made at the end of a charge.
Special: You may select this feat only as a 1st-level
character.
You may have only one regional feat.
TOUGHNESS [GENERAL]
You are tougher than normal.
Benefit: You gain +3 hit points.
Special: A character may gain this feat multiple times.
Its effects stack.
TRACK [GENERAL]
You can follow the trails of creatures and characters across
most types of terrain.
Benefit: To find tracks or to follow them for one mile
requires a Wilderness Lore check.
You must make another Wilderness Lore check every time
the tracks become difficult to follow, such as when other
tracks cross them or when the tracks backtrack and diverge. If you fail a Wilderness Lore check, you can retry after 1
You move at half your normal speed (or at your normal hour (outdoors) or 10 minutes (indoors) of searching.
speed with a 5 penalty on the check). Normal: A character without this feat can use the Search
The DC depends on the surface and the prevailing skill to find tracks, but can only follow tracks if the DC is 10
conditions: or less.
Special: A ranger receives Track as a bonus feat.
This feat does not allow you to find or follow the tracks of a
subject of a pass without trace spell.
Very Soft Ground: Any surface (fresh snow, thick dust, wet TRAMPLE [GENERAL]
mud) that holds deep, clear impressions of footprints. You are trained in using your mount to knock down
Soft Ground: Any surface soft enough to yield to pressure, opponents.
but firmer than wet mud or fresh snow, in which the Prerequisites: Ride skill, Mounted Combat.
creature leaves frequent but shallow footprints. Benefit: When you attempt to overrun an opponent
Firm Ground: Most normal outdoor surfaces (such as lawns, while mounted, the target may not choose to avoid you.
fields, woods, and the like) or exceptionally soft or dirty If you knock down the target, your mount may make one
indoor surfaces (thick rugs, very dirty or dusty floors). hoof attack against him or her, gaining the standard +4
The creature might leave some traces (broken branches, bonus on attack rolls against prone targets.
tufts of hair) but leaves only occasional or partial footprints. (See Overrun, page 139).
Hard Ground: Any surface that doesnt hold footprints at all,
such as bare rock or indoor floors.
Most streambeds fall into this category, since any footprints TWO-WEAPON FIGHTING [GENERAL]
left behind are obscured or washed away. You can fight with a weapon in each hand.
The creature leaves only traces (scuff marks, displaced You can make one extra attack each round with the second
pebbles). weapon.
Benefit: Your penalties for fighting with two weapons are
reduced by 2.
Normal: See Attacking with Two Weapons, page 124, and
Table 82: Two-Weapon Fighting Penalties, page 125.
Special: The Ambidexterity feat reduces the attack
penalty for the second weapon by 4.
A ranger wearing light armor or no armor can fight with
two weapons as if he had the feats Ambidexterity and Two-
Weapon Fighting.
317
ARMOR PROFICIENCY (MEDIUM) [GENERAL] Benefit: You can create a potion of any 3rd-level or lower
spell that you know and that targets one or more creatures.
You are proficient with medium armor (see Table 76: Brewing a potion takes one day.
Armor and Shields, page 123). When you create a potion, you set the caster level, which
Prerequisite: Armor Proficiency (light). must be sufficient to cast the spell in question and no
Benefit: See Armor Proficiency (light). higher than your own level.
Normal: See Armor Proficiency (light). The base price of a potion is its spell level its caster level
Special: Fighters, barbarians, paladins, clerics, druids, and 50 gp.
bards automatically have Armor Proficiency (medium) as a To brew a potion, you must spend 1/25 of this base price in
bonus feat. XP and use up raw materials costing one-half this base
They need not select it. price.
When you create a potion, you make any choices that you
ATHLETIC [GENERAL] would normally make when casting the spell.
You have a knack for athletic endeavors. Whoever drinks the potion is the target of the spell.
Benefit: You get a +2 bonus on all Climb checks and Any potion that stores a spell with a costly material
Swim checks. component or an XP cost also carries a commensurate cost.
In addition to the costs derived from the base price, you
must expend the material component or pay the XP when
AUGMENT SUMMONING [GENERAL] creating the potion.
Your summoned creatures are more powerful than normal.
Prerequisite: Spell Focus (conjuration). CLEAVE [GENERAL]
Benefit: Each creature you conjure with any summon
You can follow through with powerful blows.
spell gains a +4 enhancement bonus to Strength and
Prerequisites: Str 13, Power Attack.
Constitution for the duration of the spell that summoned it.
Benefit: If you deal a creature enough damage to make it
drop (typically by dropping it to below 0 hit points or
BLIND-FIGHT [GENERAL] killing it), you get an immediate, extra melee attack against
You know how to fight in melee without being able to see another creature within reach.
your foes. You cannot take a 5-foot step before making this extra
Benefit: In melee, every time you miss because of attack.
concealment, you can reroll your miss chance percentile The extra attack is with the same weapon and at the same
roll one time to see if you actually hit (see Concealment, bonus as the attack that dropped the previous creature.
page 152). You can use this ability once per round.
An invisible attacker gets no advantages related to hitting Special: A fighter may select Cleave as one of his fighter
you in melee. bonus feats (see page 38).
That is, you dont lose your Dexterity bonus to Armor Class,
and the attacker doesnt get the usual +2 bonus for being COMBAT CASTING [GENERAL]
invisible (see Table 85: Attack Roll Modifiers and Table 8
6: Armor Class Modifiers, page 151). You are adept at casting spells in combat.
The invisible attackers bonuses do still apply for ranged Benefit: You get a +4 bonus on Concentration checks
attacks, however. made to cast a spell or use a spell-like ability while on the
You take only half the usual penalty to speed for being defensive (see Casting on the Defensive, page 140) or while
unable to see. you are grappling or pinned.
Darkness and poor visibility in general reduces your speed
to three-quarters normal, instead of one-half (see Table 94: COMBAT EXPERTISE [GENERAL]
Hampered Movement, page 163). You are trained at using your combat skill for defense as
Normal: Regular attack roll modifiers for invisible well as offense.
attackers trying to hit you (see Table 85: Attack Roll Prerequisite: Int 13.
Modifiers, page 151) apply, and you lose your Dexterity Benefit: When you use the attack action or the full attack
bonus to AC. action in melee, you can take a penalty of as much as 5 on
The speed reduction for darkness and poor visibility (see your attack roll and add the same number (+5 or less) as a
Table 94: Hampered Movement, page 163) also applies. dodge bonus to your Armor Class.
Special: The Blind-Fight feat is of no use against a This number may not exceed your base attack bonus.
character who is the subject of a blink spell (see page 206). The changes to attack rolls and Armor Class last until your
A fighter may select Blind-Fight as one of his fighter bonus next action.
feats (see page 38). Normal: A character without the Combat Expertise feat
can fight defensively while using the attack or full attack
BREW POTION [ITEM CREATION] action to take a 4 penalty on attack rolls and gain a +2
You can create potions, which carry spells within dodge bonus to Armor Class.
themselves. Special: A fighter may select Combat Expertise as one of
See the Dungeon Masters Guide for rules on potions. his fighter bonus feats (see page 38).
Prerequisite: Caster level 3rd.
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COMBAT REFLEXES [GENERAL] These costs are in addition to those derived from the rods
base price.
You can respond quickly and repeatedly to opponents who
let their defenses down.
Benefit: When foes leave themselves open, you may CRAFT STAFF [ITEM CREATION]
make a number of additional attacks of opportunity equal You can create magic staffs, each of which has multiple
to your Dexterity bonus. magical effects.
For example, a fighter with a Dexterity of 15 can make a Prerequisite: Caster level 12th.
total of three attacks of opportunity in 1 roundthe one Benefit: You can create any staff whose prerequisites you
attack of opportunity any character is entitled to, plus two meet (see the Dungeon Masters Guide for prerequisites and
more because of his +2 Dexterity bonus. other information on staffs).
If four goblins move out of the characters threatened Crafting a staff takes one day for each 1,000 gp in its base
squares, he can make one attack of opportunity each against price.
three of the four. To craft a staff, you must spend 1/25 of its base price in XP
You can still make only one attack of opportunity per and use up raw materials costing one-half of its base price.
opportunity. A newly created staff has 50 charges.
With this feat, you may also make attacks of opportunity Some staffs incur extra costs in material components or XP,
while flat-footed. as noted in their descriptions.
Normal: A character without this feat can make only one These costs are in addition to those derived from the staffs
attack of opportunity per round and cant make attacks of base price.
opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue CRAFT WAND [ITEM CREATION]
to use her opportunist ability (see page 51) more than once
per round. You can create wands, which hold spells (see the Dungeon
A fighter may select Combat Reflexes as one of his fighter Masters Guide for rules on wands).
bonus feats (see page 38) A monk may select Combat Prerequisite: Caster level 5th.
Reflexes as a bonus feat at 2nd level. Benefit: You can create a wand of any 4th-level or lower
spell that you know.
Crafting a wand takes one day for each 1,000 gp in its base
CRAFT MAGIC ARMS AND ARMOR [ITEM price.
CREATION] The base price of a wand is its caster level the spell level
You can create magic weapons, armor, and shields. 750 gp.
Prerequisite: Caster level 5th. To craft a wand, you must spend 1/25 of this base price in
Benefit: You can create any magic weapon, armor, or XP and use up raw materials costing one-half of this base
shield whose prerequisites you meet (see the Dungeon price.
Masters Guide for prerequisites and other information on A newly created wand has 50 charges.
these items). Any wand that stores a spell with a costly material
Enhancing a weapon, suit of armor, or shield takes one day component or an XP cost also carries a commensurate cost.
for each 1,000 gp in the price of its magical features. In addition to the cost derived from the base price, you
To enhance a weapon, suit of armor, or shield, you must must expend fifty copies of the material component or pay
spend 1/25 of its features total price in XP and use up raw fifty times the XP cost.
materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a CRAFT WONDROUS ITEM [ITEM CREATION]
masterwork item that you provide.
You can create a wide variety of magic items, such as a
Its cost is not included in the above cost.
crystal ball or a flying carpet.
You can also mend a broken magic weapon, suit of armor,
Prerequisite: Caster level 3rd.
or shield if it is one that you could make.
Doing so costs half the XP, half the raw materials, and half Benefit: You can create any wondrous item whose
the time it would take to craft that item in the first place. prerequisites you meet (see the Dungeon Masters Guide for
prerequisites and other information on wondrous items).
Enchanting a wondrous item takes one day for each 1,000
CRAFT ROD [ITEM CREATION] gp in its price.
You can create magic rods, which have varied magical To enchant a wondrous item, you must spend 1/25 of the
effects. items price in XP and use up raw materials costing half of
Prerequisite: Caster level 9th. this price.
Benefit: You can create any rod whose prerequisites you You can also mend a broken wondrous item if it is one that
meet (see the Dungeon Masters Guide for prerequisites and you could make.
other information on rods). Doing so costs half the XP, half the raw materials, and half
Crafting a rod takes one day for each 1,000 gp in its base the time it would take to craft that item in the first place.
price. Some wondrous items incur extra costs in material
To craft a rod, you must spend 1/25 of its base price in XP components or XP, as noted in their descriptions.
and use up raw materials costing one-half of its base price. These costs are in addition to those derived from the items
Some rods incur extra costs in material components or XP, base price.
as noted in their descriptions.
319
You must pay such a cost to create an item or to mend a DILIGENT [GENERAL]
broken one.
Your meticulousness allows you to analyze minute details
that others miss.
DECEITFUL [GENERAL] Benefit: You get a +2 bonus on all Appraise checks and
You have a knack for disguising the truth. Decipher Script checks.
Benefit: You get a +2 bonus on all Disguise checks and
Forgery checks. DODGE [GENERAL]
You are adept at dodging blows.
DEFLECT ARROWS [GENERAL] Prerequisite: Dex 13.
You can deflect incoming arrows, as well as crossbow bolts, Benefit: During your action, you designate an opponent
spears, and other projectile or thrown weapons. and receive a +1 dodge bonus to Armor Class against attacks
Prerequisites: Dex 13, Improved Unarmed Strike. from that opponent.
Benefit: You must have at least one hand free (holding You can select a new opponent on any action.
nothing) to use this feat. A condition that makes you lose your Dexterity bonus to
Once per round when you would normally be hit with a Armor Class (if any) also makes you lose dodge bonuses.
ranged weapon, you may deflect it so that you take no Also, dodge bonuses (such as this one and a dwarfs racial
damage from it. bonus on dodge attempts against giants) stack with each
You must be aware of the attack and not flat-footed. other, unlike most other types of bonuses.
Attempting to deflect a ranged weapon doesnt count as an Special: A fighter may select Dodge as one of his fighter
action. bonus feats (see page 38).
Unusually massive ranged weapons, such as boulders
hurled by giants, and ranged attacks generated by spell EMPOWER SPELL [METAMAGIC]
effects, such as Melfs acid arrow, cant be deflected.
Special: A monk may select Deflect Arrows as a bonus You can cast spells to greater effect.
feat at 2nd level, even if she does not meet the Benefit: All variable, numeric effects of an empowered
prerequisites. spell are increased by one-half.
A fighter may select Deflect Arrows as one of his fighter An empowered spell deals half again as much damage as
bonus feats (see page 38). normal, cures half again as many hit points, affects half
again as many targets, and so forth, as appropriate.
For example, an empowered magic missile deals 1-1/2 times
DEFT HANDS [GENERAL] its normal damage (roll 1d4+1 and multiply the result by 1-
You have exceptional manual dexterity. 1/2 for each missile).
Benefit: You get a +2 bonus on all Sleight of Hand checks Saving throws and opposed rolls (such as the one you make
and Use Rope checks. when you cast dispel magic) are not affected, nor are spells
without random variables.
An empowered spell uses up a spell slot two levels higher
DIEHARD [GENERAL] than the spells actual level.
You can remain conscious after attacks that would fell
others.
ENDURANCE [GENERAL]
Prerequisite: Endurance.
Benefit: When reduced to between 1 and 9 hit points, You are capable of amazing feats of stamina.
you automatically become stable. Benefit: You gain a +4 bonus on the following checks and
You dont have to roll d% to see if you lose 1 hit point each saves: Swim checks made to resist nonlethal damage (see
round. page 84), Constitution checks made to continue running
When reduced to negative hit points, you may choose to act (see page 144), Constitution checks made to avoid
as if you were disabled, rather than dying. nonlethal damage from a forced march (see page 164),
You must make this decision as soon as you are reduced to Constitution checks made to hold your breath (see page
negative hit points (even if it isnt your turn). 84), Constitution checks made to avoid nonlethal damage
If you do not choose to act as if you were disabled, you from starvation or thirst (see page 304 of the Dungeon
immediately fall unconscious. Masters Guide), Fortitude saves made to avoid nonlethal
When using this feat, you can take either a single move or damage from hot or cold environments (see pages 302 and
standard action each turn, but not both, and you cannot 303 of the Dungeon Masters Guide), and Fortitude saves
take a full-round action. made to resist damage from suffocation (see page 304 of the
You can take a move action without further injuring Dungeon Masters Guide).
yourself, but if you perform any standard action (or any Also, you may sleep in light or medium armor without
other action the DM deems as strenuous, including some becoming fatigued.
free actions, such as casting a quickened spell) you take 1 Normal: A character without this feat who sleeps in
point of damage after completing the act. medium or heavier armor is automatically fatigued the next
If you reach 10 hit points, you immediately die. day.
Normal: A character without this feat who is reduced to Special: A ranger automatically gains Endurance as a
between 1 and 9 hit points is unconscious and dying, as bonus feat at 3rd level (see page 48).
described in Chapter 8: Combat. He need not select it.
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ENLARGE SPELL [METAMAGIC] If you have the ability to turn or rebuke more than one
kind of creature (such as a good-aligned cleric with access
You can cast spells farther than normal. to the Fire domain, who can turn undead and water
Benefit: You can alter a spell with a range of close, creatures and can also rebuke fire creatures), each of your
medium, or long to increase its range by 100%. turning or rebuking abilities gains four additional uses per
An enlarged spell with a range of close now has a range of day.
50 ft. + 5 ft./level, while medium-range spells have a range Normal: Without this feat, a character can typically turn
of 200 ft. + 20 ft./level and long-range spells have a range of or rebuke undead (or other creatures) a number of times
800 ft. + 80 ft./level. per day equal to 3 + his or her Charisma modifier.
An enlarged spell uses up a spell slot one level higher than Special: You can gain Extra Turning multiple times.
the spells actual level. Its effects stack.
Spells whose ranges are not defined by distance, as well as Each time you take the feat, you can use each of your
spells whose ranges are not close, medium, or long, do not turning or rebuking abilities four additional times per day.
have increased ranges.
FAR SHOT [GENERAL]
ESCHEW MATERIALS [GENERAL]
You can get greater distance out of a ranged weapon.
You can cast spells without relying on material
Prerequisite: Point Blank Shot.
components.
Benefit: When you use a projectile weapon, such as a
Benefit: You can cast any spell that has a material
bow, its range increment increases by one-half (multiply by
component costing 1 gp or less without needing that
1-1/2).
component.
When you use a thrown weapon, its range increment is
(The casting of the spell still provokes attacks of
doubled.
opportunity as normal).
If the spell requires a material component that costs more Special: A fighter may select Far Shot as one of his fighter
than 1 gp, you must have the material component at hand bonus feats (see page 38).
to cast the spell, just as normal.
FORGE RING [ITEM CREATION]
EXOTIC WEAPON PROFICIENCY [GENERAL] You can create magic rings, which have varied magical
Choose a type of exotic weapon, such as dire flail or effects.
shuriken (see Table 75: Weapons, page 116, for a list of Prerequisite: Caster level 12th.
exotic weapons). Benefit: You can create any ring whose prerequisites you
You understand how to use that type of exotic weapon in meet (see the Dungeon Masters Guide for prerequisites and
combat. other information on rings).
Prerequisite: Base attack bonus +1 (plus Str 13 for Crafting a ring takes one day for each 1,000 gp in its base
bastard sword or dwarven waraxe). price.
Benefit: You make attack rolls with the weapon normally. To craft a ring, you must spend 1/25 of its base price in XP
and use up raw materials costing one-half of its base price.
Normal: A character who uses a weapon with which he or
You can also mend a broken ring if it is one that you could
she is not proficient takes a 4 penalty on attack rolls.
make.
Special: You can gain Exotic Weapon Proficiency Doing so costs half the XP, half the raw materials, and half
multiple times. the time it would take to forge that ring in the first place.
Each time you take the feat, it applies to a new type of Some magic rings incur extra costs in material components
exotic weapon. or XP, as noted in their descriptions.
Proficiency with the bastard sword or the dwarven waraxe For example, a ring of three wishes costs 15,000 XP in
has an additional prerequisite of Str 13. addition to costs derived from its base price (as many XP as
A fighter may select Exotic Weapon Proficiency as one of it costs to cast wish three times).
his fighter bonus feats (see page 38) You must pay such a cost to forge such a ring or to mend a
broken one.
EXTEND SPELL [METAMAGIC]
You can cast spells that last longer than normal. GREAT CLEAVE [GENERAL]
Benefit: An extended spell lasts twice as long as normal. You can wield a melee weapon with such power that you
A spell with a duration of concentration, instantaneous, or can strike multiple times when you fell your foes.
permanent is not affected by this feat. Prerequisites: Str 13, Cleave, Power Attack, base attack
An extended spell uses up a spell slot one level higher than bonus +4.
the spells actual level.
Benefit: This feat works like Cleave, except that there is
no limit to the number of times you can use it per round.
EXTRA TURNING [GENERAL] Special: A fighter may select Great Cleave as one of his
You can turn or rebuke creatures more often than normal. fighter bonus feats (see page 38).
Prerequisite: Ability to turn or rebuke creatures.
Benefit: Each time you take this feat, you can use your GREAT FORTITUDE [GENERAL]
ability to turn or rebuke creatures four more times per day You are tougher than normal.
than normal.
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Benefit: You get a +2 bonus on all Fortitude saving A fighter must have Greater Weapon Focus with a given
throws. weapon to gain the Greater Weapon Specialization feat for
that weapon.
GREATER SPELL FOCUS [GENERAL] A fighter may select Greater Weapon Focus as one of his
fighter bonus feats (see page 38).
Choose a school of magic to which you already have
applied the Spell Focus feat.
Your spells of that school are now even more potent than GREATER WEAPON SPECIALIZATION
before. [GENERAL]
Benefit: Add +1 to the Difficulty Class for all saving Choose one type of weapon, such as greataxe, for which you
throws against spells from the school of magic you select. have already selected Weapon Specialization.
This bonus stacks with the bonus from Spell Focus. You can also choose unarmed strike or grapple as your
Special: You can gain this feat multiple times. weapon for purposes of this feat.
Its effects do not stack. You deal extra damage when using this weapon.
Each time you take the feat, it applies to a new school of Prerequisites: Proficiency with selected weapon,
magic to which you already have applied the Spell Focus Greater Weapon Focus with selected weapon, Weapon
feat. Focus with selected weapon, Weapon Specialization with
selected weapon, fighter level 12th.
GREATER SPELL PENETRATION [GENERAL] Benefit: You gain a +2 bonus on all damage rolls you
Your spells are remarkably potent, breaking through spell make using the selected weapon.
resistance more readily than normal. This bonus stacks with other bonuses on damage rolls,
including the one from Weapon Specialization (see below).
Prerequisite: Spell Penetration.
Special: You can gain Greater Weapon Specialization
Benefit: You get a +2 bonus on caster level checks (1d20 +
multiple times.
caster level) made to overcome a creatures spell resistance.
Its effects do not stack.
This bonus stacks with the one from Spell Penetration (see
Each time you take the feat, it applies to a new type of
page 100).
weapon.
A fighter may select Greater Weapon Specialization as one
GREATER TWO-WEAPON FIGHTING of his fighter bonus feats (see page 38).
[GENERAL]
You are a master at fighting two-handed. HEIGHTEN SPELL [METAMAGIC]
Prerequisites: Dex 19, Improved Two-Weapon You can cast a spell as if it were a higher-level spell than it
Fighting, Two-Weapon Fighting, base attack bonus +11. actually is.
Benefit: You get a third attack with your off-hand Benefit: A heightened spell has a higher spell level than
weapon, albeit at a 10 penalty. normal (up to a maximum of 9th level).
Special: A fighter may select Greater Two-Weapon Unlike other metamagic feats, Heighten Spell actually
Fighting as one of his fighter bonus feats (see page 38). increases the effective level of the spell that it modifies.
An 11th-level ranger who has chosen the two-weapon All effects dependent on spell level (such as saving throw
combat style is treated as having Greater Two-Weapon DCs and ability to penetrate a lesser globe of invulnerability)
Fighting, even if he does not have the prerequisites for it, are calculated according to the heightened level.
but only when he is wearing light or no armor (see page The heightened spell is as difficult to prepare and cast as a
48). spell of its effective level.
For example, a cleric could prepare hold person as a 4th-level
GREATER WEAPON FOCUS [GENERAL] spell (instead of a 2nd-level spell), and it would in all ways
be treated as a 4th-level spell.
Choose one type of weapon, such as greataxe, for which you
have already selected Weapon Focus.
You can also choose unarmed strike or grapple as your IMPROVED BULL RUSH [GENERAL]
weapon for purposes of this feat. You know how to push opponents back.
You are especially good at using this weapon. Prerequisites: Str 13, Power Attack.
Prerequisites: Proficiency with selected weapon, Benefit: When you perform a bull rush (page 154), you
Weapon Focus with selected weapon, fighter level 8th. do not provoke an attack of opportunity from the defender.
Benefit: You gain a +1 bonus on all attack rolls you make You also gain a +4 bonus on the opposed Strength check
using the selected weapon. you make to push back the defender.
This bonus stacks with other bonuses on attack rolls, Special: A fighter may select Improved Bull Rush as one
including the one from Weapon Focus (see below). of his fighter bonus feats (see page 38).
Special: You can gain Greater Weapon Focus multiple
times.
Its effects do not stack.
IMPROVED COUNTERSPELL [GENERAL]
Each time you take the feat, it applies to a new type of You understand the nuances of magic to such an extent that
weapon. you can counter your opponents spells with great
efficiency.
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Benefit: When counterspelling, you may use a spell of Normal: Without this feat, you provoke an attack of
the same school that is one or more spell levels higher than opportunity when you make a touch attack to start a
the target spell. grapple.
Normal: Without this feat, you may counter a spell only Special: A fighter may select Improved Grapple as one of
with the same spell or with a spell specifically designated as his fighter bonus feats (see page 38).
countering the target spell. A monk may select Improved Grapple as a bonus feat at 1st
level, even if she does not meet the prerequisites.
IMPROVED CRITICAL [GENERAL]
Choose one type of weapon, such as longsword or greataxe. IMPROVED INITIATIVE [GENERAL]
With that weapon, you know how to hit where it hurts. You can react more quickly than normal in a fight.
Prerequisite: Proficient with weapon, base attack bonus Benefit: You get a +4 bonus on initiative checks.
+8. Special: A fighter may select Improved Initiative as one
Benefit: When using the weapon you selected, your of his fighter bonus feats (see page 38).
threat range is doubled.
For example, a longsword usually threatens a critical hit on IMPROVED OVERRUN [GENERAL]
a roll of 1920 (two numbers).
If a character using a longsword has Improved Critical You are skilled at knocking down opponents.
(longsword), the threat range becomes 1720 (four Prerequisites: Str 13, Power Attack.
numbers). Benefit: When you attempt to overrun an opponent, the
Special: You can gain Improved Critical multiple times. target may not choose to avoid you.
The effects do not stack. You also gain a +4 bonus on your Strength check to knock
Each time you take the feat, it applies to a new type of down your opponent.
weapon. Normal: Without this feat, the target of an overrun can
This effect doesnt stack with any other effect that expands choose to avoid you or to block you.
the threat range of a weapon (such as the keen edge spell). Special: A fighter may select Improved Overrun as one of
A fighter may select Improved Critical as one of his fighter his fighter bonus feats (see page 38).
bonus feats (see page 38).
IMPROVED PRECISE SHOT [GENERAL]
IMPROVED DISARM [GENERAL] Your ranged attacks can ignore the effects of cover or
You know how to disarm opponents in melee combat. concealment.
Prerequisites: Int 13, Combat Expertise. Prerequisites: Dex 19, Point Blank Shot, Precise Shot,
Benefit: You do not provoke an attack of opportunity base attack bonus +11.
when you attempt to disarm an opponent, nor does the Benefit: Your ranged attacks ignore the AC bonus
opponent have a chance to disarm you. granted to targets by anything less than total cover, and the
You also gain a +4 bonus on the opposed attack roll you miss chance granted to targets by anything less than total
make to disarm your opponent. concealment.
Normal: See the normal disarm rules, page 155. Total cover and total concealment provide their normal
Special: A fighter may select Improved Disarm as one of benefits against your ranged attacks.
his fighter bonus feats (see page 38). In addition, when you shoot or throw ranged weapons at a
A monk may select Improved Disarm as a bonus feat at 6th grappling opponent, you automatically strike at the
level, even if she does not meet the prerequisites. opponent you have chosen.
Normal: See pages 150152 for rules on the effects of
cover and concealment.
IMPROVED FEINT [GENERAL] Without this feat, a character who shoots or throws a
You are skilled at misdirecting your opponents attention in ranged weapon at a target involved in a grapple must roll
combat. randomly to see which grappling combatant the attack
Prerequisites: Int 13, Combat Expertise. strikes.
Benefit: You can make a Bluff check to feint in combat as Special: A fighter may select Improved Precise Shot as
a move action. one of his fighter bonus feats (see page 38).
Normal: Feinting in combat is a standard action. An 11th-level ranger who has chosen the archery combat
A fighter may select Improved Feint as one of his fighter style is treated as having Improved Precise Shot, even if he
bonus feats (see page 38). does not have the prerequisites for it, but only when he is
wearing light or no armor (see page 48).
IMPROVED GRAPPLE [GENERAL]
You are skilled at grappling opponents. IMPROVED SHIELD BASH [GENERAL]
Prerequisites: Dex 13, Improved Unarmed Strike. You can bash with a shield while retaining its shield bonus
Benefit: You do not provoke an attack of opportunity to your Armor Class.
when you make a touch attack to start a grapple. Prerequisite: Shield Proficiency.
You also gain a +4 bonus on all grapple checks, regardless of Benefit: When you perform a shield bash, you may still
whether you started the grapple. apply the shields shield bonus to your AC.
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Normal: Without this feat, a character who performs a Prerequisites: Dex 17, Two-Weapon Fighting, base
shield bash loses the shields shield bonus to AC until his or attack bonus +6.
her next turn. Benefit: In addition to the standard single extra attack
Special: A fighter may select Improved Shield Bash as you get with an off-hand weapon, you get a second attack
one of his fighter bonus feats (see page 38). with it, albeit at a 5 penalty (see Table 810, page 160).
Normal: Without this feat, you can only get a single extra
IMPROVED SUNDER [GENERAL] attack with an off-hand weapon.
Special: A fighter may select Improved Two-Weapon
You are skilled at attacking your opponents weapons and Fighting as one of his fighter bonus feats.
shields, as well as other objects. A 6th-level ranger who has chosen the two-weapon combat
Prerequisites: Str 13, Power Attack. style is treated as having Improved Two-Weapon Fighting,
Benefit: When you strike at an object held or carried by even if he does not have the prerequisites for it, but only
an opponent (such as a weapon or shield), you do not when he is wearing light or no armor (see page 48).
provoke an attack of opportunity (see Sunder, page 158).
You also gain a +4 bonus on any attack roll made to attack
an object held or carried by another character. IMPROVED UNARMED STRIKE [GENERAL]
Normal: Without this feat, you provoke an attack of You are skilled at fighting while unarmed.
opportunity when you strike at an object held or carried by Benefit: You are considered to be armed even when
another character. unarmedthat is, you do not provoke attacks or
Special: A fighter may select Improved Sunder as one of opportunity from armed opponents when you attack them
his fighter bonus feats (see page 38). while unarmed.
However, you still get an attack of opportunity against any
IMPROVED TRIP [GENERAL] opponent who makes an unarmed attack on you.
In addition, your unarmed strikes can deal lethal or
You are trained not only in tripping opponents safely but nonlethal damage, at your option.
also in following through with an attack. Normal: Without this feat, you are considered unarmed
Prerequisites: Int 13, Combat Expertise. when attacking with an unarmed strike, and you can deal
Benefit: You do not provoke an attack of opportunity only nonlethal damage with such an attack.
when you attempt to trip an opponent while you are Special: A monk automatically gains Improved Unarmed
unarmed. Strike as a bonus feat at 1st level.
You also gain a +4 bonus on your Strength check to trip She need not select it.
your opponent. A fighter may select Improved Unarmed Strike as one of
If you trip an opponent in melee combat, you immediately his fighter bonus feats (see page 38).
get a melee attack against that opponent as if you hadnt
used your attack for the trip attempt.
For example, at 11th level, Tordek gets three attacks at INVESTIGATOR [GENERAL]
bonuses of +11, +6, and +1. You have a knack for finding information.
In the current round, he attempts to trip his opponent. Benefit: You get a +2 bonus on all Gather Information
His first attempt fails (using up his first attack). checks and Search checks.
His second attempt succeeds, and he immediately makes a
melee attack against his opponent with a bonus of +6. IRON WILL [GENERAL]
Finally, he takes his last attack at a bonus of +1.
Normal: Without this feat, you provoke an attack of You have a stronger will than normal.
opportunity when you attempt to trip an opponent while Benefit: You get a +2 bonus on all Will saving throws.
you are unarmed.
See Trip, page 158. LEADERSHIP [GENERAL]
Special: At 6th level, a monk may select Improved Trip as You are the sort of person others want to follow, and you
a bonus feat, even if she does not have the prerequisites. have done some work attempting to recruit cohorts and
A fighter may select Improved Trip as one of his fighter followers.
bonus feats (see page 38). Prerequisite: Character level 6th.
Benefit: You can attract loyal companions and devoted
IMPROVED TURNING [GENERAL] followers, subordinates who assist you.
Your turning or rebuking attempts are more powerful than Your DM has information on what sort of cohort and how
normal. many followers you can recruit.
Prerequisite: Ability to turn or rebuke creatures. Special: Check with your DM before selecting this feat,
Benefit: You turn or rebuke creatures as if you were one and work with your DM to determine an appropriate
level higher than you are in the class that grants you the cohort and followers for your character (the Dungeon
ability. Masters Guide has more information on cohorts and
followers).
IMPROVED TWO-WEAPON FIGHTING
LIGHTNING REFLEXES [GENERAL]
[GENERAL]
You have faster than normal reflexes.
You are an expert in fighting two-handed. Benefit: You get a +2 bonus on all Reflex saving throws.
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MAGICAL APTITUDE [GENERAL] MAXIMIZE SPELL [METAMAGIC]
You have a knack for magical endeavors. You can cast spells to maximum effect.
Benefit: You get a +2 bonus on all Spellcraft checks and Benefit: All variable, numeric effects of a spell modified
Use Magic Device checks. by this feat are maximized.
A maximized spell deals maximum damage, cures the
MANYSHOT [GENERAL] maximum number of hit points, affects the maximum
number of targets, etc., as appropriate.
You can fire multiple arrows simultaneously against a For example, a maximized fireball deals 6 points of damage
nearby target. per caster level (up to a maximum of 60 points of damage at
Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, 10th caster level).
base attack bonus +6. Saving throws and opposed rolls (such as the one you make
Benefit: As a standard action, you may fire two arrows at a when you cast dispel magic) are not affected, nor are spells
single opponent within 30 feet. without random variables.
Both arrows use the same attack roll (with a 4 penalty) to A maximized spell uses up a spell slot three levels higher
determine success and deal damage normally (but see than the spells actual level.
Special). An empowered, maximized spell gains the separate benefits
For every five points of base attack bonus you have above of each feat: the maximum result plus one-half the
+6, you may add one additional arrow to this attack, to a normally rolled result.
maximum of four arrows at a base attack bonus of +16. An empowered, maximized fireball cast by a 15th-level
However, each arrow after the second adds a cumulative 2 wizard deals points of damage equal to 60 plus one-half of
penalty on the attack roll (for a total penalty of 6 for three 10d6.
arrows and 8 for four).
Damage reduction and other resistances apply separately
against each arrow fired. MOBILITY [GENERAL]
Special: Regardless of the number of arrows you fire, you You are skilled at dodging past opponents and avoiding
apply precision-based damage (such as sneak attack blows.
damage) only once. Prerequisites: Dex 13, Dodge.
If you score a critical hit, only the first arrow fired deals Benefit: You get a +4 dodge bonus to Armor Class against
critical damage; all others deal regular damage. attacks of opportunity caused when you move out of or
A fighter may select Manyshot as one of his fighter bonus within a threatened area.
feats (see page 38). A condition that makes you lose your Dexterity bonus to
A 6th-level ranger who has chosen the archery combat style Armor Class (if any) also makes you lose dodge bonuses.
is treated as having Manyshot even if he does not have the Dodge bonuses (such as this one and a dwarfs racial bonus
prerequisites for it, but only when he is wearing light or no on dodge attempts against giants) stack with each other,
armor (see page 48). unlike most types of bonuses.
Special: A fighter may select Mobility as one of his fighter
MARTIAL WEAPON PROFICIENCY [GENERAL] bonus feats (see page 38).
Choose a type of martial weapon, such as a longbow (see
Table 75: Weapons, page 116, for a list of martial weapons). MOUNTED ARCHERY [GENERAL]
You understand how to use that type of martial weapon in You are skilled at using ranged weapons while mounted.
combat. Prerequisites: Ride 1 rank, Mounted Combat.
Use this feat to expand the list of weapons with which you Benefit: The penalty you take when using a ranged
are proficient beyond the basic list in your class weapon while mounted is halved: 2 instead of 4 if your
description. mount is taking a double move, and 4 instead of 8 if your
Benefit: You make attack rolls with the selected weapon mount is running (see Mounted Combat, page 157).
normally. Special: A fighter may select Mounted Archery as one of
Normal: When using a weapon with which you are not his fighter bonus feats (see page 38).
proficient, you take a 4 penalty on attack rolls.
Special: Barbarians, fighters, paladins, and rangers are MOUNTED COMBAT [GENERAL]
proficient with all martial weapons.
They need not select this feat. You are skilled in mounted combat.
You can gain Martial Weapon Proficiency multiple times. Prerequisite: Ride 1 rank.
Each time you take the feat, it applies to a new type of Benefit: Once per round when your mount is hit in
weapon. combat, you may attempt a Ride check (as a reaction) to
A cleric who chooses the War domain automatically gains negate the hit.
the Martial Weapon Proficiency feat related to his deitys The hit is negated if your Ride check result is greater than
favored weapon as a bonus feat, if the weapon is a martial the opponents attack roll.
one. (Essentially, the Ride check result becomes the mounts
He need not select it. Armor Class if its higher than the mounts regular AC).
A sorcerer or wizard who casts the spell Tensers Special: A fighter may select Mounted Combat as one of
transformation on himself or herself gains proficiency with his fighter bonus feats (see page 38).
all martial weapons for the duration of the spell.
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NATURAL SPELL [GENERAL] If you choose to use a double weapon like a two-handed
weapon, attacking with only one end of it in a round, you
You can cast spells while in a wild shape. treat it as a two-handed weapon).
Prerequisites: Wis 13, wild shape ability. A fighter may select Power Attack as one of his fighter
Benefit: You can complete the verbal and somatic bonus feats (see page 38).
components of spells while in a wild shape.
For example, while in the form of a hawk, you could
substitute screeches and gestures with your talons for the PRECISE SHOT [GENERAL]
normal verbal and somatic components of a spell. You are skilled at timing and aiming ranged attacks.
You can also use any material components or focuses you Prerequisite: Point Blank Shot.
possess, even if such items are melded within your current Benefit: You can shoot or throw ranged weapons at an
form. opponent engaged in melee without taking the standard 4
This feat does not permit the use of magic items while you penalty on your attack roll (see Shooting or Throwing into
are in a form that could not ordinarily use them, and you do a Melee, page 140).
not gain the ability to speak while in a wild shape. Special: A fighter may select Precise Shot as one of his
fighter bonus feats (see page 38).
NEGOTIATOR [GENERAL]
You are good at gauging and swaying attitudes. QUICK DRAW [GENERAL]
Benefit: You get a +2 bonus on all Diplomacy checks and You can draw weapons with startling speed.
Sense Motive checks. Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of
NIMBLE FINGERS [GENERAL] as a move action.
You can draw a hidden weapon (see the Sleight of Hand
You are adept at manipulating small, delicate objects.
skill, page 81) as a move action.
Benefit: You get a +2 bonus on all Disable Device checks A character who has selected this feat may throw weapons
and Open Lock checks. at his full normal rate of attacks (much like a character with
a bow).
PERSUASIVE [GENERAL] Normal: Without this feat, you may draw a weapon as a
You have a way with words and body language. move action, or (if your base attack bonus is +1 or higher) as
Benefit: You get a +2 bonus on all Bluff checks and a free action as part of movement (see page 142).
Intimidate checks. Without this feat, you can draw a hidden weapon as a
standard action.
Special: A fighter may select Quick Draw as one of his
POINT BLANK SHOT [GENERAL] fighter bonus feats (see page 38).
You are skilled at making well-placed shots with ranged
weapons at close range.
QUICKEN SPELL [METAMAGIC]
Benefit: You get a +1 bonus on attack and damage rolls
with ranged weapons at ranges of up to 30 feet. You can cast a spell with a moments thought.
Special: A fighter may select Point Blank Shot as one of Benefit: Casting a quickened spell is a free action.
his fighter bonus feats (see page 38). You can perform another action, even casting another spell,
in the same round as you cast a quickened spell.
You may cast only one quickened spell per round.
POWER ATTACK [GENERAL] A spell whose casting time is more than 1 full-round action
You can make exceptionally powerful melee attacks. cannot be quickened.
Prerequisite: Str 13. A quickened spell uses up a spell slot four levels higher
Benefit: On your action, before making attack rolls for a than the spells actual level.
round, you may choose to subtract a number from all melee Casting a quickened spell doesnt provoke an attack of
attack rolls and add the same number to all melee damage opportunity.
rolls. Special: This feat cant be applied to any spell cast
This number may not exceed your base attack bonus. spontaneously (including sorcerer spells, bard spells, and
The penalty on attacks and bonus on damage apply until cleric or druid spells cast spontaneously), since applying a
your next turn. metamagic feat to a spontaneously cast spell automatically
Special: If you attack with a two-handed weapon, or with increases the casting time to a full-round action.
a one-handed weapon wielded in two hands, instead add
twice the number subtracted from your attack rolls. RAPID RELOAD [GENERAL]
You cant add the bonus from Power Attack to the damage
dealt with a light weapon (except with unarmed strikes or Choose a type of crossbow (hand, light, or heavy).
natural weapon attacks), even though the penalty on attack You can reload a crossbow of that type more quickly than
rolls still applies. normal.
(Normally, you treat a double weapon as a one-handed Prerequisite: Weapon Proficiency (crossbow type
weapon and a light weapon. chosen).
Benefit: The time required for you to reload your chosen
type of crossbow is reduced to a free action (for a hand or
326 light crossbow) or a move action (for a heavy crossbow).
Reloading a crossbow still provokes an attack of SCRIBE SCROLL [ITEM CREATION]
opportunity.
If you have selected this feat for hand crossbow or light You can create scrolls, from which you or another
crossbow, you may fire that weapon as many times in a full spellcaster can cast the scribed spells.
attack action as you could attack if you were using a bow. See the Dungeon Masters Guide for rules on scrolls.
Normal: A character without this feat needs a move Prerequisite: Caster level 1st.
action to reload a hand or light crossbow, or a full-round Benefit: You can create a scroll of any spell that you
action to reload a heavy crossbow. know.
Special: You can gain Rapid Reload multiple times. Scribing a scroll takes one day for each 1,000 gp in its base
Each time you take the feat, it applies to a new type of price.
crossbow. The base price of a scroll is its spell level its caster level
A fighter may select Rapid Reload as one of his fighter 25 gp.
bonus feats (see page 38). To scribe a scroll, you must spend 1/25 of this base price in
XP and use up raw materials costing one-half of this base
price.
RAPID SHOT [GENERAL] Any scroll that stores a spell with a costly material
You can use ranged weapons with exceptional speed. component or an XP cost also carries a commensurate cost.
Prerequisites: Dex 13, Point Blank Shot. In addition to the costs derived from the base price, you
Benefit: You can get one extra attack per round with a must expend the material component or pay the XP when
ranged weapon. scribing the scroll.
The attack is at your highest base attack bonus, but each
attack you make in that round (the extra one and the SELF-SUFFICIENT [GENERAL]
normal ones) takes a 2 penalty.
You can take care of yourself in harsh environments and
You must use the full attack action (see page 143) to use this
situations.
feat.
Benefit: You get a +2 bonus on all Heal checks and
Special: A fighter may select Rapid Shot as one of his
Survival checks.
fighter bonus feats (see page 38).
A 2nd-level ranger who has chosen the archery combat
style is treated as having Rapid Shot, even if he does not SHIELD PROFICIENCY [GENERAL]
have the prerequisites for it, but only when he is wearing You are proficient with bucklers, small shields, and large
light or no armor (see page 48). shields.
Benefit: You can use a shield and take only the standard
RIDE-BY ATTACK [GENERAL] penalties (see Table 76: Armor and Shields, page 123).
You are skilled at making fast attacks for your mount. Normal: When you are using a shield with which you are
Prerequisites: Ride 1 rank, Mounted Combat. not proficient, you take the shields armor check penalty on
attack rolls and on all skill checks that involve moving,
Benefit: When you are mounted and use the charge
including Ride checks.
action, you may move and attack as if with a standard
charge and then move again (continuing the straight line of Special: Barbarians, bards, clerics, druids, fighters,
the charge). paladins, and rangers automatically have Shield Proficiency
Your total movement for the round cant exceed double as a bonus feat.
your mounted speed. They need not select it.
You and your mount do not provoke an attack of
opportunity from the opponent that you attack. SHOT ON THE RUN [GENERAL]
Special: A fighter may select Ride-By Attack as one of his You are highly trained in skirmish ranged weapon tactics.
fighter bonus feats (see page 38). Prerequisites: Dex 13, Dodge, Mobility, Point Blank
Shot, base attack bonus +4.
RUN [GENERAL] Benefit: When using the attack action with a ranged
You are fleet of foot. weapon, you can move both before and after the attack,
Benefit: When running, you move five times your provided that your total distance moved is not greater than
normal speed (if wearing medium, light, or no armor and your speed.
carrying no more than a medium load) or four times your Special: A fighter may select Shot on the Run as one of
speed (if wearing heavy armor or carrying a heavy load). his fighter bonus feats (see page 38).
If you make a jump after a running start (see the Jump skill
description, page 77), you gain a +4 bonus on your Jump SILENT SPELL [METAMAGIC]
check. You can cast spells silently.
While running, you retain your Dexterity bonus to AC. Benefit: A silent spell can be cast with no verbal
Normal: You move four times your speed while running components.
(if wearing medium, light or no armor and carrying no Spells without verbal components are not affected.
more than a light load) or three times your speed (if A silent spell uses up a spell slot one level higher than the
wearing heavy armor or carrying a medium or heavy load), spells actual level.
and you lose your Dexterity bonus to AC. Special: Bard spells cannot be enhanced by this
metamagic feat.
327
SIMPLE WEAPON PROFICIENCY [GENERAL] Normal: Without this feat, you must use a spellbook to
prepare all your spells, except read magic.
You understand how to use all types of simple weapons in
combat (see Table 75: Weapons, page 116, for a list of
simple weapons). SPELL PENETRATION [GENERAL]
Benefit: You make attack rolls with simple weapons Your spells are especially potent, breaking through spell
normally. resistance more readily than normal.
Normal: When using a weapon with which you are not Benefit: You get a +2 bonus on caster level checks (1d20 +
proficient, you take a 4 penalty on attack rolls. caster level) made to overcome a creatures spell resistance.
Special: All characters except for druids, monks, rogues,
and wizards are automatically proficient with all simple SPIRITED CHARGE [GENERAL]
weapons.
They need not select this feat. You are trained at making a devastating mounted charge.
A sorcerer or wizard who casts the spell Tensers Prerequisites: Ride 1 rank, Mounted Combat, Ride-By
transformation on himself or herself gains proficiency with Attack.
all simple weapons for the duration of the spell. Benefit: When mounted and using the charge action, you
deal double damage with a melee weapon (or triple damage
with a lance).
SKILL FOCUS [GENERAL]
Special: A fighter may select Spirited Charge as one of his
Choose a skill, such as Move Silently. fighter bonus feats (see page 38).
You have a special knack with that skill.
Benefit: You get a +3 bonus on all checks involving that
skill. SPRING ATTACK [GENERAL]
Special: You can gain this feat multiple times. You are trained in fast melee attacks and fancy footwork.
Its effects do not stack. Prerequisites: Dex 13, Dodge, Mobility, base attack
Each time you take the feat, it applies to a new skill. bonus +4.
Benefit: When using the attack action with a melee
weapon, you can move both before and after the attack,
SNATCH ARROWS [GENERAL]
provided that your total distance moved is not greater than
You are adept at grabbing incoming arrows, as well as your speed.
crossbow bolts, spears, and other projectile or thrown Moving in this way does not provoke an attack of
weapons. opportunity from the defender you attack, though it might
Prerequisites: Dex 15, Deflect Arrows, Improved provoke attacks of opportunity from other creatures, if
Unarmed Strike. appropriate.
Benefit: When using the Deflect Arrows feat (page 93), You cant use this feat if you are wearing heavy armor.
you may catch the weapon instead of just deflecting it. You must move at least 5 feet both before and after you
Thrown weapons, such as spears or axes, can immediately make your attack in order to utilize the benefits of Spring
be thrown back at the original attacker (even though it isnt Attack.
your turn) or kept for later use. Special: A fighter may select Spring Attack as one of his
You must have at least one hand free (holding nothing) to fighter bonus feats (see page 38).
use this feat.
Special: A fighter may select Snatch Arrows as one of his
fighter bonus feats (see page 38).
STEALTHY [GENERAL]
You are particularly good at avoiding notice.
Benefit: You get a +2 bonus on all Hide checks and Move
SPELL FOCUS [GENERAL] Silently checks.
Choose a school of magic, such as illusion.
Your spells of that school are more potent than normal.
STILL SPELL [METAMAGIC]
Benefit: Add +1 to the Difficulty Class for all saving
throws against spells from the school of magic you select. You can cast spells without gestures.
Special: You can gain this feat multiple times. Benefit: A stilled spell can be cast with no somatic
Its effects do not stack. components.
Each time you take the feat, it applies to a new school of Spells without somatic components are not affected.
magic. A stilled spell uses up a spell slot one level higher than the
spells actual level.
SPELL MASTERY [SPECIAL]
You are so intimately familiar with certain spells that you
STUNNING FIST [GENERAL]
dont need a spellbook to prepare them anymore. You know how to strike opponents in vulnerable areas.
Prerequisite: Wizard level 1st. Prerequisites: Dex 13, Wis 13, Improved Unarmed
Benefit: Each time you take this feat, choose a number of Strike, base attack bonus +8.
spells equal to your Intelligence modifier that you already Benefit: You must declare that you are using this feat
know. before you make your attack roll (thus, a failed attack roll
From that point on, you can prepare these spells without ruins the attempt).
referring to a spellbook.
328
Stunning Fist forces a foe damaged by your unarmed attack Soft Ground: Any surface soft enough to yield to pressure,
to make a Fortitude saving throw (DC 10 + 1/2 your but firmer than wet mud or fresh snow, in which a creature
character level + your Wis modifier), in addition to dealing leaves frequent but shallow footprints.
damage normally. Firm Ground: Most normal outdoor surfaces (such as lawns,
A defender who fails this saving throw is stunned for 1 fields, woods, and the like) or exceptionally soft or dirty
round (until just before your next action). indoor surfaces (thick rugs and very dirty or dusty floors).
A stunned character cant act, loses any Dexterity bonus to The creature might leave some traces (broken branches or
AC, and takes a 2 penalty to AC. tufts of hair), but it leaves only occasional or partial
You may attempt a stunning attack once per day for every footprints.
four levels you have attained (but see Special), and no more Hard Ground: Any surface that doesnt hold footprints at all,
than once per round. such as bare rock or an indoor floor.
Constructs, oozes, plants, undead, incorporeal creatures, Most streambeds fall into this category, since any footprints
and creatures immune to critical hits cannot be stunned. left behind are obscured or washed away.
Special: A monk may select Stunning Fist as a bonus feat The creature leaves only traces (scuff marks or displaced
at 1st level, even if she does not meet the prerequisites. pebbles).
A monk who selects this feat may attempt a stunning attack Several modifiers may apply to the Survival check, as given
a number of times per day equal to her monk level, plus one on the table below.
more time per day for every four levels she has in classes
other than monk.
A fighter may select Stunning Fist as one of his fighter
bonus feats (see page 38).
TOUGHNESS [GENERAL]
You are tougher than normal.
Benefit: You gain +3 hit points.
Special: A character may gain this feat multiple times.
Its effects stack.
339
ELVEN SPELL LORE [] For the rest of your turn, you gain an extra 1d6 points of
fire damage on your unarmed strikes.
You have studied the mighty arcane traditions of the elves, When you select this feat, you gain an additional daily use
granting you insight into the intricate workings of magic of Stunning Fist.
and the theoretical structures behind spells. Special: A fighter can select Fiery Fist as one of his fighter
Prerequisites: Int 17 or elf, Knowledge (arcane) bonus feats.
12 ranks. A monk with the Stunning Fist feat can select Fiery Fist as
Benefit: Your understanding of the elven secrets of magic her bonus feat a) 2nd level, even if she does not meet the
grams you two benefits. other prerequisites.
When you cast dispel magic or greater dispel magic, you gain a
+2 bonus on your caster level check, Your understanding of
magic allows you to more easily unravel the power that FIERY KI DEFENSE []
sustains a foes spell. You channel your ki energy into a cloak of flame that
In addition, your knowledge of magic grants you rare injures all who attempt to strike you.
insights into forgotten spell lore. Prerequisites: Dex 13, Wis 15.
Choose a single spell in your spellbook when you take this Fiery Fist, Improved Unarmed Strike.
feat. Stunning Fist, base attack bonus +8.
When preparing that spell, you can alter the type of damage Benefit: As a swift action, you can expend one of your
it deals to a single type of your choice. uses of the Stunning Fist feat to cloak yourself in flame.
You must make this choice when preparing the spell (those Any creature that strikes you with a melee attack takes 1d6
who do not prepare spells cannot benefit from this aspect points of fire damage.
of the feat). This benefit lasts until the start of your next turn.
You can prepare the spell multiple times, selecting the Special: A fighter can select Fiery Ki Defense as one of his
same or a different energy type for it with each preparation. fighter bonus feats.
You can gain this feat multiple times. A monk with the Stunning Fist feat can select Fiery Ki
The easier level bonus does not slack, and each time you Defense as her bonus feat at 8th level, as long as she also
take the lent, a different spell must be chosen. possesses the Fiery Fist feat (other prerequisites can be
ignored).
FADE INTO VIOLENCE []
While the chaos of battle swirls around you, you rely on FLAY []
your ability to slip into the background to avoid your When fighting unarmored opponents, you excel at twisting
enemys notice. your weapon just before impact.
Your frightened demeanor and pitiable appearance causes This motion rips and tears at your foes flesh, causing
your opponents to seek out other targets. intense pain.
Prerequisites: Bluff 6 ranks, Hide 6 ranks. This attack is wholly ineffective against armored foes, but it
Benefit: When you wear no armor or light armor and tears through natural defenses.
carry nothing in your hands, your opponents might assume Prerequisites: Str 13, Power Attack.
that you are an ineffectual fighter. Benefit: When you use your Power Attack feat with a
As an immediate action, choose a single target for this feat. slashing or piercing weapon against a foe who lacks an
If that opponent threatens both you and one of your allies, armor bonus to AC, you inflict horrid pain on your target.
that foe strikes your ally rather than you unless he succeeds If your attack hits, your opponent must make a Fortitude
on a Sense Motive check opposed by your Bluff check. save (DC 10 + your damage bonus from Power Attack on
If your foe is larger than you, you gain a +4 bonus on your the strike).
Bluff check. If this save fails, he takes a 2 penalty on attacks for 1
You lose this benefit if you attack any opponent or target an round.
opponent with a spell. You can use this feat once per round against a given target.
This benefit does not apply to ranged attacks or attacks of Special: A fighter can select Flay as one of his fighter
opportunity that you provoke. bonus feats.
Once you choose a target for this feat, you cannot switch to
a new target for the rest of the encounter.
GRENADIER []
FIERY FIST [] You are skilled in using grenade-like weapons.
You excel at tossing them to just the right spot to maximize
By channeling your ki energy, you sheathe your limbs in the amount of damage they cause as they burst open upon
magical fire. the battlefield.
Your unarmed strikes deal extra fire damage. Benefit: You are an expert with splash weapons and all
Prerequisites: Hex 13. manner of incendiary mixtures.
Wis 13. You gain a +1 bonus on attack rolls with splash weapons
Improved Unarmed Strike, Stunning Fist, base attack and a +1 bonus on the weapons damage (including splash
bonus +8. damage).
Benefit: As a swift action, you can expend one of your Special: A fighter can select Grenadier as one of his
uses of the Stunning Fist feat to surround your fists and feet fighter bonus feats.
in flame.
340
HINDERING OPPORTUNIST [] These benefits apply to both standard and opposed Listen
checks.
When you have a chance to strike a distracted foe, you Also, you gain a +5 bonus on Listen checks to pinpoint
instead use that opportunity to aid or protect an ally against invisible creatures.
him.
Prerequisites: Combat Reflexes, base attack bonus +3.
Benefit: Whenever an opponent provokes an attack of KI BLAST []
opportunity from you, you can choose to replace that attack You focus your ki into a ball of energy that you can hurl at
with an aid another action targeting that opponent. an opponent.
Prerequisites: Dex 13, Wis 13, Fiery Fist, Improved
INTIMIDATING STRIKE [] Unarmed Strike, Stunning Fist, base attack bonus +8.
Benefit: You can expend two daily uses of your Stunning
You make a display of your combat prowess designed to Fist feat as a move action to create an orb of raw ki energy.
strike terror in your foe. You can then throw the seething orb as a standard action
Your stance, attack method, and demeanor demonstrate to with a range of 60 feet.
your foe that you are capable of defeating him with little This ranged touch attack deals damage equal to 3d6 points +
effort. your Wis modifier.
Your intent is clearif you decide to hit your foe, you The ki orb is a force effect.
could easily slay him. If you fail to throw the orb before the end of your turn, it
Prerequisites: Intimidate 4 ranks. dissipates harmlessly.
Benefit: As a standard action, you make a single melee When you take this feat, you gain an additional daily use of
attack against your foe. Stunning Fist.
You subtract a number from this attack equal to or less than Special: A fighter can select Ki Blast as one of his fighter
your base attack bonus. bonus feats.
If your attack hits, you can make an Intimidate check A monk with the Stunning Fist feat can select Ki Blast as
against the foe you struck, with a bonus equal to the her bonus feat at 8th level, as long as she possesses the Fiery
number you subtracted from your attack roll. Fist feat and a base attack bonus of +6 (other prerequisites
If this check succeeds, your opponent is shaken for the rest can be ignored).
of the encounter.
You cannot use this feat to worsen an opponents fear
condition beyond shaken. LEAP OF THE HEAVENS []
Special: A fighter can select Intimidating Strike as one of Your excellent athletic ability and superior conditioning
his fighter bonus feats. allow you to make near-superhuman leaps.
Prerequisite: Jump 4 ranks.
INDOMITABLE SOUL [] Benefit: When making a Jump check, the DC for the
check doesnt double if you fail to move 20 feet in a straight
Your physical toughness translates into greater menial line prior to jumping, if you do move 20 feet in a straight
resiliency. line before attempting a jump, you gain a +5 competence
Where others cave in to magical effects that alter their bonus on your check.
minds, you stand resolute. Normal: All Jump checks require a 20-foot running start
Prerequisites: Endurance, Iron Will. to avoid doubling the DC of the check.
Benefit: Whenever you make a Will save against a
mindaffecting or fear ability, you can roll 2d20 and use the
higher of the two die rolls. LUNGING STRIKE []
You make a single attack against a foe who stands just
KEEN-EARED SCOUT [] beyond your reach.
Prerequisite: Base attack bonus +6.
Your sharp sense of hearing allows you to determine much
Benefit: As a full-round action, you can make a single
more about your surroundings. strike with a 5-foot bonus to your attacks reach.
Prerequisites: Listen 6 ranks, Alertness or Skill focus This benefit applies to both armed and unarmed attacks,
(Listen). including touch attacks made to deliver spells.
Benefit: When you make a Listen check, you might learn Special: A fighter can select Lunging Strike as one of his
more than normal about a source of noise. fighter bonus feats.
If you beat the Listen DC by 5 or more, you determine the
size, speed, and direction of the source of noise If you beat
the DC by to or more, you determine the precise, current LURKING FAMILIAR []
position of the creature or object that caused the sound. Your familiar hides within the (olds of your robe or lakes
If you beat the DC by 15 or more, you determine the type of cover behind you as your opponents close in.
armor the creature wears and what it carries, if anything. When it moves to attack, its sudden appearance might
If you beat the DC by 20 or more, you learn the creatures catch your foe by surprise.
type and subtypes. Prerequisites: Combat Familiar, arcane caster level 6th,
The information you learn is cumulative. familiar.
For example, if you got a Listen check result of 35 against a Benefit: If your familiar occupies your square, it gains
DC of 23, you gain the information for beating the check by cover against all attacks.
10 and by 5. 341
As a consequence, it can make a Hide check to avoid your Benefit: While fighting defensively, you can attempt to
foes notice. negate a single attack made by the target of your Dodge
If your familiar then leaves your space to attack an feat.
opponent, it gains the normal benefit for attacking from a If this opponent attacks you, use an immediate action to
hidden position. make a d20 roll modified by your highest base attack bonus.
The result is used as your normal AC and touch AC against
MAD FOAM RAGER [] that single, specific attack from your opponent.
You cannot use this feat if your Dexterity bonus to AC does
You fight with the rage that only a rabid badger or a beer- not apply against your opponents attack.
addled dwarf can bring to bear. Special: A fighter can select Melee Evasion as one of his
In combat, you shrug off attacks and continue fighting fighter bonus feats.
even in the face of horrific injuries and effects.
Prerequisite: Rage or frenzy ability.
Benefit: When fighting, you can endure tremendous MELEE WEAPON MASTERY []
blows with little visible effect. You have mastered a wide range of weapons.
As an immediate action, you can choose to delay the effect Your training with one specific weapon now extends to
of a single attack, spell, or ability used against you. other weapons of a similar sort.
The damage or effect does not take hold until the end of Prerequisites: Proficiency with selected weapon.
your next turn. Weapon Focus with selected weapon, Weapon
You can only use this ability while under the effect of your Specialization with selected weapon, base attack bonus +8.
rage or frenzy ability. Benefit: When you select this feat, choose bludgeoning,
You can activate it once every time you use your rage or piercing, or slashing.
frenzy ability. You must have Weapon Focus and Weapon Specialization
with a melee weapon that deals this type of damage.
MASTER MANIPULATOR [] When using any melee weapon that has the damage type
you selected, you gain a +2 bonus on attack rolls and a +2
Your words are your weapons. bonus on damage rolls.
You confuse others with your n, luring them into giving up Special: You can select this feat more than once.
vital secrets and leaving them dumbfounded with your Each time, you can select a new damage type.
carefully constructed, conversational static. A fighter can choose Melee Weapon Mastery as one of his
Prerequisites: Cha 13, Diplomacy 9 ranks. fighter bonus feats.
Benefit: This feat grants two new uses for the Diplomacy
skill.
You must share a language with a creature to use these OVERWHELMING ASSAULT []
options against it. If you attack a foe who does nothing to turn aside your
Neither ability functions during combat. attack, you press forward with an indomitable strike.
Captivating Speech: You can distract a creature with your Only a fool ignores the deadly threat you present.
compelling delivery and witticisms. Prerequisite: Base attack bonus +15.
With a successful Diplomacy check opposed by the targets Benefit: As a free action, designate one specific foe as the
own Diplomacy check or Will save, you can impose a 4 target of this feat.
penalty on the targets Listen. If this foe begins his turn adjacent to you, ends his turn still
Sense Motive, and Spot checks so long as you continue adjacent to you, and does not attack you, target you with a
speaking. spell, or use a special ability against you, you gain a +4
You can affect a number of targets equal to 1 + your Cha bonus on melee attack rolls against him on your next turn.
bonus (if any) as long as they are all Within 20 feet.
Trap of Words: If a creature attempts and fails to successfully
to use Bluff to lie to you, you skillfully maneuver the
PENETRATING SHOT []
conversation to confuse the target or trick him into letting You send a powerful shot cleaving through your enemies.
slip a vita clue. Prerequisites: Str 15, Point Blank Shot, base attack
After succeeding on your Sense Motive check, you can bonus +10.
then engage the target in conversation for at least 1 minute. Benefit: When you make a ranged attack with a projectile
At the end of this time, make a Diplomacy check opposed weapon (such as a bow, crossbow, or sling), you can instead
by the targets Bluff check. choose to unleash a single, mighty attack that blasts
If you succeed, the target inadvertently reveals his lie and through multiple opponents.
the reason behind it. This attack requires a standard action, and your shot takes
the form of a 60-foot line Make a separate attack roll against
each creature in the line.
MELEE EVASION []
If struck, creatures along this line take damage from your
Your speed, agility, and talent for intelligent fighting allow shot, though any extra damage (such as from a sneak attack
you to avoid your opponents blows. or a flaming weapon) is applied only against the first
You take careful stock of an opponent and slip away from creature struck.
his sword blow just as he commits to the attack. Special: A fighter can select Penetrating Shot as one of his
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge. fighter bonus feats.
342
RANGED WEAPON MASTERY [] Prerequisites: Proficiency with shields, Improved
Shield Bash, Shield Specialization, base attack bonus +9.
You have mastered a wide range of weapons.
Benefit: You can wield your light shield or heavy shield
Your training with one specific weapon now extends to
as a thrown weapon with a range increment of 20 feet.
other weapons of a similar son.
The shield deals damage as normal for its size (see Table 7
Prerequisites: Proficiency with selected weapon.
5, PH 116), and you gain your Strength bonus on damage as
Weapon Focus with selected weapon, Weapon
normal for a thrown weapon.
Specialization with selected weapon, base attack bonus +3. In addition, you can make a ranged touch attack to initiate a
Benefit: When you select this feat, choose bludgeoning, trip attempt.
piercing, or slashing. Your target resists the trip attempt as normal.
You must have Weapon Focus and Weapon Specialization You lose your size bonus (though not a size penalty) on
with a ranged weapon that deals this type of damage. your Strength check.
When using any ranged weapon that has the damage type If your foes check succeeds, he cannot attempt to trip you.
you selected, you gain a +2 bonus on attacks and a +2 bonus You cannot throw a tower shield.
on damage. You can throw a buckler, but it does no damage, and you
In addition, you increase its range increment by 20 feet. cannot use it to trip an opponent.
Special: You can select this feat more than once. Special: A fighter can select Shield Sling as one of his
Each time you can select a new damage type. fighter bonus feats.
A fighter can choose Ranged Weapon Mastery as one of his
fighter bonus feats.
SHIELD SPECIALIZATION []
RAPID BLITZ [] You are skilled in using a shield, allowing you to gain
greater defensive benefits from it.
You charge across the battlefield, combining your speed
Prerequisite: Proficiency with shields.
and fighting ability to move and attack with unmatched
Benefit: Choose one type of shield from the following
skill.
list: buckler, heavy, or light.
Prerequisites: Dex 13, Bounding Assault, Dodge,
When using a shield of the appropriate type, you increase
Mobility, Spring Attack, base attack bonus +18. its shield bonus to AC by 1.
Benefit: You can designate a third target for your Spring
Special: You can take this feat more than once, each time
Attack teat.
you select it, choose a different type of shield.
In addition to the second attack you gain from your A fighter can select Shield Specialization as one of his
Bounding Assault feat, you can make a third attack with a
fighter bonus feats.
10 penalty.
SHIELD WARD []
ROBILARS GAMBIT []
You use your shield like a wall of steel and wood.
By offering Robilars Gambit, you absorb damage to place When an opponent attempts to draw in close to you, your
yourself in an advantageous position. shield forces him away or ruins his attacks.
This dangerous sacrifice is not for the unfit or the unwise,
Prerequisite: Proficiency with shields, Shield
for one failed retaliatory strike can undo the advantage
Specialization.
gained.
Lord Robilar, a rash and impetuous fighter, gained fame Benefit: You apply your shield bonus to your touch AC,
and on checks or rolls to resist bull rush, disarm, grapple,
using this technique against his enemies.
overrun, or trip attempts against you.
Prerequisites: Combat Reflexes, base attack bonus +12.
Special: A fighter can select Shield Ward as one of his
Benefit: At the start of your action, you can adopt a
fighter bonus feats.
fighting stance that exposes you to harm but allows you to
take advantage of your opponents exposed defenses as they
reach in to attack you. SHORT HAFT []
Anyone who strikes at you gains a +4 bonus on attack rolls You have trained in polearm fighiing alongside your
and damage rolls against you. comrades in arms, sometimes reaching past them while
In return, they provoke attacks of opportunity from you they shield you, and sometimes shielding them while they
each time they swing. attack from behind you.
Resolve your attack of opportunity after your foes attack. Prerequisites: Proficiency with a reach weapon,
Normal: Opponents do not provoke attacks of Weapon Focus with a reach weapon, base attack bonus +3.
opportunity by attacking. Benefit: As a swift action, you can choose to lose the
Further, when an opponent provokes an attack of benefit of wielding any reach weapon other than a spiked
opportunity, you resolve your attack before he completes chain or a whip.
the action that provoked the attack of opportunity. In return, you can use that weapon to threaten and attack
Special: A fighter can select Robilars Gambit as one of his spaces adjacent to you.
fighter bonus feats. With another swift action, you can give up this feats
benefit in order to regain the use of your weapons superior
SHIELD SLING [] reach.
You can hurl your shield as a deadly missile, turning it from Special: A fighter can select Short Haft as one of his
a defensive item to a crushing, thrown weapon. fighter bonus feats.
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SLASHING FLURRY [] It cannot cast spells that have a gp or XP cost, or that
require a focus.
You swing your weapon with uncanny speed, slicing apart a A familiar does not need somatic, material, or verbal
foe in the blink of an eye. components to cast a spell that was granted to it by this feat.
Prerequisites: Proficiency with selected slashing
weapon, Weapon Focus with selected slashing weapon,
Weapon Mastery (slashing), Weapon Specialization with STALWART DEFENSE []
selected slashing weapon, base attack bonus +14. You excel at aiding your allies in battle.
Benefit: When you use a standard action t0 attack with When an opponent attempts to strike one of them, you
any slashing weapon, you can choose to make a second make a quick, distracting motion to ruin the foes efforts.
attack with that weapon. Prerequisites: Combat Reflexes, Hindering
You take a 5 penalty on the first attack, and a 10 penalty Opportunist, bass attack bonus +9.
on the second. Benefit: When an opponent you threaten attempts a
When you use a full attack action with any slashing melee attack against one of your allies, you can give up one
weapon, you gain one additional attack at your highest base of your attacks of opportunity to attempt an aid another
attack bonus. action.
That attack and all other attacks you make in the current You target the attacking opponent with the aid another.
round take a 5 penalty. The target of your foes attack gains the benefit of your
action in the form of a +2 bonus to AC against the
SPECTRAL SKIRMISHER [] attempted attack.
You cannot use this feat against the same opponent more
You have trained extensively in the use of magic that than once per round.
renders you invisible.
In combat, you use this experience to vex your opponents
and increase your survivability. STEADFAST DETERMINATION []
P re requisite: Base attack bonus +6. Your physical durability allows you to shrug off attacks that
Benefit: While you are invisible, you gain additional would cripple a lesser person.
benefits. Rather than depend on agility or willpower, you use your
Creatures unable to see you due to invisibility take a 5 raw toughness to survive.
penalty on all Listen checks to detect you. Prerequisites: Endurance.
A creature using a melee attack against the square you Benefit: You can use your Constitution modifier in place
occupy provokes an attack of opportunity from you. of your Wisdom modifier on Will saves.
You must choose to make this attack before checking to see You do not automatically fail Fortitude saves on a roll of
if the creature finds you. natural 1.
If you attack and hit, the creature automatically finds you in
your square.
See page 152 of the Players Handbook and page 295 of the TELLING BLOW []
Dungeon Masters Guide for the effects of invisibility on When you strike an opponents vital areas, you draw on
combat. your ability to land crippling blows to make the most of
Special: A fighter can select Spectral Skirmisher as one of your attack.
his fighter bonus feats. Prerequisite: Skirmish or sneak attack ability.
Benefit: When you score a critical hit against a target, you
SPELL-LINKED FAMILIAR [] deal your skirmish or sneak attack damage in addition to
the damage from your critical hit.
You and your familiar can share spell energy, allowing your Your critical multiplier applies only to your normal
familiar to cast a limited number of spells each day. damage, not your skirmish or sneak attack damage.
Prerequisites: Arcane caster level 9th, familiar. This benefit affects both melee and ranged attacks.
Benefit: Your familiar can cast spells that you grant to it.
A familiar gains spells based on your arcane easier level, and
any spells granted to your familiar are subtracted from your
TROPHY COLLECTOR []
daily allotment. A belt of minotaur fur, a hood of cloaker wing-skin, and an
The maximum number of spells of a certain level that you amulet fashioned from a petrified dragons eyethese are
can grant to your familiar is given on the table below. the intimidating symbols of your trade.
For example, as a 16th-level arcane caster, you can grant You are skilled in preserving portions of defeated enemies
your familiar as many as three 0-level spells, two 1st-level and turning them into trophies.
spells, and one 2nd-level spell. The memory of your past accomplishments drives you
onward, instilling in you the confidence needed to face still
greater foes.
Prerequisite: Craft (taxidermy) 6 ranks.
Benefit: When you defeat a foe in combat, you can
preserve a part of its body and create a trophy that you can
wear or brandish.
In order to be worthy of your efforts, the opponent must
have a CR greater than your current level.
The familiar uses 1/2 your caster level as its caster level.
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A trophy has a value equal to the defeated creatures CR TWO-WEAPON POUNCE []
100 gp.
You must spend time using the Craft (taxidermy) skill to When you charge an opponent while wielding two
create the trophy as normal. weapons, you can make two quick attacks.
Once you create a trophy, you can sell it for its market price You trade the momentum and power of the charge for the
or wear it. opportunity to use your second weapon.
When you create a trophy, you must design it to occupy Prerequisites: Dex 15, Two-Weapon Fighting, base
space on your body as one of these kinds of magic items: attack bonus +6.
amulet, bell, boors, or cloak. Benefit: When you are making a charge and wielding
You cannot gain the benefit of both a magic item and a weapons in both hands, you can attack with both of your
trophy if both occupy the same space on your body; in such weapons.
a case, the object you donned last becomes functional and If you do so, you lose the bonus on attack rolls normally
the other object does not work. granted by a charge.
While wearing a trophy, you gain a +2 bonus on Intimidate The 2 penalty to AC from charging till applies.
checks per trophy against creatures of the same type as the Normal: When making a charge, you get a single attack at
trophy, except for outsiders and humanoids. the end of your movement.
In these two cases, the target must share the same subtype Special: A fighter can select Two-Weapon Pounce as one
as the creature from which you crafted the trophy. of his fighter bonus feats.
You take a 4 penalty on Diplomacy checks against A ranger who has chosen the two-weapon combat style can
creatures of the same type or subtype as one or more of select Two-Weapon Pounce as long as he has a base attack
your worn trophies. bonus of +6 and is wearing light armor or no armor.
For each trophy you wear, you gain a +1 bonus on saves
against fear effects. TWO-WEAPON REND []
Once per day, you gain a morale bonus on a single Will save You wield two weapons with an artisans precision.
equal to the number of trophies you wear. Each strike builds on the next, allowing you to deal more
In this case, you draw upon the memories of past victories damage.
to strengthen your resolve.
Prerequisites: Dex 15.
If you choose to take this morale bonus on a save against a
Two-Weapon Fighting, base attack bonus +11.
fear effect, it stacks with the usual +1 bonus on saves per
Benefit: If you successfully hit an opponent with both of
trophy worn.
the weapons you wield, you deal extra damage equal to 1d6
Special: You can only craft trophies from corporeal
+ 1-1/2 times your Strength bonus.
creatures that you actively helped defeat. This extra damage is treated as the same type that your off-
You cannot craft trophies from oozes.
hand weapon deals normally for the purpose of overcoming
damage reduction and other effects related to damage type.
TUMBLING FEINT [] You can gain this extra damage once per round against a
When you move near an opponent, your acrobatic given opponent.
maneuvers leave him confused and unable to properly Special: A fighter can select Two-Weapon Rend as one of
defend himself. his fighter bonus feats.
Prerequisites: Bluff 4 ranks, Tumble 4 ranks. A ranger who has chosen the two-weapon combat style can
Benefit: As a swift action at the start of your turn, you select Two-Weapon Rend as long as In-has a base-attack
designate a single opponent as the target of this feat. bonus of +11 and is wearing light armor or no armor.
If you successfully use your Tumble skill to avoid
provoking an attack of opportunity from that opponent, VATIC GAZE []
you gain a +5 bonus on your next Bluff check to feint Your arcane studies have brought forth your nascent talent
against him. to sense magical auras and the power that others are
You must use this benefit on or before your next turn. capable of wielding.
For example, Lidda designates a nearby ogre as the target of
Prerequisite: Arcane caster level 9th.
this feat.
Benefit: You can use detect magic at will.
She tumbles into the ogres threatened area and continues
Also, as a swift action, you can attempt to determine an
to tumble past the creature, moving to a square from which
she plans to make a melee attack against the ogre. opponents spellcasting ability.
You make a Sense Motive check (DC 5 + targets caster
Lidda succeeds on her Tumble check to avoid provoking an
attack of opportunity from the ogre, and she moves into her level).
If this check succeeds, you learn the highest-level spells the
destination square.
target is capable of casting.
She can now use a standard action to feint the ogre,
This benefit grants you no insight into spell-like or
applying the benefit of this feat on her Bluff check, or she
supernatural abilities.
can take any other sort of standard action, including
making a normal melee attack against the ogre.
If she chooses not to feint immediately, she can wait until VERSATILE UNARMED STRIKE []
her next turn and still gain this feats benefit. You employ a variety of unarmed fighting styles, allowing
Special: A fighter can select Tumbling Feint as one of his you to alter the type of damage your attacks deal.
fighter bonus feats. Prerequisite: Improved Unarmed Strike.
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Benefit: As a swift action, you can opt for your unarmed WATER SPLITTING STONE []
strikes to deal your choice of bludgeoning, piercing, or
slashing damage. You channel your ki energy to splinter the defenses of
Once you make this choice, your unarmed strikes continue creatures whose tough hides or magical natures normally
to deal the chosen damage type until you use another swift allow them to shrug off your blows.
action to change it. Prerequisite: Dex 13, Wis 13, Improved Unarmed
Special: A fighter can select Versatile Unarmed Strike as Strike.
one of his fighter bonus feats. Stunning Fist, base attack bonus +9.
Benefit: You gain a +4 bonus on damage rolls when you
make an unarmed strike against an opponent whose
VEXING FLANKER [] damage reduction is effective against your unarmed strikes.
You excel at picking apart an opponents defenses when This feats benefit does not apply against a target if its
your allies also threaten him. damage reduction does not apply to your attacks.
Prerequisite: Combat Reflexes. For example, a monk with ki strike (adamantine) does not
Benefit: You gain a +4 bonus on your attack rolls when gain the bonus on damage rolls against a foe with damage
flanking. reduction that affects attacks with adamantine weapons.
Normal: Flanking grants a+2 bonus on attack rolls. Special: A fighter can select Water Splitting Stone as one
Special: A fighter can select Vexing Flanker as one of his of his fighter bonus feats.
fighter bonus feats. A monk with the Stunning Fist feat can select Water
Splitting Stone as long as she has a base attack bonus +9
(other prerequisites can be ignored).
WANDERERS DIPLOMACY []
Many halflings journey far and wide across the world, WEAPON SUPREMACY []
spending no more than a few months in one place.
You have spent time among the halflings, or you are a You are a grandmaster in the use of your chosen weapon.
halfling yourself. When you hold it in your hands, no foe can stand against
Your exposure to that races nomadic way of life has taught you.
you several Useful methods of dealing with strangers. Prerequisites: Proficiency with selected weapon.
Prerequisites: Halfling or 4 ranks in Bluff, Diplomacy, Greater Weapon Focus with selected weapon, Greater
and Sense Motive. Weapon Specialisation with selected weapon, Weapon
Benefit: You excel in using your words and wit to make Focus with selected weapon, Weapon Specialization with
your way in the world. selected weapon, Weapon Mastery with damage type of
This feat grants you three separate abilities. selected weapon, fighter level 18th.
Canny Merchant: You can make a Diplomacy check to track Benefit: When fighting with the weapon that you choose
down an item that is normally too expensive to be for this feat, you gain a number of additional advantages.
purchased in the town or settlement where you are You gain a +4 bonus on all checks made to resist being
currently located. disarmed.
The DC of this check is 10-(the items gp cost minus the You can wield your weapon against a foe who grapples you
communitys gp limit, divided by 1,000). without penalty and without first making a grapple check.
If this check succeeds, you learn of a merchant who can In this situation, you can take a standard action or a full
supply the item to you. attack action as normal.
You must still purchase it as normal. When you take a full attack action, you can apply a +5
Intuitive Communication: When you are faced with a bonus to any single attack after your first strike.
creature whose language you do not understand, you can Once per round before making an attack roll, you can
attempt to communicate with it by making a successful instead choose to treat your d20 result as a 10.
Sense Motive check. You gain a +1 bonus to AC.
This check requires that you spend at least 1 minute Special: You can choose this feat only once, for a single
listening to the creature and watching its gestures and specific kind of weapon.
demeanor. The dedication and focus it requires makes it impossible to
The checks base DC is 20. gain this feat for more than one weapon.
If the creature is not the same type as you, the DC is 30.
With a successful check, you learn the basic gist of the TACTICAL FEATS
creatures speech.
This ability gives you no special talent to speak the
creatures tongue. BLOOD-SPIKED CHARGER []
Social Agility: You can temporarily alter a creatures attitude You throw yourself into the fray, using your spiked armor
toward you. and spiked shield to tear your opponents to pieces.
You can use Bluff against an unfriendly or less hostile Prerequisites: Str 13, proficiency with spiked armor
creature in the same way you use Diplomacy. and spiked shields, Power Attack, Weapon Focus (spiked
Using Bluff in this manner is a standard action that takes armor, Weapon Focus (spiked shield), base attack bonus +6.
no special penalties. Benefit: The Blood-Spiked Charger feat grants you access
The targets attitude remains changed for 1 minute. to three special tactical maneuvers.
After this time, it becomes one grade more hostile than Spiked Avalanche: When you are using the charge action
where it started for 10 minutes. while wearing spiked armor and carrying either a spiked
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shield or nothing in your hands, you throw yourself into You hold it before your chest like a curtain, making it
the air, transforming yourself into a deadly, spiked difficult for enemies to read your defensive moves.
projectile. Your cloak grants you a +1 shield bonus to AC.
A successful attack with either your spiked shield or your If you use the total defense action, your cloaks shield
spiked armor deals extra damage equal to twice your bonus improves to +2.
Strength bonus. (Shield bonuses do not stack, making it likely that this
You can attack with both your spiked armor and a spiked maneuver is a poor option if you already carry a shield).
shield on this charge, each one benefiting from the Cloaked Strike: You can use your cloak to hide a light
Strength bonus, but you take the normal penalties for using weapon.
two weapons. To utilize this maneuver, on the first round you must move
Spiked Rebuke: When you are fighting defensively and adjacent to an opponent while you do not have a weapon in
carrying a spiked shield, you lash out at your foes with your either hand.
shield in response to their attacks. On the second round, you make a Bluff check opposed by
Determine what your AC would be without your spiked your foes Sense Motive check as you use a move action to
shield and the AC bonus for fighting defensively. draw your weapon.
If an opponents attack hits against this lower AC but If this check succeeds, your opponent loses either his
misses against your actual AC, the foe strikes your shield, Dexterity bonus to AC or his shield bonus to AC (your
allowing you to deflect his attack in such a way as to leave choice) until the end of your current turn.
him vulnerable to your counter. Whirling Cloak: You can attempt to use your cloak to
On your next action, you gain a +2 bonus on attack rolls confuse your opponent.
against your chosen foe with your spiked shield. As a move action after successfully striking an opponent in
Spiked Slam; As a full-round action when you are wielding a melee, make a melee touch attack against that foe.
spiked shield, you can opt to make only a single attack at If this attack hits, you whirl your cloak around him,
your best base attack bonus. temporarily ruining his defenses.
You brace yourself behind your spiked shield, drive Your opponent cannot make attacks of opportunity against
yourself forward, and slam into your foe. a particular ally of your choice until the start of his next
You enter your foes space, which provokes attacks of turn.
opportunity. Special: A fighter can select Combat Cloak Expert as one
In return, your attack deals extra damage equal to twice of his fighter bonus feats.
your Strength and an additional amount based on your size
(see below). COMBAT PANACHE []
After making this attack, you stumble back into the square
you occupied just before making this attack. Your glowing personality and sharp performance abilities
Until the start of your next turn, you do not threaten any allow you to navigate the battlefield on sheer chutzpah
squares. alone.
While others rely on swords and armor, you use your
cutting wit and ability to manipulate others.
Prerequisites: Bluff 8 ranks, Intimidate 8 ranks,
Perform 8 ranks.
Benefit: The Combat Panache feat grants you access to
three special tactical maneuvers.
Fortuitous Tumble: For a brief moment, you appear to let
your guard down.
As your foe swings at you, you slip out of the way, causing
his attack to slam into one of his allies.
By positioning yourself correctly and making yourself an
appealing target, you dupe your foe into making a critical
Special: A fighter can select Blood-Spiked Charger as one blunder.
of his fighter bonus feats. To use this maneuver, you must be successfully attacked by
a foe.
COMBAT CLOAK EXPERT [] On your next turn, you can take a move action to make a
Bluff check opposed by his Sense Motive check.
You are adept at turning your cloak into a vital pan of your If you succeed on the check, you can take an immediate
combat repertoire. action at the start of your foes next turn and designate a
By twirling it about you, sweeping it over enemies, and different larger for your opponents next melee attack
using it to conceal your weapon, you can catch an opponent (which must be a creature it threatens).
by surprise. Play Dead: You crumple to the ground as if slain, luring your
Prerequisites: Dex 15, Int 13, Combat Expertise, Dodge, opponent into a false sense of security.
base attack bonus +6. As an immediate action after you are hit for at least 10
Benefit: The Combat Cloak Expert feat grants you access points of damage by a single attack, you can attempt to play
to three special tactical maneuvers. dead.
You must wear a cloak in order to utilize them. You drop prone and make a Bluff check opposed by your
Cloak Defense: While you are fighting defensively, you can attackers (or any other relevant observers) Sense Motive
use your cloak to confuse your foes. check.
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If you succeed on this check, the observer assumes you are Special: A fighter can select Einhander as one of his
dead. fighter bonus feats.
If you subsequently rise and attack him in the same round,
he loses any attack of opportunity he might have been MAD ALCHEMIST []
entitled to against you, and he loses his Dexterity bonus to
AC against the first attack that you make. You are an expert at using alchemical items.
You can use this ability once per encounter. Through expert meditation, research, and your careful
Standing up after playing dead does not provoke attacks of study of the art of alchemy, you have learned to make the
opportunity. most of items such as alchemists fire.
Sneering Glower: With just the right mix of your Prerequisites: Craft (alchemy) 6 ranks, Grenadier.
intimidating presence and your martial talents, you strike Benefit: The Mad Alchemist feat grants you access to
such fear into your target that he has difficulty fighting you three special tactical maneuvers.
effectively. Distracting Blast: If you ready an action to throw a
On your next turn after you deal at least 1 point of damage thunderstone at the square an opponent occupies, you can
to your opponent, you can make an Intimidate check disrupt his actions.
against him as a move action. The sudden bang from the stones detonation ruins your
If you succeed on this check, your foe takes a penalty on his foes concentration, possibly spoiling his attack or his
attack rolls against you equal to your Charisma bonus. attempt to cast a spell.
You can gain this benefit against only one foe at a time; it If the target of this blast was casting a spell when you threw
lasts for the duration of the encounter or until you switch the thunderstone, he must make a Concentration check
targets. opposed by your Craft (alchemy) check.
If you designate a new target for this ability (by attempting If you succeed on this check, his spell is ruined.
a new Intimidate check against a different creature), the If the target was not casting a spell, he must make a Will
previous target no longer takes the penalty on his attack save opposed by your Craft (alchemy) check or take a 2
rolls against you. penalty on attack rolls, checks, and saves until the
Opponents that are immune to the effects of the Intimidate beginning of your next turn.
skill, such as mindless creatures and those with immunity Fiery Blaze: To use this maneuver, you must first strike a
to fear, are immune to this maneuver. creature with a container of lantern oil or alchemists fire.
Special: A fighter can select Combat Panache as one of his On your next turn, you must strike the creature with a spell
fighter bonus feats. or weapon attack that deals fire damage.
If you do so, the creature takes an extra 1d6 points of fire
damage and catches on fire if it is nor already in flames.
EINHANDER [] Tanglefoot Defense: By tearing open a tanglefoot bag and
You excel at wielding a one-handed weapon while carrying spreading its contents across an area, you can create a
nothing in your offhand. vexing barrier that hinders an opponents approach.
Prerequisites: Tumble 6 ranks, base attack bonus +6. As a standard action, you can Transform a single square of
Benefit: If you are fighting with a one-handed weapon or clear term in into difficult terrain through the use of a
a light weapon and carrying nothing in your off hand, the tanglefoot bag.
Einhander feat grants you access to three special tactical This effect persists for 10 minutes before the tanglefoot bag
maneuvers. loses its potency.
Narrow Profile: You can tuck your arm behind your back and
offer a narrow profile when you concentrate on defense SHADOW STRIKER []
rather than offense.
You gain an additional +2 dodge bonus to AC when You melt into the shadows, hiding from your enemies until
fighting defensively or using the total defense action. the time is right.
Off-Hand Balance: You use your off hand to balance yourself Your cunning, guile, and stealth allow you to pick the most
while performing acrobatic maneuvers. opportune moment to strike.
After you successfully strike an opponent, you gain a +2 Prerequisites: Hide 12 ranks, Move Silently 12 ranks.
bonus on Tumble checks to avoid his attacks of opportunity Benefit: The Shadow Striker feat grants you access to
until the start of your next turn. three special tactical maneuvers.
When you flip and roll out of harms way, you use one hand Evade Notice: If both you and an ally threaten an opponent,
to keep your balance and your other hand to keep your you can attempt to slip beneath your opponents notice.
weapon trained on your foe. On your turn, if you take no hostile actions, such as
Off-Hand Swap: With a flourish, you flip your weapon into attacking, casting an offensive spell, and so forth, you can
the air, catch it in your offhand, and continue to press the make a Hide check opposed by the threatened foes Spot
attack. check, if you succeed on this check, your foe cannot attack
When you use this maneuver, you must first take a full you on his next turn as long as he threatens another active
attack action to strike an opponent at least twice. opponent.
On your next turn, you can make a special feint as a free If you attack your foe for any reason before or during his
action, using Sleight of Hand rather than Bluff. next turn, you lose this maneuvers benefit.
Your opponent uses the standard rules for resisting a feint. Fade Away: To use this maneuver, you must first attack an
Once you use this maneuver against a particular opponent, opponent as a standard action, then move away and attempt
whether it succeeds or fails, you cannot use it against him a Hide check as part of your move action for the turn.
again.
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If your attack hits, it creates a momentary diversion, Prerequisite: Worship of a specific deity.
granting you a +5 bonus on this Hide check. Benefit: You acquire a favored enemy.
Ghost Strike: You use an allys distraction and your talent to This benefit functions like the ranger class feature of the
move noiselessly and slip out of your opponents field of same name, except that the exact type of creature you
vision for a single, crucial moment. oppose, usually followers of another deity, is determined by
To use this maneuver, both you and an ally must threaten a your faith.
single foe. See Players Guide to Faern, page 50, for a list of appropriate
As a Standard action, you make a Move Silently check enemies of your deity.
opposed by your foes Listen check.
If you succeed on this check, you gain this maneuvers EPIC LEADERSHIP [EPIC]
benefit.
On the next round, your target loses his Dexterity bonus to You attract more powerful cohorts and followers than
AC against your first attack of the round so long as your ally normally possible.
still threatens him. Prerequisites: Cha 25, Leadership, Leadership Score 25.
Special: A fighter can select Shadow Striker as one of his Benefit: You attract a cohort and followers as shown on
fighter bonus feats. the accompanying table.
Normal: Without this feat, you must use Table 225:
Leadership (page 106 of the Dungeon Masters Guide) to
POWER OF FAERN (3.5) determine your cohort and followers.
SIDEBAR FEATS
BANE OF INFIDELS []
In a church locked in eternal conflict with followers of
another faith, you have learned to fight effectively against
the infidels.
You know their ways and how to beat them.
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350
HERETIC OF THE FAITH [] INITIATE OF AMAUNATOR [INITIATE]
You stray significantly from the teachings of your faith. You have been initiated into the greatest secrets of
Prerequisite: Patron deity and either divine spellcasting Amaunators faith.
ability or code of conduct class ability. Prerequisite: Cleric or paladin 4th, Heretic of the Faith
Benefit: You can grossly violate your deitys code of (Risen Sun), Heretic of the Faith (Three-Faced Sun), or
conduct, but not your class alignment restriction, without Servant of the Fallen (Amaunator).
risk of loss of loss of spells or class abilities. Benefit: You can spontaneously cast any spell on your
If you are a cleric, your alignment can be two steps away spell list that has the fire descriptor.
from your respective deitys alignment instead of just one. This ability works like spontaneously casting cure spells
(In other words, you can violate your deitys alignment does.
restrictions by one extra step). In addition, you can add the following spells to your cleric
You can gain levels without atoning (see the atonement spell or paladin spell list:
description). 2ndaugury; 3rdhaste; 4thorders wrath; 8thsunburst;
However, you are in no way exempt from 9thtime stop.
excommunication or immune to divine retribution from
your deity or his servants. LEADERSHIP FEAT OPTIONS []
In fact, your actions invite the highest level of divine
scrutiny.
If you have access to domains, you can exchange any one
domain you have already selected for another domain
outside those normally available to your faith.
The new domain must be consistent with the tenets of your
heresy (as adjudicated by the DM).
Likewise, you can exchange your favored weapon and
weapon of the deity spell effect for another consistent with
the tenets of your heresy (as adjudicated by the DM).
Taking this feat automatically prompts a Leadership check.
All cohorts or followers who are members of your faith
either agree to the heresy or are lost.
Moreover, upon your death you are judged one of the False
(see page 259 of the FORGOTTEN REALMS Campaign
Setting) unless your deity specifically intervenes on your
behalf with Kelemvor.
Without the use of a miracle or wish spell, this does not
happen unless your heresies are adopted by the deity and
the faith as a whole.
It is theoretically possible that such intervention could
occur long after your death, but such cases are vanishingly
rare.
Normal: If you grossly violate your deitys code of
conduct, you risk losing spells and class abilities until you
atone (see the atonement spell description and Sins and
Penance, page 232 of the FORGOTTEN REALMS Campaign
Setting).
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Benefit: When you communicate with your deity using
spells such as augury, commune, commune with nature, or
divination, you receive an answer in the form of a loud
booming voice accompanied by a visible manifestation of
the deitys power, such as a nimbus of colored light in a hue
favored by the deity.
In the 3 rounds after such a display, you receive a +4 sacred
bonus (or profane bonus, for followers of evil deities) to the
DC of compulsion spells, spell-like abilities, and
supernatural abilities.
RULERSHIP []
You are a ruler of an economic, frontier, governmental
military, religious, transport, or other community.
Prerequisites: Leadership or Epic Leadership, effective
Leadership score of 10 or more.
Benefits: You gain a +4 bonus to your base Leadership
score.
You gain a +100 bonus to your base Influence modifier.
As a ruler, you have some degree of authority over
members of organizations in which you have followers.
Once per day you can exchange a follower you gained from
your Leadership feat for a different follower from the same
organization.
The DM determines the actual pool of followers available to
you.
PSIONICS HANDBOOK
(3.0)
MAIN SECTION FEATS
BODY FUEL [PSIONIC]
You can expand your power point total at the expense of
your health.
Prerequisite: Inner Strength, Talented.
Benefit: You can burn ability points as power points on
the basis of 1 power point per 2 ability score points burned.
Burning ability points for power points is a free action: You
could bum more than 2 ability score points to gain several
power points per free action.
Treat reduced ability scores as temporary ability damage.
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Benefit: You deal +1 ability damage on a successful You decide whether or not to pay the extra cost after
psionic attack when you pay the cost of the psionic attack + discovering the failure or success of your opponents
3 power points. psionic attack to deal ability damage.
You decide whether or not to pay the extra cost after
determining the failure or success of your psionic attack to PERSISTENT POWER [METAPSIONIC]
breach the defenders will save.
Special: You can gain this feat multiple times, each time You make one of your powers last all day.
gaining the potential to deal bonus damage equal to the Prerequisite: Extend Power.
previous damage bonus + 1, but at a cost equal to the Benefit: A persistent power has a duration of 24 hours.
previous cost plus 8 power points. The persistent power must have a personal range or a fixed
You decide what increment of bonus damage to deal within range; you cant use this feat on a power with a variable
the range granted by gaining this feat multiple times. range, or on a power with an instantaneous duration.
For instance, if Ialdabode took Mental Adversary twice, he Note that you must concentrate on some powers to use
could deal +2 ability damage if he pays 11 power points, or their effects (for example, detect psionics and detect thoughts);
deal +1 ability damage for a cost of 3 power points. concentration on such a power is a standard action that
does not provoke an attack of opportunity.
A persistent power costs a number of power points equal to
MENTAL LEAP [PSIONIC] its standard cost + 8.
You can make amazing jumps.
Prerequisite: Str 13+, 6 ranks of the Jump skill, reserve POINT BLANK SHOT [GENERAL]
power points 3+.
Benefit: You jump twice as far or as high as is indicated You are skilled at making well-placed shots with ranged
on your Jump check (the Jump skill is described in the weapons at close range.
Players Handbook). Benefit: You get a +1 bonus on attack and damage rolls
Your maximum jump (a function of your height) is twice with ranged weapons at ranges of up to 30 feet.
normal, and extra distance jumped (above and beyond the
normal distance rolled) is not counted against your total POWER ATTACK [GENERAL]
allowed movement in the round. You can make exceptionally powerful melee attacks.
Special: You can take this feat multiple times. Prerequisite: Str 13+.
Each time increases your jump multiple by one and Benefit: On your action, before making attack rolls for a
increases your prerequisite of reserve power points by +8. round, you may choose to subtract a number from all melee
For instance, if Mavarkith rakes Mental leap three times, attack rolls and add the same number to all melee damage
she can jump four limes the distance indicated on her Jump rolls.
check if her reserve power points are 19+, three times the This number may not exceed your base attack bonus.
distance if her reserve power points are 11+, or twice the The penalty on attacks and bonus on damage applies until
distance if her reserve power points are 3+. your next action.
SMATTERINGS []
You have a talent for acquiring languagesat least enough
of each one to get by.
Prerequisite: Int 13.
Benefit: You can learn enough of a language to ask and
understand simple questions, explanations, and
instructions.
This benefit only applies to verbal communication.
After 2d6 days of listening to a new language, you know
enough to ask simple questions and to follow simple
directions.
Upon every future encounter with this language, you need
only 1d4 days to regain that knowledge.
SOCIABLE PERSONALITY [RACIAL] If you fail a Gather Information check, you can retry after 1
You are adroit at avoiding social gaffes. hour of questioning.
Prerequisites: Half-elf, Cha 13. The DM should roll the number of checks required
secretly, so that the player doesnt know exactly how long
Benefit: You may reroll any Diplomacy or Gather
the task will require.
Information checks.
You must take the result of the reroll, even if its worse than Normal: A character without this feat can use Gather
the original roll. Information to find out information about a particular
individual, but each check takes 1d4+1 hours and doesnt
allow effective trailing.
SUBTLE SIGIL [RACIAL] Special: You can cut the time per Gather Information
You are able to fade your sigils into invisibility, but still tap check in half (to 30 minutes per check), but you take a 5
their magical energy. penalty on the check.
Prerequisite: Illumian.
Benefit: You can make your sigils disappear or reappear
as a free action.
INITIATE FEATS
You gain the full benefits of your power sigils even when
they are not visible. ARCANE INSIGHT [INITIATE]
Normal: Illumians can douse their sigils or make them By immersing yourself in the teachings of Boccob, you
reappear with a standard action, and they lose the benefits have unearthed magical secrets and gained special insight
of their power sigils as long as they are doused. into arcane spellcasting.
Prerequisites: Cleric level 3rd, deity Boccob.
URBAN STEALTH [] Benefit: Add Knowledge (arcana) to your list of cleric
You are particularly adept at moving quietly and unnoticed class skills.
through the city. You gain a +2 insight bonus on Spellcraft checks.
Prerequisite: Knowledge (local) 2 ranks. In addition, you may add the following spells to your cleric
Benefit: You gain a +3 bonus on Hide and Move Silently spell list:
checks in a small city or larger community. 1st True Strike: +20 on your next attack roll.
This bonus applies only when you are outsidetrying to 3rd Arcane Sight: Magical auras become visible to you.
hide in a bedroom or office does not benefit from this feat, 5th Rarys Telepathic Bond: Link lets allies
since your knowledge of urban environments is no help in communicate.
such confined spaces. 7th Arcane Sight, Greater: As arcane sight, but also
reveals magic effects on creatures and objects.
362
8th Moment of Prescience: You gain insight bonus on 5th Overland Flight: You fly at a speed of 40 ft. and
a single attack roll, check, or save. can hustle over long distances.
6th Shadow Walk: Step into shadow to travel rapidly.
DREAD TYRANNY [INITIATE]
A devoted student of Hextors militant teachings, you are LAW INVIOLATE [INITIATE]
skilled at intimidating and dominating weaker beings. Your unshakable faith in St. Cuthbert allows you to better
Prerequisites: Cleric level 3rd, Str 13, deity Hextor. apprehend fugitives or overcome villains who transgress
Benefit: Add Intimidate to your list of cleric class skills. the law.
You add your Strength bonus in addition to your Charisma Prerequisites: Cleric level 1st, must be lawful, deity St.
bonus on Intimidate checks. Cuthbert.
Furthermore, when you use a lethal weapon to deal Benefit: Your natural weapons, as well as any weapons
nonlethal damage, you lessen the penalty on attack rolls by you wield, are treated as lawful-aligned for the purpose of
2 (2 penalty instead of 4). overcoming damage reduction.
In addition, you may add the following spells to your cleric In addition, you may add the following spells to your cleric
spell list: spell list:
2nd Scare: Frightens creatures of less than 6 HD. 1st Color Spray: Knocks unconscious, blinds, and/or
4th Evards Black Tentacles: Tentacles grapple all stuns 1d6 weak creatures.
within 15-ft. spread. 2nd Daze Monster: Living creature of 6 HD or less
5th Dominate Person: Controls humanoid loses next action.
telepathically. 3rd Suggestion: Compels subject to follow stated
6th Eyebite: Target becomes panicked, sickened, and course of action.
comatose. 5th Passwall: Creates passage through wood or stone
8th Demand: Delivers short message and suggestion wall.
anywhere, instantly. 6th Suggestion, Mass: As suggestion, plus one
9th Dominate Monster: As dominate person, but any subject/level.
creature. 8th Power Word Stun: Stuns creature with 150 hp or
less.
ETERNAL STRENGTH [INITIATE]
You have taken Kords fighting ways to heart. RADIANT FIRE [INITIATE]
Throwing yourself into every brawl, you draw upon your Pelor has ignited your faith and conviction, making you
mighty deitys strength. better able to fight the creatures of darkness.
Prerequisites: Cleric level 5th, Str 13, deity Kord. Prerequisites: Cleric level 3rd, deity Pelor.
Benefit: You gain a +4 bonus on saving throws to resist Benefit: You gain a +2 insight bonus on damage rolls
effects that deal Strength damage or cause Strength drain. against creatures with the evil subtype.
In addition, you may add the following spells to your cleric In addition, you may add the following spells to your cleric
spell list: spell list:
3rd Heroism: Gives +2 bonus on attack rolls, saves, and Level Spell
skill checks. 2nd Scorching Ray: Ranged touch attack deals 4d6 fire
5th Waves of Fatigue: Several targets become fatigued. damage, +1 ray/four levels (maximum 3).
6th Heroism, Greater: Gives +4 bonus on attack rolls, 3rd Summon Monster III*: Calls extraplanar creature
saves, skill checks; immunity to fear; temporary to fight for you.
hp. 5th Summon Monster V*: Calls extraplanar creature
7th Waves of Exhaustion: Several targets become to fight for you.
exhausted. 6th Summon Monster VI*: Calls extraplanar creature
to fight for you.
FAR HORIZONS [INITIATE] 8th Summon Monster VIII*: Calls extraplanar
creature to fight for you.
By dedicating yourself to the philosophies of Fharlanghn, * Fire elementals only.
you have become a more world-wise and capable traveler.
Prerequisites: Cleric level 1st, deity Fharlanghn.
Benefit: Add Climb, Jump, and Swim to your list of cleric UNDYING FATE [INITIATE]
class skills. You have pledged your unswerving obedience to Wee Jas,
Furthermore, you always know the direction of north from and she in turn has granted you special insight into life and
your current position. death.
You cannot use this extraordinary ability in any Prerequisites: Cleric level 3rd, deity Wee Jas.
environment where north does not exist. Benefit: As a swift action, you can determine how close
In addition, you may add the following spells to your cleric creatures are to death.
spell list: This extraordinary ability can be used at will but otherwise
1st Expeditious Retreat: Your speed increases by 30 ft. functions like the deathwatch spell.
3rd Leomunds Tiny Hut: Creates shelter for ten In addition, you may add the following spells to your cleric
creatures. spell list:
363
2nd False Life: Gain 1d10 temporary hp +1/level (max Benefit: The Roofwalker feat enables the use of three
+10). tactical maneuvers.
3rd Halt Undead: Immobilizes undead for 1 Fleet of Feet: You can walk across a precarious surface more
round/level. quickly than normal.
5th Blight: Withers one plant or deals 1d6/level You can move at your full speed without taking a 5
damage to plant creature. penalty on your Balance check.
7th Finger of Death: Kills one subject or deals 3d6 Graceful Drop: If you intentionally jump from a height, you
damage +1/level (max +25). take less damage than you would if you fell.
If you succeed on a Jump check when jumping down (see
WHISPERED SECRETS [INITIATE] page 77 of the Players Handbook), you take falling damage as
if you had dropped 20 fewer feet than you actually did.
You revere the Maimed Lord and have devoted your Master of the Roof: You know how to use the slopes to your
miserable, worthless life to learning but a few of the advantage.
Whispered Ones secrets. You gain a +1 dodge bonus to AC against any opponent
Prerequisites: Cleric level 1st, deity Vecna. who is at a different elevation from you.
Benefit: Add Listen and Spot to your list of cleric class
skills.
Furthermore, you automatically become aware of any
attempt to observe you by means of a divination (scrying)
RACES OF FAERN (3.0)
spell or effect.
This extraordinary ability does not enable you to discern MAIN SECTION FEATS
the scrier, the type of scrying device or spell used, or the
scriers location.
In addition, you may add the following spells to your cleric AFTERSIGHT [GENERAL]
spell list: You have a trace of the Sight in your blood, an unreliable
1st Disguise Self: Changes your appearance. gift as hard to command as a dream, which enables you to
2nd Darkvision: See 60 ft. in total darkness. pick up echoes of the past, both wondrous and terrible.
3rd Glibness: You gain +30 on Bluff checks and your Prerequisite: Rashemi human (including the Gurs).
lies can escape magical discernment. Regions: Rashemen, Thay.
4th Arcane Eye: Invisible floating eye moves 30 Benefit: As a full-round action, you can attempt to invoke
ft./round. a vision of the past tied to the local area in which you are
5th Prying Eyes: 1d4 +1/level floating eyes scout for standing.
you. You must make a Wisdom check (DC 10) to invoke a
6th Analyze Dweomer: Reveals magical aspects of vision, and you can make no more than three attempts in a
subject. single day.
8th Mind Blank: Subject is immune to A successful vision serves to augment historical knowledge,
mental/emotional magic and scrying. providing a +4 bonus on all Knowledge (history) and bardic
knowledge checks for the next minute.
TACTICAL FEATS This feat does not grant bardic knowledge if it is not already
possessed.
369
LIGHTBRINGER [GENERAL] Benefit: You gain a +2 bonus on all Sense Motive checks
and Gather Information checks.
You can channel positive energy into your spells so that
they glow with holy power.
Prerequisite: Damaran human, able to cast divine spells, ORAL HISTORY [GENERAL]
able to turn undead. You are well versed in the art of storytelling and the oral
Benefit: Whenever you cast a spell, you can expend three history of your culture.
of your daily turn attempts to infuse the spell with positive Regions: The Moonshaes, The North, arctic dwarf, gold
energy. dwarf, shield dwarf.
Each round you do this immediately prior to casting the Benefit: You get a +2 bonus on all Knowledge (history)
spell, you gain +2 spell power (+2 on save DCs and +2 bonus and Perform checks.
on checks to overcome spell resistance).
Infusing a spell with positive energy is a full-round action
that does not provoke attacks of opportunity. OUTSIDER WINGS [GENERAL]
The turn attempts are wasted if you dont cast a spell You have sprouted wings appropriate to your heritage,
immediately after spending one or more rounds infusing it. revealing the power of your supernatural bloodline.
Prerequisites: Aasimar or tiefling, base Fortitude,
LOLTHS BLESSING [GENERAL] Reflex, and Will saves +2, Celestial Bloodline or Fiendish
Bloodline.
The Spider Queen has blessed you with additional magical Benefit: You gain wings (feathered if an aasimar, bat-like
abilities. if a tiefling), allowing you to fly at your land speed (average
Prerequisites: Drow, Wis 15, patron deity Lolth, able to maneuverability).
cast 3rd-level divine spells. A medium or heavy load that would reduce your land speed
Benefit: You may use clairaudience/clairvoyance, detect lie, reduces your fly speed a proportionate amount.
dispel magic, and suggestion once per day as spell-like abilities
with a caster level equal to your character level.
PLAGUE RESISTANT [GENERAL]
You are descended from the handful of combatants who
LOW BLOW [FIGHTER, GENERAL] fought on the Fields of Nun and survived Chondaths
You can get underfoot and attack creatures larger than you. Rotting War in the 902 DR.
Prerequisites: Dodge, Mobility, base attack bonus +4. Prerequisites: Chondathan human.
Benefit: As a full-round action, you can enter an area Region: The Vilhon Reach.
occupied by an opponent who is at least one size category Benefit: You get a +4 resistance bonus on saving throws
larger than you. against disease and spells or effects that produce disease.
You can then make a single melee attack at your highest This bonus applies on saving throws to fight off ability
attack bonus against this creature, who is considered flat- damage from disease, as well as saving throws against the
footed against the attack. initial exposure to the disease.
After your attack, you return to the 5-foot square from
which you entered the opponents square.
Using this feat provokes attacks of opportunity. PLANETOUCHED ANIMAL AFFINITY
[GENERAL]
METALLURGY [GENERAL] You have a special affinity for a kind of animal associated
with your deity ancestor.
You are skilled in the art of metallurgy, creating metal
alloys both for their appearance and their properties. Prerequisites: Aasimar, tiefling, earth genasi.
Region: Gold dwarf. Benefit: Choose a divine ancestor from the list below.
You gain a +4 bonus on Animal Empathy and Handle
Benefit: You receive a +3 bonus on all Craft
Animal checks when dealing with animals associated with
(armorsmithing, blacksmithing, or weaponsmithing)
your divine ancestor.
checks.
You may make untrained Animal Empathy checks to affect
such animals, as well as celestial (if you are an aasimar) or
MIGHT MAKES RIGHT [GENERAL] fiendish (if you are a tiefling) animals as if they were
Your great strength draws more followers. animals.
Prerequisites: Str 13, Leadership. See the table for a summary of Mulhorandi deities and their
Benefit: Add your Strength bonus to your leadership favored animals.
score for the purposes of determining how many followers
you may have with the Leadership feat.
370
Prerequisite: Rock gnome.
Benefit: Your Illusion (glamer) spells and spell-like
abilities gain +1 spell power (+1 on save DCs and +1 bonus
on checks to overcome spell resistance).
RUNESMITH [GENERAL]
You can fashion runes that take the place of material
components for your spells.
Prerequisites: 4 ranks in Craft (rune).
Benefit: You can make runes that take the place of
traditional material components for spells you cast.
The runes, often carved into stone talismans or stamped
onto small plates of metal, cost 1 gp each and have a Craft
PRIMITIVE CASTER [GENERAL] (rune) DC of 15.
You use screeches, wild gesticulations, and extra material Unlike a material component, a rune does not disappear
components to give your spells additional power. when you cast a spell; having this feat effectively turns a
Benefit: This feat only functions when you cast a spell material component required for a spell into a focus.
that does not already have a verbal, somatic, or material Your use of runes makes your spells more difficult to
counterspell.
component.
For each component you voluntarily add, you increase the Other spellcasters who observe you casting a spell take a 4
penalty on checks to determine which spell youre casting,
effective level of the spell by +1.
unless they also have the Runesmith feat.
You can only add a component thats not already present in
the spell. Spells with costly material components are unaffected by
this feat.
For example, you cant add a somatic component to a gaseous
form spell, because it already has one.
You could add a verbal component, however. SACRED TATTOO [GENERAL]
The verbal component you add consists of animalistic You have been spiritually touched by one of the god-kings
shouts, screams, and growls. of the Old Empires and bear his or her symbol in the form
The DC of Listen checks to hear you cast a spell is 5 of a tattoo in the shape of a holy symbol.
(before modifying for distance). Prerequisite: Patron deity from the Mulhorandi or
The somatic component is also more complex, so you must Untheric pantheon.
have two hands free to add a somatic component with this Benefit: Add +1 to the DC for all saving throws against
feat. spells you cast in an area consecrated/desecrated or
The extra material component you add with this feat must hallowed/unhallowed to your deity.
be a rare plant found in the forest with a successful You get a +1 bonus on caster level checks to beat a
Profession (herbalist) check (DC 15). creatures spell resistance when casting spells in such areas.
Special: It is not possible to take both this feat and the
RAPID SWIMMING [GENERAL] Tattoo Magic feat.
You are one with the water.
Prerequisites: Base Fortitude save +2, natural swim SHADOW SHIELD [GENERAL]
speed. Your ancestors long battled the insidious influence of
Benefit: Your swim speed increases by 20 feet. shadow magic, and some of their descendants (including
Normal: A water genasi normally has a swim speed of 30 you) have a greater resistance to its effects.
feet. Prerequisites: Talfir or Tethyrian human of any region.
An aquatic elf normally has a swim speed of 40 feet. Region: The Western Heartlands.
Benefit: You get a +2 bonus on all saving throws against
RECKLESS OFFENSIVE [FIGHTER, GENERAL] spells and spell-like abilities with the shadow descriptor.
You lower your guard in order to make a telling attack. You also get a +2 bonus on all saving throws against spells
Prerequisites: Base attack bonus +2, Power Attack. and spell-like abilities that draw on the magic of the
Benefit: On your action, before making attack rolls for a Shadow Weave.
round, you may choose to take a 4 penalty to your AC These benefits stack with each other.
during the round to gain a +2 competence bonus on all
melee attacks in the same round. SHADOW SONG [GENERAL]
The penalty to AC and bonus on melee attacks apply until A dark legacy of the Shadowkings ambitions is the shadow
your next action. of sorrow that cloaks many Tethyrian songs and ballads.
You cannot use Reckless Offensive with ranged attacks. Some bards have learned to infuse their performances with
the sense of loss and suffering that suffuses the Shadow
ROCK GNOME TRICKSTER [GENERAL] Weave.
Your glamers are particularly likely to fool the senses of Prerequisites: Shadow Weave Magic, bardic music.
your target. Region: The Western Heartlands.
371
Benefit: You get a +1 bonus to the DC for all saving Prerequisite: Spell-like ability.
throws of spells you cast from the school of Enchantment Benefit: Add +2 to the DC for all saving throws against
and spells with the sonic descriptor. the spell-like ability on which you focus.
You get a +1 bonus on caster level checks to overcome spell Special: You can gain this feat multiple times.
resistance for these schools and spells. Its effects do not stack.
These bonuses stack with bonuses from the Shadow Weave Each time you take the feat, it applies to a new spell-like
Magic feat. ability.
378
Bull rush rules can be found on page 154 of the Players Special: When applying a metamagic feat to a spell, you
Handbook. must either use Metamagic Song to completely offset the
Special: A fighter may select Knockback as one of his increase in the spells effective level or apply the metamagic
fighter bonus feats (see page 38 of the Players Handbook). feat normally and cast the spell at its higher level.
You cannot partially increase the level of the spell (or split
MARKINGS OF THE BLESSED [RACIAL] the cost) to reduce the number of uses of bardic music
spent when using the Metamagic Song feat.
Your skin markings shift into a pattern that resists a wide Only one method can be used to pay for metamagic feats
array of harmful effects in times of trouble. that affect a single spell.
Prerequisites: Goliath, Auspicious Marking. You cannot use the Metamagic Song feat to improve a spell
Benefit: Up to three times per day, you can roll a second with the Silent Spell metamagic feat.
d20 when attempting any saving throw and use either of
the two results.
MISLEADING SONG [BARDIC MUSIC]
You can channel the power of your bardic music to
MARKINGS OF THE HUNTER [RACIAL]
temporarily increase the power of your illusion spells.
Your skin markings shift into a pattern that makes you hard Prerequisites: Perform (any one) 5 ranks, Spell Focus
to get the drop on. (illusion), bardic music.
Prerequisites: Goliath, Auspicious Marking. Benefit: As you cast an illusion spell, you can spend one
Benefit: You can roll a second d20 when making an daily use of your bardic music ability to increase the caster
initiative check and use either of the two results. level and the saving throw DC of that spell by 1.
These bonuses stack with those provided by other feats,
MARKINGS OF THE MAGI [RACIAL] such as Spell Focus.
Your skin markings shift into a pattern that denotes you as
having strong magical talent. MORADINS SMILE [RACIAL]
Prerequisites: Goliath, Auspicious Marking. Through the favor of Moradin, you are skilled at interacting
Benefit: Up to three times per day, you can roll a second with others.
d20 when attempting a caster level check and use either of Prerequisite: Dwarf.
the two results. Benefit: You gain a +2 bonus on all Charisma-based skill
checks.
MARKINGS OF THE MAKER [RACIAL]
Your skin markings shift into a pattern that gives you fates MOUNTAIN WARRIOR [GENERAL]
edge when using skills. You are adept at fighting on the uneven ground of
Prerequisites: Goliath, Auspicious Marking. mountainous terrain.
Benefit: Up to three times per day, you can roll a second Prerequisites: Survival 5 ranks, base attack bonus +3.
d20 when attempting any skill check and use either of the Benefit: When you make a melee attack from higher
two results. ground than your opponent, you gain a +1 bonus on your
damage roll.
MARKINGS OF THE WARRIOR [RACIAL] When you make a ranged attack from higher ground than
your target, you gain a +1 bonus on your attack roll.
Your skin markings have shifted over time into a pattern
When an opponent attacks you in melee from higher
that gives you fates deathly accuracy in times of trouble.
ground, the opponent does not gain a +1 bonus on its attack
Prerequisites: Goliath, Auspicious Marking.
roll.
Benefit: Up to three times per day, you can roll a second You gain a +2 bonus on all Balance checks made when
d20 when making an attack roll and use either of the two moving on steep slopes (see page 89 of the Dungeon Masters
results. Guide).
Normal: A character who makes melee attacks from
METAMAGIC SONG [BARDIC MUSIC] higher ground gains a +1 bonus on attack rolls.
You can channel the power of your bardic music into your Ranged attacks made from higher ground do not receive
magic, allowing you to pay the cost of metamagic feats by any bonus.
spending uses of your bardic music ability. Special: A fighter may select Mountain Warrior as one of
Prerequisites: Any two metamagic feats, bardic music. his fighter bonus feats (see page 38 of the Players Handbook).
Benefit: When you spontaneously cast an arcane spell
that is enhanced by a metamagic feat, you can spend a NATURAL TRICKSTER [RACIAL]
number of uses of your bardic music ability equal to the You have greater natural access to your races powers of
number of extra levels that the metamagic feat imposes on illusion.
the spell rather than raising the spells effective level.
Prerequisites: Gnome, Cha 13.
Applying metamagic spontaneously using this method
Benefit: You gain the ability to use one of the following
increases the casting time of the spell normally.
spells once per day as a spell-like ability: disguise self, silent
You cannot use the Metamagic Song feat to add metamagic
image, or ventriloquism.
feats that would make the spells effective level higher than
Caster level 1st; save DC 10 + your Cha modifier + spell
the highest level of spell that you can cast normally.
level. 379
Special: This feat can be taken as many as three times. These bonuses and penalties stack with the effects of rage,
Each time, you select a different spell and gain one daily greater rage, and mighty rage.
use of that spell.
ROCK HURLING [GENERAL]
PIERCE THE DARKNESS [DIVINE] You can throw rocks like a giant can.
You can channel positive energy to temporarily increase Prerequisites: Str 19, size Large or larger (goliaths
the range of your darkvision. qualify by virtue of their powerful build racial trait).
Prerequisites: Ability to turn undead, darkvision. Benefit: You can hurl rocks weighing 40 to 50 pounds
Benefit: As a standard action, spend one of your turn (Small objects) with a range increment of 15 feet.
undead attempts to double the range of your darkvision. The rocks deal 2d6 points of damage plus your Strength
This increase lasts for a number of minutes equal to your modifier.
character level. Rocks have a maximum range of five range increments.
Normal: As an improvised weapon, a 40- to 50-pound
PIERCING SIGHT [RACIAL] rock deals 2d6 points of damage with a range increment of
5 feet, and such a rock can be thrown only as a full-round
Your fundamental familiarity with illusions allows you to action.
better recognize them. A character without the Rock Hurling feat is considered to
Prerequisite: Gnome. be nonproficient, taking a 4 penalty on the attack roll.
Benefit: You gain a +4 bonus on saving throws made to
disbelieve illusions (any illusion spell or effect with
disbelief in the saving throw entry). ROOTS OF THE MOUNTAIN [DIVINE]
You can channel energy to make yourself immovable.
POWERFUL WILD SHAPE [WILD] Prerequisites: Ability to rebuke earth creatures,
stability racial trait.
You retain your powerful build while in wild shape form. Benefit: As a standard action, spend one of your rebuke
Prerequisites: Wild shape, powerful build racial trait. earth creatures attempts to root yourself to the spot where
Benefit: As a standard action, you can spend one of your you stand.
uses of wild shape to assume a powerfully built version of a You automatically win an opposed Strength check when an
creature you can normally wild shape into. opponent attempts to bull rush or trip you.
While in this form, you retain the benefits of your powerful A creature with the improved grab ability must move into
build racial ability and are considered one size category your space to grapple you, since it cannot pull you into its
larger than normal for many effects (see the goliath racial space.
traits on page 56 for details on powerful build). If you are grappling, you automatically win an opposed
While using Powerful Wild Shape, you deal damage with grapple check when an opponent tries to move you.
your natural attacks as if you were one size category large No spell or other effect can force you to move.
(see the Improved Natural Attack feat on page 304 of the If you become frightened or panicked, you experience the
Monster Manual). full effect of the fear but do not run away.
You cannot move, even to make a 5-foot step, while this
RAMPAGING BULL RUSH [GENERAL] ability is in effect.
This ability lasts for a number of rounds equal to your
You can use brute force to slam into and knock down your
character level, but you can end it at any time as a free
enemies.
action.
Prerequisites: Improved Bull Rush, rage ability, size
Large or larger (goliaths qualify by virtue of their powerful Special: You must be touching the ground to use this feat.
build racial trait).
Benefit: While in a rage, you can attempt to knock down SHIELDED AXE [STYLE]
any creature that you successfully bull rush (that is, that You have mastered the style of fighting with a dwarven
you push back at least 5 feet with a bull rush attempt). waraxe and a handaxe while keeping a buckler strapped to
You take a 4 penalty on your Strength check to bull rush your off hand, and you have learned to use this unusual
the opponent, but if you win, the opponent is knocked combination of weapons and buckler to protect yourself
prone at the end of the bull rush. while wielding both axes effectively.
Bull rush rules can be found on page 154 of the Players Prerequisites: Proficiency with dwarven waraxe,
Handbook. proficiency with handaxe, Shield Proficiency, Two-Weapon
Fighting.
RECKLESS RAGE [GENERAL] Benefit: When you make a full attack with your dwarven
You are considered extreme even among other barbaric waraxe in your main hand and your handaxe in your off
warriors, and you enter a deeper state of rage than others. hand, you can still gain the shield bonus for a buckler
Goliath barbarians favor this feat. strapped to your off hand.
In addition you do not take the usual 1 penalty to attack
Prerequisites: Con 13, rage ability.
rolls when using a buckler.
Benefit: Whenever you activate your rage ability, you
take an additional 2 penalty to your Armor Class, but you
gain an additional +2 bonus to Strength and Constitution.
380
SHIELDED CASTING [GENERAL] STEADY MOUNTAINEER [GENERAL]
You are skilled at covering yourself with your shield when You are so good at climbing cliffs and leaping across
casting spells in combat. crevasses that distractions dont affect you.
Prerequisites: Concentration 5 ranks, Combat Casting, Prerequisite: Goliath, or Climb 8 ranks and Jump 8
Shield Proficiency. ranks.
Benefit: As long as you have a light shield, heavy shield, Benefit: You can always take 10 on Climb and Jump
or tower shield ready, you do not provoke attacks of checks, even when conditions would not normally allow
opportunity for casting spells in combat. you to do so.
Normal: A character cannot take 10 on any skill check if
SHIELDED MANIFESTING [GENERAL] distracted or threatened, such as during combat.
You are skilled at covering yourself with your shield when
manifesting psionic powers in combat. STONE RAGE [GENERAL]
Prerequisites: Concentration 5 ranks, Combat Your bond with the earth and tough hide makes it easier for
Manifesting, Shield Proficiency. you to shrug off blows while you are raging.
Benefit: As long as you have a light, heavy, or tower Prerequisites: Con 13, Wis 13, Earth Sense, rage ability.
shield ready, you do not provoke attacks of opportunity for Benefit: As long as you are touching the ground when
manifesting psionic powers in combat. you begin your rage, you gain a +1 enhancement bonus to
natural armor for the duration of the rage.
SILENCING STRIKE [RACIAL]
You can infuse your sneak attacks with the magical essence STONEBACK [GENERAL]
of silence. You have studied the techniques of fighting underground,
Prerequisites: Whisper gnome, sneak attack ability. and you can protect yourself from the dangers of multiple
Benefit: You can use one of the daily uses of your silence attackers whenever you can put your back to a solid wall.
spell-like ability to turn a sneak attack into a silencing Prerequisites: Shield Proficiency, Tunnel Fighting.
strike. Benefit: If you have a ready shield with which you are
You must declare the use of this feat before you make your proficient and one side of your space is entirely in contact
attack roll. with a solid wall, you cannot be flanked.
If you hit your target with a melee attack and successfully Special: A fighter may select Stoneback as one of his
deal sneak attack damage, a field of supernatural silence fighter bonus feats (see page 38 of the Players Handbook).
also surrounds the target.
The effect of this field of silence is identical to that of the
STONE FORM [WILD]
spell of the same name, except that there is no saving throw
to resist this effect. You can use wild shape to assume a rock-like form.
The silence lasts for a number of rounds equal to your Prerequisites: Con 13, wild shape ability.
character level. Benefit: As a standard action, you can spend one of your
You can dismiss the field as a standard action. uses of wild shape to assume a stony and rock-like form.
While in this form, you gain a +4 bonus on Fortitude saves
against poison.
SPELLRAZOR [STYLE] Your natural armor bonus becomes +4 (replacing any
You have mastered the style of combining a gnome natural armor bonus you normally have, though you retain
quickrazor with spellcasting. any enhancement bonus to natural armor).
Prerequisites: Concentration 5 ranks, Combat Casting, You also gain a slam attack that deals bludgeoning damage
Exotic Weapon Proficiency (gnome quickrazor), Two- equal to a morningstar appropriate to your size (2d6 points
Weapon Fighting. for Large characters, 1d8 points for Medium characters, 1d6
Benefit: As a full-round action, you can cast a melee points for Small characters).
touch attack spell, attack with the spell, and make an Normal: Without this feat, a druid can only use wild
offhand attack with your gnome quickrazor. shape to assume the form of an animal, plant, or elemental.
DRAGON TAIL []
Your draconic ancestry manifests as a muscular tail you can
use in combat.
Prerequisites: Dragonblood subtype, 1st level only.
Benefit: You have a tail that you can use to make a
secondary natural attack in combat.
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This attack deals bludgeoning damage according to your If you become unconscious or helpless while in midair,
size, as shown on the table below. your wings naturally unfurl, and powerful ligaments stiffen
If you already have a tail slap attack when you take this feat, them.
use the value from the table or your existing damage value, You descend in a tight corkscrew and take only 1d6 points
whichever is greater. of falling damage, no matter what the actual distance of the
fall.
Special: Unlike most feats, this feat must be taken at 1st
level, during character creation.
A kobold with the Dragonwrought feat can take this feat at
3rd level.
DRAGONWROUGHT []
You were born a dragonwrought kobold, proof of your
races innate connection to dragons.
Prerequisites: Kobold, 1st level only.
Benefit: You are a dragon wrought kobold.
Your type is dragon rather than humanoid, and you lose the
dragonblood subtype.
You retain all your other subtypes and your kobold racial
traits.
Your scales become tinted with a color that matches that of
Special: Unlike most feats, this feat must be taken at 1st your draconic heritage.
level, during character creation. As a dragon, you are immune to magic sleep and paralysis
effects.
You have darkvision out to 60 feet and low-light vision.
DRAGON TRAINER [] You gain a +2 racial bonus on the skill indicated for your
Your draconic nature gives you special insight into training draconic heritage on the table on page 103.
dragons and draconic creatures. Special: Unlike most feats, this feat must be taken at 1st
Prerequisites: Dragonblood subtype, Handle Animal 4 level, during character creation.
ranks, Speak Language (Draconic). Having this feat allows you to take the Dragon Wings feat
Benefit: You can use your Handle Animal skill to handle at 3rd level.
and train dragons with Intelligence scores of 6 or lower as if
they were animals. EXTRAORDINARY TRAPSMITH []
You can also handle, train, and rear animals with the
draconic template as if they were animals (rather than You are an expert at constructing mechanical traps.
magical beasts). Prerequisite: Craft (trapmaking) 9 ranks.
Even with this feat, dragons cant be reared with the Benefit: When you determine the cost of raw materials
Handle Animal skill. and the time required to create a mechanical trap, reduce
(For information on rearing dragons, see page 13 of the base price by 25%.
Draconomicon). Special: A kobold who selects this feat can instead reduce
Normal: Without this feat, only animals and magical the base price by 50% for determining raw materials and
beasts with Intelligence scores of 1 or 2 can be handled and time required to create a mechanical trap.
trained with the Handle Animal skill, and using Handle
Animal on a magical beast is done with a 4 penalty on the HEAVYWEIGHT WINGS []
check.
Your superior strength allows you to fly while heavily
burdened.
DRAGON WINGS [] Prerequisites: Str 15, Reinforced Wings, wings and a
Your draconic ancestry manifests as a pair of wings that aid glide or fly speed.
your jumps and allow you to glide. Benefit: You can fly with heavy armor or a heavy load.
Prerequisites: Dragonblood subtype, 1st level only. Your speed is still reduced by encumbrance due to armor or
Benefit: You have wings that aid your jumps, granting a total weight.
+10 racial bonus on Jump checks. Normal: Flying creatures cant fly in heavy armor or
In addition, you can use your wings to glide, negating carrying a heavy load.
damage from a fall from any height and allowing 20 feet of
forward travel for every 5 feet of descent. IMPROVED DRAGON WINGS []
You glide at a speed of 30 feet with average
maneuverability. Your draconic wings now grant you flight.
Even if your maneuverability improves, you cant hover Prerequisites: Dragonblood subtype, Dragon Wings, 6
while gliding. HD.
You cant glide while carrying a medium or heavy load. Benefit: You can fly at a speed of 30 feet (average
maneuverability).
You cant fly while carrying a medium or heavy load or
while fatigued or exhausted. 383
You can safely fly for a number of consecutive rounds equal PRACTICAL METAMAGIC []
to your Constitution modifier (minimum 1 round).
You can exert yourself to fly for up to twice as long, but You can apply a selected metamagic feat to your spells more
then youre fatigued at the end of the flight. easily.
You are likewise fatigued after spending a total of more Prerequisites: Dragonblood subtype, Spellcraft 8 ranks,
than 10 minutes per day flying. any metamagic feat, ability to spontaneously cast 3rd-level
Because you can glide before, after, and between rounds of spells.
actual flight, you can remain aloft for extended periods, Benefit: Choose a metamagic feat you know.
even if you can only use flight for 1 round at a time without When applying the chosen metamagic feat to a
becoming fatigued. spontaneously cast spell, the spell uses a spell slot one level
When you reach 12 HD, you have enough stamina and lower than normal for the applied metamagic feat, to a
prowess to fly for longer periods. minimum of one level higher than a spells normal level.
You can fly at a speed of 30 feet (average maneuverability), For example, if you select Practical Metamagic (Empower
and flying requires no more exertion than walking or Spell), you can apply the Empower Spell feat to any spell by
running. using a spell slot one level higher rather than two.
You can make a dive attack. Special: You can gain Practical Metamagic multiple times.
A dive attack works like a charge, but you must fly a Its effects do not stack.
minimum of 30 feet and descend at least 10 feet. Each time you take the feat, it applies to a new metamagic
You can make a dive attack only when wielding a piercing feat.
weapon; if the attack hits, it deals double damage.
You can use the run action while flying, provided you fly in REINFORCED WINGS []
a straight line. You have strengthened the muscles of your wings.
Prerequisites: Str 13, wings and a glide or fly speed.
KOBOLD ENDURANCE [] Benefit: You can fly in medium armor or with a medium
Thanks to your races determination, you are capable of load.
amazing feats of strength and stamina. Your speed is still reduced by encumbrance due to armor or
Prerequisite: Kobold. total weight.
Benefit: You gain a +4 bonus on all Strength and Normal: Flying creatures cant fly in medium or heavy
Constitution ability checks, but not on Strength- or armor or when carrying a medium or heavy load.
Constitution-based skill checks.
You also gain a +4 bonus on the following checks and saves: VERSATILE SPELLCASTER []
Swim checks made to resist nonlethal damage, Fortitude You can use two lower-level spell slots to cast a spell one
saves made to avoid nonlethal damage from hot or cold level higher.
environments, Fortitude saves made to resist damage from
Prerequisite: Ability to spontaneously cast spells.
suffocation, and grapple checks made to escape a grapple or
pin. Benefit: You can use two spell slots of the same level to
Also, you can sleep in medium armor without becoming cast a spell you know that is one level higher.
fatigued. For example, a sorcerer with this feat can expend two 2nd-
level spell slots to cast any 3rd-level spell he knows.
Normal: A character without this feat who sleeps in
medium armor is automatically fatigued the next day.
Special: A kobold who would gain Endurance as a bonus WYRMGRAFTER [ITEM CREATION]
feat can choose Kobold Endurance in its place. You can apply draconic grafts to other living creatures or to
Kobold Endurance counts as the Endurance feat for the yourself.
purpose of meeting a prerequisite for a feat, prestige class, Prerequisites: Heal 10 ranks, Knowledge (arcana) 5
or special ability. ranks.
Benefit: You can create draconic grafts and apply them to
KOBOLD FOE STRIKE [] other living creatures or to yourself.
You are more effective in combat against your racial Creating a draconic graft takes one day for each 1,000 gp in
its price.
enemies.
To create a graft, you must spend 1/25 of the grafts price in
Prerequisite: Kobold.
XP and use up raw materials costing half this price.
Benefit: When you hit a dwarf, fey, or gnome with a Draconic grafts are described beginning on page 126.
melee attack, you deal an extra 1d6 points of damage if you
flank the creature, or if it is flat-footed.
Creatures immune to extra damage from critical hits or BREATH CHANNELING FEATS
sneak attacks are not subject to this extra damage.
Any creature with concealment is immune to this extra
damage. ENTANGLING EXHALATION [BREATH]
Special: A kobold fighter can select Kobold Foe Strike as You can use your breath weapon to create an entangling
one of his fighter bonus feats. mesh of energy.
Prerequisites: Dragonblood subtype, breath weapon.
384
Benefit: When you use your breath weapon, you can FURIOUS INHALATION [BREATH]
choose to enmesh all creatures in its area instead of
producing its normal effect. While raging, you can use your breath weapon to deal
Your breath weapon deals only half its normal damage; energy damage with your bite attacks.
however, any creature that takes damage from your breath Prerequisites: Dragonblood subtype, Con 13, ability to
weapon becomes entangled and takes an extra 1d6 points of rage or frenzy, bite attack, breath weapon.
damage, of the same energy type as normally dealt by your Benefit: When you enter a rage or frenzy, you can
breath weapon, each round at the start of your turn. channel one use of your breath weapon inward to add
This effect lasts for 1d4 rounds. energy damage to your bite attacks.
If your breath weapon doesnt deal energy damage, Activating this ability is a free action; the effect lasts until
creatures damaged by the initial breath are still entangled your rage ends or until you use your breath weapon again.
but dont take additional damage on later rounds. While this feat is in effect, your bite attacks deal an extra
2d6 points of energy damage, matching the energy type of
your breath weapon.
EXHALED BARRIER [BREATH] If your breath weapon doesnt deal energy damage, this
You can use your breath weapon to create a wall of energy. damage is fire damage.
Prerequisites: Dragonblood subtype, breath weapon.
Benefit: When you use your breath weapon, you can
choose to create a 10-foot-by-10-foot vertical plane of
DRACONIC FEATS
energy instead of producing its normal effect.
The opaque walls near endpoint begins at any corner of DRACONIC ARCANE GRACE [DRACONIC]
your space and extends in a straight line for 10 feet or until You can convert some of your arcane spell energy into a
it contacts a solid surface. saving throw bonus.
The wall lasts for 1d4 rounds. Prerequisites: Draconic Heritage, sorcerer level 1st.
Any creature passing through the wall takes damage equal Benefit: As an immediate action (see page 122), you can
to that normally dealt by your breath weapon. give up an arcane spell slot to gain a bonus on all saving
If you create the wall so that it appears where creatures are, throws until the start of your next turn.
each creature takes damage as if passing through the wall. The bonus equals the level of the spell slot used.
Either way, a successful Reflex save (DC 10 + 1/2 your HD You can declare that you are using this ability after you
+ your Con modifier) halves this damage. have rolled a save, but you must do so before the DM
If your breath weapon doesnt deal energy damage, the wall reveals whether the saving throw succeeded or failed.
deals fire damage.
If your breath weapon doesnt deal damage, the wall deals
2d6 points of fire damage. DRACONIC BREATH [DRACONIC]
You can convert some of your arcane spell energy into a
EXHALED IMMUNITY [BREATH] breath weapon.
Prerequisites: Draconic Heritage, sorcerer level 1st.
You can use your breath weapon to grant a willing creature
Benefit: As a standard action, you can convert an arcane
immunity to energy.
spell slot into a breath weapon.
Prerequisites: Dragonblood subtype, breath weapon. The breath weapon is a 30-foot cone (cold or fire) or a 60-
Benefit: When you use your breath weapon, instead of foot line (acid or electricity) that deals 2d6 points of damage
producing its normal effect, you can choose to grant one per level of the spell slot you expended to create the effect.
willing creature adjacent to you immunity to the energy Any creature in the area can make a Reflex save (DC 10 +
type of your breath weapon. level of the spell used + your Cha modifier) for half damage.
If your breath weapon doesnt deal energy damage, this feat This is a supernatural ability.
grants immunity to fire. Special: If the breath weapon of your draconic forebears
This immunity lasts for 1d4 rounds. does not deal acid, cold, electricity, or fire damage, you
You cant use this feat on yourself. choose from among the four energy types mentioned
above.
EXTRA EXHALATION [BREATH]
You can use your breath weapon one more time per day DRACONIC CLAW [DRACONIC]
than normal. You develop natural weapons like those of your draconic
Prerequisites: Dragonblood subtype, breath weapon ancestors.
with limited uses per day. Prerequisite: Draconic Heritage, sorcerer level 1st.
Benefit: You can use your breath weapon one additional Benefit: You gain a claw attack.
time per day. You can make a natural attack with two claws, dealing
The interval you must wait between breaths is 1d4 rounds. damage based on your size as if you were truly a dragon
Special: You can gain this feat multiple times. (Small 1d4, Medium 1d6, Large 1d8).
Each time you take it, you can breathe one additional time In any round when you cast a spell with a casting time of 1
per day. standard action, you can make a single claw attack at your
full attack bonus as a swift action (see page 122) against an
opponent you threaten.
385
DRACONIC FLIGHT [DRACONIC] This is your draconic heritage, which can only be changed
by undergoing the Rite of Draconic Affinity (see page 59).
The secret of draconic flight has been revealed to you, Half-dragons must choose the same dragon kind as their
granting you the ability to fly occasionally. dragon parent.
Prerequisites: Draconic Heritage, sorcerer level 1st. When you declare your draconic heritage, you gain the skill
Benefit: After you cast an arcane spell with a casting time indicated on the table as a sorcerer class skill.
of 1 standard action, you gain a fly speed equal to 10 feet per In addition, you gain a bonus equal to the number of
level of the spell you just cast for the remainder of your draconic feats you have on saving throws against magic
turn. sleep and paralysis effects, as well as on saves against spells
and abilities with a descriptor that matches the
DRACONIC HERITAGE [DRACONIC] corresponding entry in the accompanying table.
You have a greater connection with your draconic Special: With your DMs permission, you can choose a
bloodline than others of your kind. draconic heritage associated with a kind of dragon not
Prerequisite: Sorcerer level 1st. found in the Monster Manual.
Benefit: You gain the dragonblood subtype. See below for details.
Choose one kind of dragon from the list in the
accompanying table.
386
Draconic Heritage for All True Dragons the normal bonus provided by the feat against magic sleep
The table above provides the benefits of the Draconic and paralysis effects.
Heritage feat for all the kinds of true dragons published in Special: A character who chooses yu lung as his draconic
D&D products to date. heritage can, when he selects another draconic feat, choose
Many of the draconic bloodlines listed on the table dont to change his draconic heritage to any other lung dragon
grant a bonus on saves against effects of a particular energy (chiang lung, li lung, lung wang, pan lung, shen lung, tien
type. it can only be changed by undergoing the Rite of Draconic
Instead, you gain a bonus on saves against spells and Affinity (see page 59).
abilities associated with the effect (such as force for the
Tarterian dragon) or subschool (such as compulsion for the
chaos dragon) that matches the entry on the table, as well as
387
DRACONIC LEGACY [DRACONIC] Special: This feat grants no benefit to a character whose
draconic heritage is not associated with an energy type,
You have realized greater arcane power through your such as a sorcerer with pan lung heritage.
draconic heritage.
Prerequisites: Any four draconic feats.
Benefit: Based on your draconic heritage, add the spells DRACONIC SKIN [DRACONIC]
noted on the accompanying table to your list of spells Your skin takes on a sheen, luster, and hardness related to
known. your draconic ancestor.
Each spell is added at the spell level where a spellcaster Prerequisites: Draconic Heritage, sorcerer level 1st.
normally gains it unless otherwise indicated. Benefit: Your natural armor bonus increases by 1.
Special: With your DMs permission, you can choose a
draconic legacy associated with a kind of dragon not found
in the Monster Manual.
DRACONIC TOUGHNESS [DRACONIC]
See the table on page 103 for details. Your draconic nature reinforces your body as you embrace
your heritage.
Prerequisites: Draconic Heritage, sorcerer level 1st.
DRACONIC PERSUASION [DRACONIC]
Benefit: When you take this feat, you gain 2 hit points for
Your arcane talents lend you a great deal of allure. each draconic feat you have, including this one.
Prerequisites: Draconic Heritage, sorcerer level 1st. Whenever you take a new draconic feat, you gain 2 more
Benefit: After you cast an arcane spell, you gain a bonus hit points.
equal to 1-1/2 times the spells level on your next Bluff,
Intimidate, or Perform check.
The check must be made before the end of the next round. TACTICAL FEATS
AERIAL SUPERIORITY []
SIDEBAR FEATS You can use your flying ability to gain an advantage against
landbound foes or airborne foes that you can outmaneuver.
DRACONIC RESERVOIR [] Benefit: While flying, you gain a +1 dodge bonus to
You can cast your Draconic Rite of Passage spell-like ability Armor Class against opponents who cannot fly or have a
more often than normal. lower maneuverability than you.
Prerequisite: Kobold, must have completed the
Draconic Rite of Passage, 3 HD. AGILE ATHLETE []
Benefit: You can cast your 1st-level sorcerer spell-like You rely on your agility to perform athletic feats, rather
ability gained from Draconic Rite of Passage 3/day. than brute strength.
A kobold must complete the Searching for the Dragon
Prerequisites: Climb 1 rank, Jump 1 rank.
meditation in order to recharge their spell-like ability, but
does not have to increase the 15 minute duration for the Benefit: When making a Climb or Jump check, you use
additional castings. your Dexterity modifier for the check.
Normal: The spell-like ability gained from Draconic Rite Normal: Without this feat, you use your Strength
of Passage can only be cast 1/day. modifier for Climb and Jump checks.
BATTLE CASTING []
You have a knack for staying out of harms way when
casting spells.
Prerequisites: Dex 13, Concentration 5 ranks, Combat
Casting.
Benefit: While casting a spell, you gain a +2 dodge bonus
to your Armor Class.
The bonus lasts until the beginning of your next turn.
389
You cannot make attacks of opportunity while claiming the DEFENSIVE ARCHERY []
dodge bonus from this feat.
You can avoid attacks of opportunity when making ranged
attacks while threatened.
BORN FLYER [] Prerequisite: Point Blank Shot.
You can fly as though born to do it. Benefit: You gain a +4 dodge bonus to Armor Class
Prerequisite: Dex 13. against attacks of opportunity provoked when you make a
Benefits: You gain a +4 competence bonus on saves or ranged attack.
checks you make to maneuver in the air or to stay aloft. Special: A fighter may select Defensive Archery as one of
If you do not have a natural fly speed, this feat allows you to his fighter bonus feats.
take feats that have a natural fly speed as a prerequisite.
DIVING CHARGE []
CATFOLK POUNCE [] You can dive down at a target to deal a devastating strike.
You can rush unaware foes and deliver several attacks Benefit: When charging while flying, if you move at least
before they have a chance to respond. 30 feet and descend at least 10 feet, you gain a bonus on
Prerequisite: Catfolk, Dex 13. your damage roll based on your fly speed.
Benefit: If you use the charge action against a flat-footed (The damage bonus is based on your fly speed, not how far
opponent, you can make a full attack at the end of a charge. you have moved in your charge).
Special: A catfolk fighter may select Catfolk Pounce as a
bonus feat.
CENTAUR TRAMPLE []
You have trained to use your large body and unique
physiology against your foes.
Much like a humanoid knight mounted on a warhorse, you
have learned how to knock down opponents and ride over In addition, after you make this attack you can choose,
them in combat. regardless of your maneuverability, to turn in place so that
Prerequisite: Centaur, Dex 15. you are now flying parallel to the ground.
Benefit: When you attempt to overrun an opponent, your
target may not choose to avoid you. ELF DILETTANTE []
You may make one hoof attack against any target you Throughout the long years of your life, you have developed
knock down (remember that prone targets take a 4 a talent for doing just about anything.
penalty to Armor Class). Prerequisites: Elf, Int 13.
See Overrun, page 157 of the Players Handbook. Benefit: You gain a +1 bonus on all untrained skill
Special: A centaur fighter may select Centaur Trample as checks.
a bonus feat. You can attempt untrained checks using skills that
The DM may make this feat available to other centaur-like normally do not allow untrained use.
races if they are available in your campaign. If a skill doesnt allow skill checks (such as Speak
Language), this feat has no effect.
COORDINATED STRIKE [] Normal: Without any ranks in a skill, you cant attempt
You and your animal companion or special mount can some skill checks.
coordinate your melee attacks to gain an advantage in
combat. EXPEDITIOUS DODGE []
Prerequisites: Handle Animal 5 ranks, animal Youre good at avoiding attacks while moving quickly.
companion class feature or special mount class feature. Prerequisite: Dex 13.
Benefit: During any round in which your animal Benefit: When you move 40 feet or more in a single turn,
companion or special mount makes a melee attack, you you gain a +2 dodge bonus to your Armor Class until the
gain a +1 competence bonus on your attack rolls against the beginning of your next turn.
same target.
Special: Expeditious Dodge can be used in place of the
Dodge feat to qualify for a feat, prestige class, or other
DALLAH THAUNS LUCK [] special ability.
You can rely on a good dose of luck to get you through A fighter may select Expeditious Dodge as one of his
almost any scrape. fighter bonus feats.
Other halflings say the blessing of Dallah Thaun is upon
you. FLICK OF THE WRIST []
Prerequisites: Halfling, Cha 13. With a single motion, you can draw a light weapon and
Benefit: Once per day, you can opt to gain a +5 luck make a devastating attack.
bonus on a single saving throw. Prerequisites: Dex 17, Sleight of Hand 5 ranks, Quick
However, if you use this ability, you gain a 2 penalty on all Draw.
other saving throws until sunrise the next morning.
390
Benefit: If you draw a light weapon and make a melee character level + your Cha modifier) or be dazed for 1
attack with it in the same round, you catch your opponent round.
flat-footed (for the purpose of this attack only). A foe who is not vulnerable to this smite attack is immune
You can use this feat only once per round and once per to the daze effect (that is, it only affects an aberration,
opponent during any single combat encounter. construct, humanoid, ooze, outsider, or undead).
392
Special: The Hover feat (see page 304 of the Monster You use a standard action as normal to aid an allys defense
Manual) grants creatures of Large size or larger a bigger (see the Aid Another special attack, page 154 of the Players
dust cloud than that granted with the dustup maneuver. Handbook).
Special: A fighter may select Winged Warrior as one of If you succeed, all your allies who threaten your foe gain a
his fighter bonus feats. +2 bonus to AC against that foes attacks until the
beginning of your next turn, provided that you continue to
threaten that foe for that time.
WOLFPACK [TACTICAL]
You can gain an extra advantage when you and your allies
can gang up on a foe. WOODLAND ARCHER [TACTICAL]
Prerequisites: Dex 15, Dodge, Mobility, Spring Attack, You have honed your archery ability in the wilds of the
base attack bonus +6. forest.
Benefit: You can use the following maneuvers with this Prerequisites: Point Blank Shot, base attack bonus +6.
feat. Benefit: The Woodland Archer feat enables the use of
Distract Foe: You begin this maneuver when you and at least three tactical maneuvers.
one ally flank a foe. Adjust for Range: To use this maneuver, you must shoot a
On the first round, you and your allies gain normal projectile weapon against a foe and miss.
flanking bonuses (+2 on attack rolls). Subsequent shots you take against that foe this round gain a
Starting in the second round that you and at least one ally +4 bonus, because youre able to quickly adjust your aim to
flank a foe, you can make a ferocious attack that forces the compensate.
foe to concentrate on you and largely ignore your allies. Pierce the Foliage: To use this maneuver, you must hit a foe
You make a melee attack as a full-round action. with a ranged attack despite the miss chance caused by
If you hit, you make a special Bluff check as a free action; concealment.
the damage your attack dealt applies as a bonus on your Shots you take against that foe in the next round dont
check. incur the miss chance because youre able to exactly
The foe you attack opposes your attack with a special Sense duplicate your draw and aim.
Motive check, adding her base attack bonus to the check. Moving Sniper: To use this maneuver, you must succeed on a
If you win the opposed check, your foe turns her attention sniping attack (see the Hide skill description, page 76 of the
to you, and each of your allies who are in position to give Players Handbook), both hitting your intended target and
you a flanking bonus can make an attack of opportunity successfully hiding thereafter.
against that foe. If no one sees you, you can make a sniping attack again in
Drive Back: To use this maneuver, you and at least one ally the following round, taking a single move after your attack
must threaten the same foe, and at least one of those allies and before you hide (characters without this feat can only
must use the aid another action to assist your attack roll. shoot and hide, not move as well).
You make a melee attack as a full-round action. As long as you continue to hit the target and avoid
If you hit, you make a free bull rush attempt without detection from an enemy, you can make a sniping attack on
moving into the defenders space or provoking attacks of the move each round.
opportunity. Special: A fighter may select Woodland Archer as one of
Resolve the bull rush normally, except that you add the his fighter bonus feats.
damage your attack dealt as a bonus on the Strength check
you make to resolve the bull rush.
You cant push an opponent back more than 5 feet with this SANDSTORM (3.5)
maneuver.
Gang Dodge: This maneuver allows you to use the aid
another action to assist all allies who threaten the same foe MAIN SECTION FEATS
you target with the action.
393
This feat can be applied only to spells with the fire
BLAZING BERSERKER [] descriptor.
For example, if a 9th-level wizard with this feat casts a fiery
When you enter your rage, your body becomes infused fireball, the fireball deals 9d6+9 points of damage.
with fire. A fiery spell uses up a spell slot one level higher than the
Prerequisite: Ability to rage. spells actual level.
Benefit: As long as you are under the effects of a rage, you
gain the fire subtype.
You gain immunity to fire, but have vulnerability to cold, HEAT ENDURANCE []
which means you take +50% damage from cold, regardless Either as a result of growing up in the waste, or by training
of whether a saving throw is allowed, or if the save is a your body and mind to ignore the effects of searing heat,
success or failure. you can exist with ease in high-temperature environments.
Prerequisite: Base Fortitude save +2.
BLESSED BY TEM-ET-NU [] Benefit: You gain a +2 bonus on saving throws against
fire effects.
Tem-Et-Nu has marked you as having an important destiny You can exist comfortably in temperatures up to 120 F
in her temple. without having to make Fortitude saves (see Heat Dangers,
Prerequisites: Patron deity Tem-Et-Nu, must have page 12).
defeated a hippopotamus in single combat. Your protection against heat is level 1 (see Protection
Benefit: Hippopotami cannot attack you unless they are against Heat, page 14).
magically compelled.
In addition, if you possess the turn or rebuke undead class
feature, you can rebuke and command hippopotami as an IMPROVED HEAT ENDURANCE []
evil cleric rebukes or commands undead. You can survive even in the most extreme natural heat
You gain a +2 sacred bonus to your Armor Class against conditions.
chaotic-aligned creatures with the fire subtype. Prerequisites: Base Fortitude save +6, Heat Endurance.
Cleric is now an additional favored class for you; the cleric Benefit: You gain fire resistance 5.
class does not count when determining whether you take If you already have fire resistance, it increases by 5.
an experience point penalty for multiclassing. You can exist comfortably in temperatures up to 160 F
Special: Your aura radiates law with a strength equal to without having to make Fortitude saves (see Heat Dangers,
your character level (see detect law, page 219 of the Players page 12).
Handbook). Your protection against heat is level 3 (see Protection
If you ever lose favor with Tem-Et-Nu, or change your against Heat, page 14).
patron deity to another deity, you lose all benefits of this
feat and take damage as if you were bitten by a JUDGED BY AURIFAR []
hippopotamus.
You do not gain a replacement feat. Aurifar, the Caliph of the Sky, has judged you, and he now
If you later return to Tem-Et-Nus faithful and receive an shows you special favor.
atonement spell, you regain the benefit of this feat. Prerequisites: Patron deity Aurifar, must have survived
at least three days in the waste without water.
Benefit: You gain a +2 sacred bonus on Constitution
DRIFT MAGIC [] checks to avoid the negative effects of thirst (see
You can tap the power of drift magic. Dehydration, page 15).
Prerequisites: Knowledge (local wasteland region) 4 You gain a +2 sacred bonus to your Armor Class against
ranks, ability to cast spells. undead creatures that are adversely affected by sunlight,
Benefit: You can use drift magic, as described on page such as vampires and wraiths.
105. Cleric is now an additional favored class for you; the cleric
class does not count when determining whether you take
EAGLES FURY [] an experience point penalty for multiclassing.
Special: Your aura shows faint abjuration magic.
You know how to wield the eagles claw with deadly speed. If you ever lose favor with Aurifar, or change your patron
Prerequisites: Dex 15, proficiency with eagles claw. deity to another deity, you lose the benefit of this feat, and
Benefit: You can get one extra attack per round with an you immediately begin experiencing the effects of thirst as
eagles claw (see page 96). though you had gone without water for one week.
The attack is at your highest base attack bonus, but each You do not gain a replacement feat.
attack you make in that round (the extra one and the If you later return to Aurifars faithful and receive an
normal ones) takes a 2 penalty. atonement spell, you regain the benefit of this feat.
You must take a full attack action to use this feat.
LIGHT OF AURIFAR []
FIERY SPELL [METAMAGIC]
Undead that you turn or rebuke immolate.
Your fire magic is bolstered, further scorching your Prerequisites: Ability to turn or rebuke undead, access
enemies. to either the Fire or Sun domain.
Benefit: A fiery spell deals an extra 1 point of fire damage
for each die of damage the spell deals.
394
Benefit: Any undead that you successfully turn or rebuke Benefit: As a standard action, you can quickly camouflage
take 2d6 points of fire damage in addition to the normal yourself in any area of ash, dust, loose earth, or sand that is
turning or rebuking effect. at least 1 inch deep.
In areas with 1 to 11 inches of appropriate loose soil, you
PHARAOHS FIST [] gain a +4 bonus on Hide checks.
In areas with 12 inches or more of appropriate loose soil,
Your unarmed strikes echo with thunder, stunning your you instead gain a +10 bonus on Hide checks.
foe and those nearby. You must still have cover or concealment to make a Hide
Prerequisites: Str 15, Improved Unarmed Strike, check, as described on page 76 of the Players Handbook.
Stunning Fist.
Benefit: You must declare that you are using this feat
before you make your attack roll (thus, a failed attack roll SAND DANCER []
ruins the attempt). While making another attack, you attempt to blind a foe
By expending one Stunning Fist use for the day, you force with thrown sand.
an opponent successfully struck by your unarmed attack, Prerequisites: Wis 13, Tumble 4 ranks.
and all creatures adjacent to that opponent, to make a Benefit: In any round when you first move at least 10 feet
Fortitude saving throw (DC 10 + 1/2 your character level + using your Tumble skill in an area covered in a layer of at
your Wis modifier) or be stunned for 1 round. least 1 inch of ash, dust, loose earth, or sand, you can
The opponent struck by the unarmed attack is dealt damage supplement an attack made in that same round with flung
normally. or kicked material.
This feat can be used only once per round. A foe damaged by your attack must make a Fortitude saving
Special: A fighter may select Pharaohs Fist as one of his throw (DC 10 + 1/2 your character level + your Wis
fighter bonus feats. modifier) or be blinded for 1 round.
396
You also gain the capacity to retain uses of one more Prerequisite: Wis 13, ability to assume a new form
touchstones higher-order ability. magically.
Thus, by taking this feat twice, you could retain the base Benefit: You learn to use a single supernatural ability of
abilities for both the Shrine at Kahar and the Sunken City another kind of creature while assuming its form through a
of Pazar simultaneously, as well as both sites higher-order polymorph self spell or a similar effect.
abilities and uses. The saving throw DC against this ability is based on your
If you then visit a third touchstone site and fulfill its ability scores, not those of a standard creature of the kind
recharge condition, unless you have taken this feat three whose form youve assumed.
times, you must choose which of your two previous For a breath weapon, the saving throw DC is 10 + your
touchstone site abilities to lose as you gain the abilities of Constitution modifier + 1/2 your Hit Dice (rounded down).
the new touchstone site. For all other supernatural abilities, the saving throw (if any)
DC is 10 + your Charisma modifier + 1/2 your Hit Dice
(rounded down).
SAVAGE SPECIES (3.0) If a creature, such as an undead, has no Constitution score,
use its Charisma modifier or its Constitution modifier (+0
for a nonability), whichever is higher, to determine the save
MAIN SECTION FEATS DC.
Using this alien ability is disorienting.
ABILITY FOCUS [GENERAL] You take a 2 penalty on all attack rolls, saving throws, skill
checks, and ability checks.
Choose one of your special attacks. Additionally, in a stressful or demanding situation (such as
This attack becomes more potent than normal. combat), you must succeed on a Will save (DC 19) or be
Prerequisite: Special attack. unable to use the ability.
Benefit: Add +2 to the DC for all saving throws against Normal: Without this feat, you cannot use the
the special attack on which you focus. supernatural abilities of a creature whose form you assume.
Special: You can gain this feat multiple times. Special: You can take this feat multiple times.
Its effects do not stack. You cannot apply it more than once to the same special
Each time you take the feat, it applies to a new special ability in order to improve the Will save DC.
attack. Each time you take this feat, it applies to a different special
ability.
AREA ATTACK [GENERAL]
You can wield improvised weapons to attack several spaces BLOWHARD [GENERAL]
at once. You can blow targets over with your breath.
Prerequisite: Sir 19, Huge size, Power Attack. Prerequisite: Con 20, Huge size, Power Attack.
Benefit: You can use your great size and strength to pick Benefit: As an attack action, you can use your breath to
up a heavy object and attack an area as a standard action. affect all creatures in a cone 5 feet in length per point of
Such an attack may consist of swinging a large log or your Constitution bonus.
smashing a door down on opponents heads. Each creature in the area is affected as through struck by a
The area affected is a half-circle with a radius equal to your wind effect (see Table 317: Wind Effects in the
reach. DUNGEON MASTERS Guide).
You deal damage to all creatures two or more size categories The strength of the wind effect depends on your size
smaller than you within the area. category, as given on the table below.
The base damage dealt depends on your size category, as
given on the table below.
Add 1 1/2 times your Strength bonus to this base damage to
determine the total damage for the attack.
If you have a breath weapon, you cannot use this feat and
your breath weapon at the same time.
Normal: Without this feat, you can attack with just one
natural weapon and do not have a chance to knock down
the opponent.
Special: If you fail in your overrun attempt and are
tripped in turn, you are knocked down, and you deal the
slam damage for the attack to yourself.
WINGSTORM [MONSTROUS]
Special: You can gain this feat multiple times. You can flatten targets with blasts of air from your wings.
Each time you take it, it improves your damage reduction Prerequisite: Str 13, fly speed 20 ft., Large size, Hover,
by 2, up to a maximum of twice your original damage Power Attack.
reduction. Benefit: As a full-round action, you can hover in place
and use your wings to create a blast of air in a cylinder with
THUNDERCLAP [GENERAL] a radius and maximum height based on your size.
The wind strength also depends on your size, as shown on
You create a cone of deafening sound by clapping two the table below.
limbs together.
Prerequisite: Str 30, Improved Unarmed Strike, Power
Attack.
Benefit: You may, as a full-round action, clap two of your
limbs together and create a cone of sound that starts at your
position and continues out for a number of feet equal to 5
your Hit Dice.
A storm giant using this feat creates a cone 95 feet (5 19 Because the blast of air only lasts for your turn, creatures
Hit Dice) long. ignore the checked effect unless they are airborne (in
Creatures in the cone get a Fortitude save (DC 10 + 1/2 which case they are blown back 1d65 feet).
your Hit Dice + your Con modifier) to resist the effect. Special: You can use this feat for a full round instead of as
Those who fail their save are deafened for the duration of a full-round action.
the encounter. If you do, the wind lasts until your next turn (and you can
Those who fail their save by 5 or more are also knocked choose to continue the effect during your next turn).
down. Anyone in or entering the cylinder is affected.
See the Condition Summary in Chapter 3 of the Because you are producing a continuous blast of air, the
DUNGEON MASTERS Guide for the results of being checked effect works normally while the wind lasts
deafened and knocked down. (checked creatures cannot move forward against the force
Special: This effect automatically extinguishes of the wind, or they are blown back 1d65 feet if airborne).
unprotected flames (candles, torches, and the like).
WINTERS CHILD [GENERAL]
TREEFRIEND [GENERAL] You are adapted to a cold environment.
You are adapted to a forest environment. Prerequisite: Cold terrain.
Prerequisite: Forest terrain. Benefit: As an arctic dweller, you are more hardy.
Benefit: You are completely at home in the forest. The DC of your Fortitude save to avoid subdual damage
You gain a +2 competence bonus on Climb checks and on from cold is reduced to 10 (see Cold Dangers in Chapter 3
Survival checks to avoid becoming lost in the forest. of the DUNGEON MASTERS Guide).
In addition, you can make a saving throw each minute (DC
10, +1 for each previous check) to resist the effects of
UNCANNY SCENT [GENERAL] hypothermia in very cold water.
You can pinpoint scents at a greater distance.
Prerequisite: Scent ability, Improved Scent.
406
SIDEBAR FEATS LEADERSHIP FEAT OPTIONS []
414
If one creature exceeds the range of this power, its FLYING FISH LEAP []
subsequent distress has no effect on the other creatures you
are helping. You can hurl yourself out of the water with ease.
Prerequisites: Jump 8 ranks, Swim 4 ranks.
Benefit: When leaping out of the water with a high jump,
CLEVER WRESTLING [] you ignore the penalty on the Jump check.
You have a better than normal chance to escape or wriggle In addition, you can fling yourself over the surface of the
free from a big creatures grapple or pin. water when you make a high jump, leaping laterally just as
Prerequisites: Small or Medium size, Improved far as you leap vertically.
Unarmed Strike. Use the result of your high jump check to determine the
Benefit: When your opponent is Large or larger, you gain distance traveled with a long jump.
a circumstance bonus on your grapple check to escape a Normal: Jump checks incur a 10 penalty when making a
grapple or pin. high jump out of water.
The size of the bonus depends on your opponents size.
GREAT CAPTAIN []
You are a master pilot and battle leader; your crew
anticipates your every command and leaps to do your
bidding.
Prerequisites: Profession (sailor) 7 ranks, Knowledge
(geography) 7 ranks, Leadership.
Benefit: If you are in command of a vessel, you can use
the aid another action to assist all other persons on board
who are performing the same action in the current
roundfor example, making an attack, making Profession
CURLING WAVE STRIKE [] (siege engineer) checks, making Profession (sailor) checks,
Mimicking the forceful power of the wave, you can trip and so forth.
multiple foes as part of the same strike. Commanding the vessel in combat is a move action for you.
Prerequisites: Dex 13, Improved Trip. Normal: You can only use the aid another action to assist
Benefit: If you trip an opponent in melee combat, you one character at a time.
can immediately make another trip attempt against another Commanding a vessel in combat requires a standard action.
foe within reach at the same total attack bonus as the first
trip attack. LANDWALKER []
This replaces the free attack you would normally get against
the tripped opponent (from the Improved Trip feat). You can survive out of the water for a longer period of time
If you successfully trip a second opponent, you do not get a than most of your kind.
free attack against that opponent. Prerequisite: Aquatic elf.
You can use this feat only once per round. Benefit: You can survive out of the water for 3 hours per
Normal: A character with Improved Trip who trips an point of Constitution.
opponent in melee gets a free attack against that opponent. After this point you must make a Fortitude saving throw
each hour (DC 15, + 1 for each previous check) or you begin
to suffocate.
EXPERT SWIMMER [] Normal: Aquatic elves can survive out of water for 1 hour
You swim like a fish. per point of Constitution; after this point they begin to
You can stay underwater far longer than others of your race, suffocate.
and you are at home in the water.
Prerequisite: Swim 4 ranks, Endurance. OLD SALT []
Benefit: You can hold your breath for 3 rounds per point
of Constitution. You are an old hand at shipboard life, having mastered the
You gain a +4 bonus on Constitution checks made to myriad skills that are required of the experienced sailor.
continue holding your breath. Additionally, you have an eye for the weather.
On a successful Swim check, you swim your land speed (as Prerequisites: Profession (sailor) 5 ranks.
a full-round action) or half your land speed (as a move Benefit: You gain a +1 bonus on Balance, Profession
action). (sailor), and Use Rope checks.
Your natural swim speed increases by 10 feet, if you have a Additionally, you can use a Profession (sailor) check to
swim speed. predict the weather (as described in the Survival skill on
Normal: You can hold your breath for a number of page 83 of the Players Handbook).
rounds equal to twice your Constitution before you are at Normal: Survival is normally used to predict the weather.
risk of drowning.
On a successful Swim check, you swim half your land speed RAPID SWIMMING []
as a full-round action, or one-quarter your land speed as a You are one with the water.
move action. Prerequisite: Natural swim speed, base Fortitude save
+2.
Benefit: Your swim speed increases by 20 feet.
415
SAHUAGIN FLIP [] SEA LEGS []
You can safely attack and withdraw underwater. You are accustomed to the rolling motion on board a ship
Prerequisites: Swim speed, Dex 13, Dodge. and can use this motion to your advantage.
Benefit: After making a single melee attack, you can use Benefit: As long as you are on board a ship, you get a +2
the withdraw action (moving up to twice your swim speed) bonus on Balance and Tumble checks, and a +1 bonus on
as a move action. initiative checks.
You can only use this feat while swimming.
Normal: Withdrawing from combat is a full-round action SHIPS MAGE []
(see page 143 of the Players Handbook).
You form a potent supernatural bond with a ship.
Your spells have a more potent effect when cast aboard this
SAILORS BALANCE [] ship.
You are experienced with the rolling decks of the ship and Those spellcasters who possess this feat are greatly favored
maintain strong footing, even in a terrible storm. as ship crew.
Prerequisites: Profession (sailor) 4 ranks. Prerequisites: Profession (sailor) 2 ranks, Spellcraft 4
Benefit: You gain a +5 competence bonus on Balance ranks.
checks made while on the deck or in the rigging of a ship. Benefit: Add +1 to the caster level of all spells cast while
You can move across a slippery deck (see page 20) at your you are aboard a ship that is familiar to you.
normal speed. In addition, spells you cast while aboard a ship that is
Normal: Without this feat, each square of movement familiar to you deal no damage to that ship.
across a slippery deck costs 2 squares of movement. It takes one week of living and working aboard a ship to
become familiar with it.
You can only be familiar with one ship at a time; the
SANCTIFY WATER [DIVINE]
familiarity with a particular ship fades should you become
You can call upon positive energy to momentarily familiar with another ship.
transform normal water around you into holy water. Additionally, should you remain away from the ship you
This feat is often learned by the clerics and paladins of sea are familiar with for more than a month, that familiarity
gods, as well as aquatic clerics of all stripes. fades as well.
Prerequisites: Cha 13, ability to channel positive
energy.
STEAM MAGIC []
Benefit: By expending a daily turn undead attempt, you
can infuse the water around you with positive energy, You are skilled at casting fiery spells into the water, causing
which has the same effect as holy water. terrible gouts of scalding steam.
All creatures in a 20-foot radius around you immediately Prerequisites: Spellcraft 4 ranks.
take damage as though theyd been struck directly by a flask Benefit: You need not make a Spellcraft check to
of holy water. successfully cast spells or use spell-like abilities with the
The water retains positive energy for a number of rounds fire descriptor targeted on water (see page 93 of the
equal to 1 + your Charisma modifier, and deals damage each Dungeon Masters Guide).
round. Normal: Casting a fire spell or using a spell-like ability
Creatures unaffected by holy water are similarly unaffected targeted on water successfully normally requires a
by this ability. Spellcraft check (DC 20 + spell level).
421
You must continue the straight line of the charge with your ARCANE PREPARATION [GENERAL]
movement, and your total movement in the round cannot
exceed double the chariots speed. You can prepare an arcane spell ahead of time as a wizard
Neither you nor your steeds provoke an attack of does.
opportunity from the opponent you are sideswiping. Prerequisite: You must be able to cast spells as a bard or
sorcerer before you can take this feat.
Benefit: Each day, you are able to prepare one or more
CHARIOT CHARGE [GENERAL] spells as a wizard does.
You are skilled at charging with you chariot. If you are a sorcerer or a bard, this means that you can
Prerequisite: Chariot Combat, Chariot Sideswipe, prepare a spell with a metamagic feat ahead of time, instead
Handle Animal. of casting it as a full-round action.
Benefit: When aboard a chariot and using the charge The prepared spell remains in your mind and occupies one
action, you deal double damage with a melee weapon (or of your spell slots until you cast it or change it.
triple damage with a lance or longspear). A prepared spell uses a spell slot of the spells normal level,
modified by any other metamagic feats.
SIDEBAR FEATS AUGMENT SUMMONING [GENERAL]
Your summoned creatures are better than normal.
LARGE AND IN CHARGE [GENERAL] Prerequisites: Spellcaster level 2nd+.
You can prevent opponents from closing inside your reach. Benefit: Creatures you conjure with any summon spell
Prerequisites: Reach (Large size or larger), Str 17+. gain +1 hit point per Hit Die and a +1 competence modifier
Benefit: When you make a successful attack of on attack and damage rolls.
opportunity against an opponent who is moving inside
your threatened area, you can force the opponent back to
CHAIN SPELL [METAMAGIC]
the square he was in before he provoked the attack.
After you hit with your attack of opportunity, make an You can cast spells that arc to other targets in addition to
opposed Strength check against your opponent. the primary target.
You gain a +4 bonus for each size category larger than your Prerequisites: Any other metamagic feat.
opponent you are, and an additional +1 bonus for every 5 Benefit: You can chain any spell that specifies a single
points of damage you dealt with your attack of opportunity. target and has a range greater than touch.
If you win the opposed check, your opponent is pushed The chained spell affects that target (the primary target)
back 5 feet into the square he just left. normally, then arcs to a number of secondary targets equal
to your caster level.
Each arc affects one secondary target.
MULTITASKING [GENERAL] You choose the secondary targets as you like, but they must
You can perform different tasks with different limbs. all be within 30 feet of the primary target, and no target can
Prerequisite: Multiattack feat, Dex 15+, Int 13+, be affected more than once.
Improved Two-Weapon Fighting, Two-Weapon You can affect fewer secondary targets than the maximum.
Fighting. If the chained spell deals damage, the secondary targets
Benefit: If you have four or more arms, you can use each each take half as many dice of damage as the primary target
pair of arms to perform a distinct partial action. (rounded down) and can attempt Reflex saving throws for
Thus, you could attack with one or two arms while using a half of the secondary damage.
magic item, reloading a crossbow, or even casting a spell For spells that do not deal points of damage, the save DCs
with two other arms. against arcing effects are reduced by 4.
For example, a 10th-level wizard casts a chained cause fear
on a nearby goblin and can specify up to ten secondary
TOME AND BLOOD (3.0) targets.
The goblin, as primary target, must make a Will save against
DC 14, while those affected by the secondary arcs save
MAIN SECTION FEATS against DC 10.
A chained spell uses up a spell slot three levels higher than
ARCANE DEFENSE [GENERAL] the spells actual level.
Choose a school of magic, such as Illusion.
You can resist spells from that school better than normal. COOPERATIVE SPELL [METAMAGIC]
Prerequisites: Spell Focus in the school chosen. You can cast spells to greater effect in conjunction with the
Benefit: Add +2 to your saving throws against spells of same spell cast by another.
the chosen school. Prerequisites: Any other metamagic feat.
Special: You can gain this feat multiple times. Benefit: You and another spellcaster with the
The effects do not stack. Cooperative Spell feat can simultaneously cast the same
Each time you take the feat, it applies to a new school of spell (at the same time in the round).
magic. You must be adjacent to one another when casting
cooperatively.
422
Add +2 to the save DC against cooperatively cast spells and Benefit: Choose one type of energy: acid, cold, electricity,
+1 to caster level checks to beat the targets spell resistance fire, or sonic.
(if any). You can modify a spell with an energy designator to add an
Use the base DC and level check of the better caster. equal amount of the chosen type of energy.
A cooperative spell uses up a spell slot of the same level as The altered spell works normally in all respects except the
the spells actual level. type of damage dealt (see sidebar).
Special: For each additional caster with this feat casting Thus, an acid fireball cast at 6th level deals 6d6 fire damage
the same cooperative spell simultaneously, the spells save and 6d6 acid damage (roll each set of dice separately).
DC and caster level check both increase by +1. The damage cap for a spell cast using this feat remains the
When more than two spellcasters cooperatively cast a spell, same as the base spell but counts separately for each type of
each must be adjacent to at least two other casters. energy.
For example, four spellcasters (two wizards and two So an acid fireball cast at 10th level or higher deals 10d6 fire
sorcerers) standing in a circle all possess Cooperative Spell. damage and 10d6 acid damage.
Three of them ready an action to cast fireball when the Even opposed types of energy, such as fire and cold, can be
member with the lowest initiative takes her action, also combined using this feat.
casting fireball. An admixed spell uses up a spell slot four levels higher than
The base DC of the Reflex save is equal to the highest the spells actual level.
individual save DC among the cooperative casters, as Special: You can gain this feat multiple times, choosing a
determined by their relevant ability scores or other feats different type of energy each time.
(such as Spell Focus), special abilities, or items. You can use Energy Admixture to further alter a spell that
In this case, one wizard has Intelligence 18, which ties with has already been modified with Energy Substitution.
a sorcerers Charisma 18, so the base DC is 17 (10+3 for the You can also use Energy Admixture to include your chosen
spells level +4 for the ability score modifier). energy type with a spell that already uses the same type, in
The final save DC of the cooperatively cast fireball is effect doubling the damage dice.
17+2+1+1 or 21.
Whoever has the highest caster level determines the base
caster level check, which gains a +4 modifier.
423
ENERGY SUBSTITUTION [METAMAGIC]
You can modify a spell that uses one type of energy to use
another type of energy.
Prerequisite: Any other metamagic feat, 5 ranks in
Knowledge (arcana).
Benefit: Choose one type of energy: acid, cold, electricity,
fire, or sonic.
You can modify a spell with an energy designator to use the
chosen type of energy instead.
A substituted spell works normally in all respects except
the type of damage dealt (see sidebar).
A substituted spell uses a spell slot of the spells normal
level, modified by any other metamagic feats.
Special: You can gain this feat multiple times, each time it
applies to a different type of energy.
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GREATER SPELL FOCUS [GENERAL] Use the familiars Dexterity or Strength modifier,
whichever is greater, to get the familiars melee attack
Choose a school of magic to which you already have bonus with unarmed attacks.
applied the Spell Focus feat. Damage equals that of a normal creature of that kind.
Your magic spells of that school are now even more potent Special Attacks: The familiar has all the special attacks of its
than before. kind.
Prerequisite: Spell Focus. Special Qualities: The familiar has all the special qualities of
Benefit: Add +4 to the DC for all saving throws against its kind.
spells from the school of magic you select to focus on. Saving Throws: The familiar uses the masters base save
This supersedes (does not stack with) the bonus from Spell bonuses if they are better than the familiars.
Focus. Skills: Use the normal skills for a creature of the its kind.
Special: You can gain this feat multiple times. Familiar Special Abilities: Use Table 319 in the Players
Its effects do not stack. Handbook to determine additional abilities as you would for
Each time you take the feat, it applies to a new school of a normal familiar.
magic. Alternate Improved Familiars
The list in Table 22 presents only a few possible improved
GREATER SPELL PENETRATION [GENERAL] familiars.
Your spells are especially potent, defeating spell resistance Almost any creature of the same general size and power as
more readily than normal. those on the list makes a suitable familiar.
Prerequisite: Spell Penetration. Nor is the masters alignment the only factor; for example,
Benefit: You get a +4 modifier on caster level check to improved familiars could be assigned by the masters
beat a creatures spell resistance. creature type or subtype, as shown in the examples below.
This supersedes (does not stack with) the bonus from Spell
Penetration.
SNAP KICK []
You have continued to hone your unarmed combat skills,
and you deal more damage with your unarmed strikes.
Prerequisite: Improved Unarmed Strike, base attack
bonus +6. Special: If you are a monk, you instead deal unarmed
Benefit: When you make a melee attack with one or damage as a monk four levels higher.
more melee weapons (including a standard attack, full
attack, or even a strike maneuver), you can make an TIGER BLOODED []
additional attack at your highest attack bonus. The Tiger Claw discipline teaches the students to mimic
This attack is an unarmed attack that deals damage equal to the rampant, feral qualities of a wild animal.
your base unarmed attack damage + 1/2 your Str bonus. When you assume an animal form, or at least descend into a
You take a 2 penalty on all attack rolls you make this wild, bestial state, you strike with superior strength and
round. accuracy.
Prerequisite: Ability to rage, shift (such as the shifter
STONE POWER [] ability from the EBERRON campaign setting or the
The principles of the Stone Dragon discipline teach you bloodclaw master prestige class feature; see page 96), or
how to gather and focus your raw, physical strength into an wild shape; one Tiger Claw maneuver.
attack. Benefit: While you are in a rage, shifted, or wild shaped
Prerequisite: Str 13, one Stone Dragon maneuver. into an animal form, you can attempt to knock back 5 feet a
Benefit: When you use an attack action or a full attack creature of your size category or smaller that you hit with a
action, or you initiate a Stone Dragon strike in melee Tiger Claw strike unless it succeeds on a Fortitude save (DC
combat, you can take a penalty of as much as 5 on your 10 +1/2 your character level + your Str modifier).
attack rolls. This movement does not provoke attacks of opportunity.
This number cannot exceed your base attack bonus.
You gain temporary hit points equal to twice the number UNNERVING CALM []
that you subtract from your attack rolls (to a maximum of You know that the secret to defeating your enemies lies
+10). within the still center of your own mind.
These Temporary hit points last until the beginning of your When your enemies meet your eyes, they see only calm and
next turn. certain death awaiting them.
Special: Stone Power can be used in place of Power Prerequisite: Concentration 1 rank, one Diamond Mind
Attack to qualify for a feat, prestige class, or other special strike.
ability. Benefit: You can use your Concentration skill instead of
You can take both this feat and Power Attack. your Intimidate skill when you engage in a duel of wills
(see page 27).
SUDDEN RECOVERY [] You gain a +4 bonus on skill checks made to resolve a duel
You can instantly recover your focus, balance, and personal of wills.
energy after using a martial maneuver. If your enemy chooses to ignore your challenge, you gain a
Prerequisite: One martial maneuver. +2 morale bonus on attack rolls against that opponent for 1
Benefit: Once per day as a swift action, you can instantly round.
recover an expended maneuver. Normal: Resolving a duel of wills requires an Intimidate
It is now ready again. check.
If you are a crusader, the maneuver is also granted You gain a +1 morale bonus on attack rolls against an
immediately. opponent who ignores your challenge.
430
WHITE RAVEN DEFENSE [] Continued Push: To use this option, you must move an
opponent at least 5 feet with a bull rush attack or a Setting
The White Raven discipline has taught you to shine as a Sun strike.
gleaming beacon of hope and endurance amid the chaos of On your next turn, you gain a +4 bonus on any Strength,
battle. Dexterity, or grapple checks you make against that foe.
Not only do you aid your allies, but you also draw strength Turn the Tables: To use this option, a foe must charge you
and support from them. and either miss you with his charge attack or be unable to
Prerequisite: One White Raven stance. attempt the attack (perhaps because of your use of a
Benefit: When you are in a White Raven stance and maneuver).
adjacent to at least one ally, you gain a +1 bonus to AC. On your next turn, you can make a charge attack against
Furthermore, when you are wielding one of the White that foe even if you cannot move more than 5 feet.
Raven disciplines preferred weapons, each ally adjacent to You can also make a charge attack against that enemy even
you gains a +1 bonus to AC. if you cannot charge in a straight line.
These bonuses dont apply when youre flat-footed. Lasting Weak Spot: To use this option, you must hit a foe that
you flank with at least two melee attacks on your turn.
TACTICAL FEATS On your next turn, as a standard action, you can make a
single melee attack against your foe with a 2 penalty.
If this attack hits, your foe takes an extra 1 point of damage
CLARION COMMANDER [] from every melee attack that hits him for the next minute.
On the battlefield, you are a natural leader.
You issue orders and coordinate your allies, but you also FAITH UNSWERVING []
learn to take advantage of their actions and maximize the
fruits of teamwork. The initiate of the Devoted Spirit knows that his fanaticism
When you attack a foe with your allies, the combined result and devotion to a cause are enough to carry him through
of your efforts can be devastating. almost any thing.
This tactical feat allows you to draw on this reservoir of
Prerequisite: White Raven Defense, base attack bonus
energy.
+6, two White Raven maneuvers.
As your foes injure you, you become a more daunting foe.
Benefit: The Clarion Commander feat enables the use of
Prerequisite: Devoted Bulwark, base attack bonus +6,
three tactical options.
two Devoted Spirit maneuvers.
Following Up: To use this option, you must make a
successful DC 20 Diplomacy check as a move action after Benefit: The Faith Unswerving feat enables the use of
hitting your target with a melee attack. three tactical options.
If you hit that target again on your next turn, the target Keep Up the Pressure: To use this option, you must make a
provokes an attack of opportunity from an ally of your charge attack against a foe.
choice (assuming at least one is in position to make such an If you hit, at any time before the start of your next turn you
attack). can take an immediate action to move up to your speed
Perpetual Flank: To use this option, you make a DC 20 immediately after that foe moves, as long as you end your
intimidate check against an opponent as a standard action. movement adjacent to that target.
If this check succeeds and you make a successful melee Take One for the Team: To use this option, you must hit an
attack against the same foe on your next turn, you and your opponent with a melee attack.
allies can treat that enemy as flanked for 1 minute. At any time before the start of your next turn, you can take
Pile On: To use this option, you must use the aid another an immediate action to bloc It a melee attack made by that
action (PH 154) to grant an ally a bonus on his next attack opponent if he targets one of your allies.
roll against an opponent both of you threaten. You must be adjacent to the ally to use this ability, and you
If your ally attacks and hits that enemy, you can make an must decide to use this ability before you know the result of
immediate attack of opportunity against that target. the enemys attack roll.
You gain this benefit if your ally hits the foe before the start If the attack hits your ally, roll 1d20 and add your AC to the
of your next turn. result.
You gain the attack of opportunity only on the first If the result of this roll is greater than the opponents attack
successful attack. result, he hits you instead, even if the attack rolls result
wouldnt normally be high enough to hit you.
One Last Strike: To use this option, you must be the subject
DISTANT HORIZON [] of an attack, spell, or ability that reduces you to 0 or fewer
An initiate of the Setting Sun sometimes learns a set of hit points.
combat maneuvers that combine to create the Distant As an immediate action, you can move up to 5 feet and
Horizon fighiing form. make a single melee attack with a +5 bonus on the attack
This form teaches you how to recognize an opponents roll.
weaknesses in the current moment, as well as in the future. You gain a bonus on your damage roll equal to your
A blow struck now ruins an opponents defenses against character level.
your next volley of attacks. This attack is considered a strenuous action.
Prerequisite: Int 13, Falling Sun Attack, base attack Regardless of the result of your attack, you still take the
bonus +6, two Setting Sun maneuvers. damage from the attack that triggered this ability.
Benefit: The Distant Horizon feat enables the use of You complete this immediate action before dropping to 0
three tactical options. or fewer hit points.
431
GLOOM RAZOR [] REAPING TALONS []
The teachings of the Shadow Hand discipline allow you to When fighting with the Tiger Claw disciplines preferred
confuse your enemies. weapons, you can use a variety of combat options that
Your attacks and parries are infused with the stuff of maximize the benefits of wielding two weapons.
shadow. Prerequisite: Two-Weapon Fighting, base attack bonus
Through careful training and discipline, you learn to use +6, two Tiger Claw maneuvers.
your ki to inhibit a foes fighting ability with your shadowy Benefit: The Reaping Talons feat enables the use of three
nature. tactical options.
Prerequisite: Hide 9 ranks, Shadow Blade, base attack Focused Assault: To use this option, you must fight
bonus +6, two Shadow Hand maneuvers. defensively, use the total defense action, or use the Combat
Benefit: The Gloom Razor feat enables the use of three Expertise feat to gain a +3 bonus to AC in return for a 3
tactical options. penalty on attack rolls.
Lingering Gloom: To use this option, your opponent must You must also wield any two preferred weapons of the
miss you due to concealment. Tiger Claw discipline and move no more than 5 feet.
On your next turn, you can make a Hide check opposed by Keep track of each opponent that attacks you after you take
your foes Spot check as a swift act ion. that action.
If this check succeeds, you gain the benefit of an On your next turn, as a full-round action, you can make a
invisibility spell against that foe until the end of your turn. single melee attack against each of the opponents that
Moving Shadows: To use this option, you must deal damage attacked you on the previous round at your highest attack
to an enemy with a melee attack and move at least 10 feet bonus.
during your turn. You must still threaten the enemies you attack with this
On your next rum, you can treat that enemy as flat-footed option.
against the first melee attack you make in that round. Cornered Predator: To use this option, you must hit your foe
Shadow Slip: To use this option, you must make a successful with two attacks that each use one of the one-handed or
melee attack against an opponent you flank. light preferred weapons of the Tiger Claw discipline (kukri,
On your next turn, you can make a DC 20 Tumble check if kama, handaxe, unarmed strike, or claw).
you are adjacent to your foe. On your next turn, you gain a +2 bonus on attack rolls
If this check succeeds, as a free action you can move to any against this foe for each opponent that threatens you.
square adjacent to your opponent without provoking Talon Shield: To use this option, you must hit the your foe
attacks of opportunity from any opponent. with two attacks that each use one of the preferred one-
handed or light weapons of the Tiger Claw discipline
PERFECT CLARITY OF MIND AND BODY [] (kukri, kama, handaxe, unarmed strike, or claw).
On your next turn, if you fight defensively or use the total
Your mastery of the Diamond Mind discipline allows you defense action, you gain a +2 shield bonus to AC against
to tap into reserves of spiritual and physical strength that that foe (in addition to the normal AC bonus granted by
other warriors cannot imagine using. that action).
Through focus, dedication, and a heightened awareness of
your inner talents, you push yourself beyond your limits.
Prerequisite: Unnerving Calm, base attack bonus +6, SCORCHING SIROCCO []
two Diamond Mind maneuvers. As a student of the Desert Wind, the burning fury of the
Benefit: The Perfect Clarity of Mind and Body feat desert sirocco is at your command.
enables the use of three tactical options. In battle, you call upon its power to burn your enemy and
Coiled Spring: To use this option, you must use the total lend you speed.
defense action and move no more than 5 feet on your turn. Prerequisite: Desert Wind Dodge, base attack bonus +6,
On your next turn, you gain a +30-foor bonus to your land two Desert Wind maneuvers.
speed and a +2 bonus to AC as you burst across the Benefit: The Scorching Sirocco feat enables the use of
battlefield. three tactical options.
You can make a single attack after moving in this round, if Fan the Flames: To use this option, you must deal fire
you dont move more than double your modified speed. damage to a foe.
Expert Mind: To use this option, you must first defeat an On your next turn, you can attempt a DC 20 Tumble check
enemy in a duel of wills (see page 27). as a move action.
On your next turn, you gain a +4 morale bonus on any roll You must be adjacent to the target to use this ability.
you make to disarm, feint, or trip that enemy. If you succeed, your opponent catches fire (DMG 303).
Press the Advantage: To use this option, you must damage, Mark of Fire: To use this option, you must deal fire damage
disarm, or trip an opponent. to a foe with a Desert Wind strike.
On your next turn, you can make a DC 20 Intimidate check On your next turn, you must deal fire damage to that foe
against your opponent as a free action. again and make a DC 20 Spellcraft check.
If this check succeeds, your foe takes a 2 penalty on attack If you succeed, the flames spread across your target,
rolls for 1 round. granting your allies a +2 bonus on attack rolls against her
for 1 round.
Dance of Flames: To use this option, you must move at least
10 feet and initiate a Desert Wind stance.
On your next turn, you gain a +2 bonus on Tumble checks.
432
If you succeed on a Tumble check to avoid an attack of For each melee touch attack that hits, you gain a +5 bonus
opportunity, the opponent whose attack you avoided takes on melee damage roll against that same foe on your next
1d6 points of fire damage as mystical flames twirl around turn.
you. Fight the Horde: To use this option, you must deal damage to
at least two different foes on your turn with melee attacks
SHARDS OF GRANITE [] or Iron Heart strikes.
On your next turn, if you fight defensively or take a 4
Like the great Stone Dragon, you hammer through your penalty on your attack rolls with your Combat Expertise
opponents defenses using raw, brutal strength. feat you have it), you gain a +2 bonus on attack rolls against
Each blow sunders steel, shatters bone, and cleaves through any foe you damaged with a melee attack or Iron Heart
flesh. strike during the previous turn.
With each successive attack you make, you hit with greater
force.
Prerequisite: Stone Power, base attack bonus +6, two SIDEBAR FEATS
Stone Dragon maneuvers.
Benefit: The Shards of Granite feat enables the use of THROW ANYTHING []
three tactical options.
Battering Smash: To use this option, you must make a Originally presented in the Complete Warrior supplement,
successful melee attack using one of the preferred weapons this feat makes any weapon a deadly ranged weapon in your
of the Stone Dragon discipline (greatsword, greataxe, heavy hands.
mace, or unarmed strike) and take a 5 penalty on the Prerequisite: Dex 15, proficiency with weapon, base
attack roll using your Stone Power feat. attack bonus +2.
If you hit, you ignore the targets hardness (if any). Benefit: You can throw a melee weapon you are
Eviscerating Strike: To use this option, you must hit the same proficient with as if it were a ranged weapon.
creature at least two times in the same round using one of The range increment of weapons used in conjunction with
the preferred weapons of the Stone Dragon discipline this feat is 10 feet.
(greatsword, greataxe, heavy mace, or unarmed strike). Normal: You cant throw a melee weapon without taking
On your next turn, you ignore any penalty you take on your a 4 penalty unless it has a range increment (such as a hand
attack roll from your Stone Power feat when making a roll axe or dagger).
to confirm a critical hit.
Unstoppable Onslaught: To use this option, you must make a
successful melee attack using one of the preferred weapons TOME OF MAGIC (3.5)
of the Stone Dragon discipline (greatsword, greataxe, heavy
mace, or unarmed strike), and take a 5 penalty on the
attack roll using your Stone Power feat. PACT MAGIC FEATS
If you hit, your melee attacks against that creature on your
next rum overcomes its damage reduction (if any). BIND VESTIGE []
You know how to make pacts with otherworldly spirits
STORMGUARD WARRIOR [] called vestiges.
The Stormguard Warrior feat encompasses a number of the Benefit: By employing a short ritual, you can contact a
more advanced tactics and techniques you would use as a vestige and make a pact with it.
student of the Iron Heart school. You are treated as a 1st-level binder for this purpose,
Prerequisite: Proficiency with an Iron Heart preferred regardless of your character level.
weapon (bastard sword, dwarven waraxe, longsword, or Thus, only 1st-level vestiges are available to you, and you
two-bladed sword), Ironheart Aura, base attack bonus +6, can bind to only one vestige at a time.
two Iron Heart maneuvers. Furthermore, unlike characters with the soul binding class
Benefit: The Stormguard Warrior feat enables the use of feature, you gain only one power from the vestige you bind,
three tactical options. as given on Table 19: Bind Vestige Feat Abilities.
Channel the Storm: To use this option, you must choose to To contact a vestige, you must draw its unique seal visibly
refrain from making one or more available attacks of on a surface (generally the ground), making the image at
opportunity against a single opponent. least 5 feet across.
On your next turn, you gain a +4 bonus on attack rolls and Drawing a seal requires the ability to mark a surface and 10
damage rolls for each attack that you refrained from consecutive rounds of concentration, and the act provokes
making against the same opponent. attacks of opportunity.
You gain this bonus only against an opponent that you A seal not used within 1 minute of its drawing loses all
refrained from making an attack of opportunity against in potency, and you must draw a new one to contact the
the previous round. vestige.
Combat Rhythm: To use this option, you can choose to make A vestige might also have other requirements for contact, as
melee touch attacks in place of normal melee attacks noted in its entry (see page 18).
against an opponent. Once the seal is drawn, you must perform a ritual, requiring
These touch attacks deal no damage. a full-round action to summon the corresponding vestige.
During this time, you must touch the seal and call out to
the using both its name and its title.
433
The ritual fails if you cannot be heard (for example, if you BIND VESTTGE, IMPROVED []
are within the area of a silence spell).
Otherwise, a manifestation of the vestige appears in the You can bind a wider range of vestiges.
seals space as soon as you finish the ritual. Prerequisite: Bind Vestige.
This image is not the actual vestige; it is merely a figment Benefit: When you bind a vestige using the Bind Vestige
an illusion that cannot harm or be harmed by any creature. feat, you do so as though you were a 5th-level binder.
Creatures that interact with the image or study it carefully Thus, you have access to vestiges up to 3rd level, though
automatically recognize it as illusory. you still can bind only one at a time and gain only one
The summoned image ignores everyone but you, and if you power from it.
fail to address it for 1 round, it disappears whence it came.
The vestige speaks in whatever language you used to call it. DEFENSE AGAINST THE SUPERNATURAL []
To make a pact with your summoned vestige, you must Your in-depth knowledge of supernatural forces grants you
make a binding check (1d20 + your effective binder level + greater ability to resist their effects.
your Cha modifier). Prerequisite: Knowledge (arcana) 2 ranks.
This process requires 1 minute, but you can choose to make Benefit: You gain a +2 insight bonus on saving throws
a rushed binding check as a lull-round action at a 10 made to resist supernatural special attacks.
penalty.
The DC for this check is provided in the description of each
vestige. EMPOWER SUPERNATURAL ABILITY []
You must make your perilous pact alone; others cannot aid You can use a supernatural ability with greater effect than
you in any way. normal.
Whether the binding check succeeds or fails, you gain the Prerequisites: 6 HD, supernatural ability.
power granted by the vestige for 24 hours. Benefit: Once per day, you can empower a supernatural
During that time, you cannot rid yourself of the vestige ability.
unless you possess the Expel Vestige feat. When you use an empowered supernatural ability, all
If you fail the binding check, however, the vestige variable, numeric effects of the supernatural ability are
influences your personality and your actions, and you are increased by one-half.
said to have made a poor pact. An empowered supernatural ability deals half again as
(Specifically, the vestiges presence changes your general much damage as normal, cures half again as many hit
demeanor, and it can force you to perform or retrain from points, affects half again as many targets, and so on as
certain actions. appropriate.
The influence of each vestige is described in its individual Saving throws and opposed rolls (such as the one made
entry). when you cast dispel magic) and supernatural abilities
If your binding check is successful, the vestige has no without random variables are not affected.
control over your actions and does not influence your You must declare use of this feat before you use the ability.
personality. A continuous use ability (such as a gaze attack) can be
In this case, you are said to have made a good pact. empowered for only 1 round.
While under the influence of a vestige, you must adhere to Empowering a supernatural ability does not require a
its requirements to the best of your ability. separate action.
If you are conscious and free-willed and you encounter a An empowered supernatural ability cannot be maximized.
situation in which you cannot or will not refrain from a Special: This feat can be taken multiple times.
prohibited action or perform a required one, you rake a 1 Each time it is taken, you can empower a supernatural
penalty on attack rolls, saving throws, and checks until that ability one additional time per day.
vestige leaves you. You cannot empower a particular use of a supernatural
As long as you are bound to a vestige, you manifest a ability more than once.
specific physical sign of its presence, as given in its entry.
This sign is real, not an illusory or shapechanging effect,
and someone using true seeing perceives it just as it is. ENLARGE SUPERNATURAL ABILITY []
You can hide a sign by mundane or magical means without You can increase the range of a supernatural attack.
penalty. Prerequisites: 4 HD, supernatural ability.
The vestige is bound to your soul by the pact. Benefit: Once per day, you can enlarge a supernatural
It cannot be targeted or expelled by any means except the ability.
Expel Vestige feat, nor can it be suppressed except by an When you use an enlarged supernatural ability, its range
antimagic field or similar effect. increases by 100%.
The Difficulty Class for a saving throw against any You must declare use of this feat before you use the ability.
supernatural powers granted by a vestige is 10 +1/2 your A continuous use ability (such as a gaze attack) can only be
effective binder level + your Cha modifier. enlarged for 1 round.
Special: Characters who have the ability to bind vestiges Enlarging a supernatural ability does not require a separate
through other means (such as the soul binding class action.
feature) cannot take this feat. This feat does not affect the length of a line or a cone, the
If you become a binder alter taking the feat, you lose its diameter of an emanation (such as a gaze attack or frightful
benefit. presence), or the range of any supernatural ability not
defined by distance.
434 Special: This feat can be taken multiple times.
Each time it is taken, you can enlarge a supernatural ability Special: You can take this feat multiple times.
one additional time per day. Its effects do not stack.
You cannot enlarge a particular use of a supernatural ability Each time you take the feat, it applies to a new favored
more than once. vestige (for which you must have a separate Favored
Vestige feat).
EXPEL VESTTGE []
You can expel a vestige to which you are bound before the IGNORE SPECIAL REQUIREMENTS []
duration of its pact with you has expired. The strange constraints that vestiges place on their
Prerequisite: Soul binding. summoning are meaningless to you.
Benefit: Once per day, you can attempt to expel a vestige Prerequisite: Soul binding.
to which you are bound. Benefit: You can ignore the special requirements of
To do so, you must draw its seal and go through the entire vestiges with which you make pacts.
process of summoning it again.
If you succeed on the new binding check, you expel the IMPROVED BINDING []
vestige before it would normally leave you, and you can
summon a different one to replace it if you wish. You are so adept at binding vestiges that you can contact
Regardless of your success or failure in expelling the powerful ones more easily than other soul binders can.
vestige, you take a 10 penalty on your next binding check Prerequisites: Soul binding, Intimidate 4 ranks.
with any vestige, and apply the same penalty on your Benefit: Your effective binder level is 2 higher than
binding check the next time you summon the vestige you normal for the purpose of determining the level of vestige
expelled. you can bind.
Normal: A bound vestige does not leave you until 24 This benefit does not increase your binder level in any
hours have passed since its summoning. other circumstance.
FAVORED VESTIGE []
Choose one vestige to which you have access.
You establish a close, mystical affinity with that spirit.
Prerequisite: Soul binding.
Benefit: Your effective binder level increases by 1 when
you use the abilities granted by your chosen vestige.
Special: You can take this feat multiple times. RAPID PACT MAKING []
Its effects do not stack. Your skill with pact magic lets you bind a vestige extremely
Each time you take the feat, it applies to a new vestige. quickly, even in the heat of combat.
Prerequisites: Soul binding, Intimidate 8 ranks, Expel
FAVORED VESTIGE FOCUS [] Vestige.
Benefit: Once per day, you can bind a vestige as a full-
The supernatural abilities of your favored vestige are more round action.
potent than normal. Normal: Binding a vestige normally requires 1 minute.
Prerequisite: Favored Vestige.
Benefit: The DC of each supernatural ability granted by
your favored vestige increases by 1. 435
RAPID RECOVERY [] Prerequisites: 8 HD, supernatural ability.
Benefit: Once per day, you can widen a supernatural
You can use the abilities of your favored vestige more
ability.
frequently.
When you use a widened supernatural, ability, its area
Prerequisite: Favored Vestige. increases by 100%.
Benefit: You can activate the abilities granted by your Thus, a widened line or cone is double the normal length,
favored vestige once every 4 rounds rather than once every and a widened burst, emanation, or spread has twice the
5 rounds. normal diameter.
You must be bound to the vestige to use its abilities with You must declare use of this feat before you use the ability.
this feat. Widening a supernatural ability does not require a separate
Special: You can take this feat multiple times. action.
Its effects do not stack. Special: This feat can be taken multiple times.
Each time you take the feat, it applies to a new favored Each time it is taken, you can widen a supernatural ability
vestige (for which you must have a separate Favored one additional time per day.
Vestige feat). You cannot widen a particular use of a supernatural ability
more than once.
SKILLED PACT MAKING []
Your strong will serves you well when making pacts with
vestiges.
RECITATION FEATS
Prerequisites: Soul binding, base Will save +4.
Benefit: You gain a +4 bonus on binding checks. RECITATION OF THE FORTIFIED STATE []
This recitation allows you to stand unyielding against the
SUDDEN ABILITY FOCUS [] blows of your enemies.
Prerequisites: Truespeak 9 ranks, ability to speak
One of your special attacks becomes more potent than utterances, must know your own personal truename.
usual.
Benefit: You gain a natural armor bonus equal to one-
Prerequisite: Special attack. third your truenamer level.
Benefit: Once per day, you can increase the save DC of The bonus lasts at least until the beginning of your next
any special ability you haveincluding the special abilities turn, and you can extend it for 1 round by taking the total
granted by a vestigeby 2. defense action.
You can still use the Ability Focus feat normally if you have You can continue taking the total defense action, and
it, and the DC increases stack. gaining the bonus, for up to 1 minute, after which time the
You must declare the use of this feat before you use the effects of the recitation fade unless you repeat the
ability. recitation.
A continuous-use ability (such as a gaze attack) can benefit
from this feat for only 1 round.
Special: This feat can be taken multiple times. RECITATION OF MEDITATIVE STATE []
Each time you take it, you can apply the Sudden Ability This recitation gives you an unparalleled sense of serene
Focus feat one more time per day. calm.
You cannot apply Sudden Ability Focus more than once to Prerequisites: Truespeak 9 ranks, ability to speak
a single use of a special ability. utterances, must know your own personal truename.
Benefit: Successfully making the recitation dispels any
SUPERNATURAL CRUSADER [] fear, rage, despair, or other emotion-based effects on you.
If youre frightened or panicked, this recitation wont help
You are adept at fighting supernatural creatures. you because you wont be able to take the lull-round action
Prerequisite: Knowledge (arcana) 2 ranks. required to make the recitation.
Benefit: You gain a +1 insight bonus on attack rolls and But if youre merely shaken, you can return to an unafraid
weapon damage rolls against a creature with a supernatural state.
special ability.
RECITATION OF MINDFUL STATE []
SUPERNATURAL OPPORTUNIST []
This recitation narrows and focuses your perception so you
You are adept at exploiting a creatures momentary can concentrate on a delicate task at hand.
distraction while it activates its supernatural abilities. Prerequisites: Truespeak 6 ranks, ability to speak
Prerequisite: Supernatural Crusader. utterances, must know your own personal truename.
Benefit: Whenever a creature that you threaten activates Benefit: You gain a competence bonus equal to one-third
a supernatural ability, you can make an attack of your truenamer level on your next skill check using one of
opportunity against that creature. the following skills: Craft, Disable Device, Forgery, Open
This leaf does not give you the ability to make more than Lock, or Sleight of Hand.
one attack of opportunity in a single round.
RECITATION OF THE SANGUINE STATE []
WIDEN SUPERNATURAL ABILITY []
This recitation purges all poisons from your body.
You can increase the area of your supernatural abilities.
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Prerequisites: Truespeak 9 ranks, ability to speak GREATER PATH FOCUS []
utterances, must know your own personal truename.
Choose a path of shadow magic to which you have already
Benefit: If you succeed on your Truespeak check, your
applied the Path Focus feat.
body is purged of all poisons, as if a neutralize poison spell
Your mysteries of that path are now even more potent.
bad been cast on you.
Prerequisite: Path Focus.
Benefit: You function at +1 caster level when casting
RECITATION OF VITAL STATE [] mysteries of the path you select.
This recitation frees your body of disease and sickness. Additionally, add +1 to the Difficulty Class of all saving
Prerequisites: Truespeak 6 ranks, ability to speak throws against mysteries from that path.
utterances, must know your own personal truename. These bonuses stack with those granted by Path Focus.
Benefit: You are rendered free of disease, whether the Special: You can gain this feat multiple times.
sickness has an ordinary or a supernatural origin. Its effects do not stack.
Both active and incubating diseases are affected. Each time you take the feat, it applies to a new path to
which you have applied the Path Focus feat.
SHADOW MAGIC FEATS LINE OF SHADOW [METASHADOW]
You can cast a mystery without line of sight or line of effect
EMPOWER MYSTERY [METASHADOW] to the target.
You can cast mysteries to greater effect. Prerequisite: Any two metashadow feats.
Prerequisites: Any metashadow feat. Benefit: Once per day, you can apply this feat to a
Benefit: Once per day, you can apply the effect of the mystery which enables it to affect a target even if you do
Empower Spell feat to any mystery you cast. not currently have line of sight or line of effect.
All variable, numeric effects of an empowered mystery The target must still be within the spells maximum range,
increase by one-half. and you must have had line of sight and line of effect
Casting an empowered mystery is a full-round action. within a number of rounds equal to your Intelligence
Special: You can take this feat multiple times. modifier.
The target gains a bonus on his save, if any, equal to the
ENLARGE MYSTERY [METASHADOW] number of rounds since you had line of sight or effect.
You cannot apply this feat to any mystery that requires a
You can cast mysteries farther than normal. touch or ranged touch.
Benefit: Once per day, you can alter a mystery with a Casting a mystery with Line of Shadow is a full-round
range of close, medium, or long to increase its range by action.
100%. Normal: You must have line of effect or line of sight to
This functions in most respects as the Enlarge Spell teat. target a creature or object with a mystery or spell.
Special: You can take this feat multiple times. Special: You can take this feat up to four rimes.
To take it a second time, you must have five metashadow
EXTEND MYSTERY [METASHADOW] feats.
You can cast mysteries that last longer than normal. To take it a third time, you must have eight metashadow
Benefit: Once per day, you can apply the effect of the feats.
Extend Mystery feat to any mystery you cast. To take it a fourth time, you must have eleven metashadow
An extended mystery lasts twice as long as normal. feats.
Casting an extended mystery is a full-round action.
Special: You can take this feat multiple times. MAXIMIZE MYSTERY [METASHADOW]
You can cast mysteries to maximum effect.
FAVORED MYSTERY [] Prerequisite: Any two metashadow teats.
The mystery you choose becomes easier to cast. Benefit: Once per day, all variable, numeric effects of a
Prerequisite: Ability to cast mysteries. mystery modified by this feat are maximized.
This functions in most respects as the Maximize Spell teat.
Benefit: Choose a mystery you know.
Casting a maximized mystery is a full-round action.
You cast that mystery as a supernatural ability instead of a
spell-like ability, or as a spell-like ability instead of as a spell. Special: You can take this feat up to four times.
If you choose a mystery that you cast as a supernatural To take it a second time, you must have five metashadow
ability, or if you later gain the ability to cast that mystery as feats.
a supernatural ability, you gain an extra use of that mystery To take it a third time, you must have eight metashadow
per day. feats.
This feat does not otherwise increase the number of times To take it a fourth time, you must have eleven metashadow.
per day that you can cast the chosen mystery.
Special: You can take this feat multiple times. NOCTURNAL CASTER []
When you take the feat again, you can choose to affect the You are empowered by darkness, making your abilities
same mystery or a different one. stronger at night.
Prerequisite: Ability to cast mysteries or a spell with the
darkness descriptor. 437
Benefit: Choose one path of mysteries or school of magic SHADOW FAMILIAR []
to which you have access.
At night, the save DC of all associated mysteries or spells Noctumancers developed this feat in order to gain a
mystical companion.
increases by +1.
This bonus stacks with similar bonuses, such those from Prerequisite: Shadowcaster level 3rd.
the Path Focus or Spell Focus feats. Benefit: You can obtain a familiar in the same manner as
The ambient light is irrelevant, nor does it matter if you can a sorcerer or wizard, but it possesses the dark template.
see the sky. As with a sorcerer or wizard, obtaining a familiar takes 24
Only the actual time of day matters. hours and uses up magic materials worth 100 gp.
Special: You can gain this feat multiple times, but its For the purpose of determining familiar abilities that
effects do not stack. depend on your arcane caster level, your levels in all classes
Each time you take the feat, it applies to a new school or that allow you to cast mysteries or arcane spells stack.
path. Special: If you gain access to an alternative familiar, such
as through the Improved Familiar feat, it also gains the dark
template.
PATH FOCUS []
Choose a path of shadow magic, such as Touch or Twilight. SHADOW REFLECTION []
Your mysteries of that path are more potent than normal.
Benefit: You function at +1 caster level when casting Your shadow flickers and moves in an aggressive,
mysteries of this path. independent manner, enabling you to avoid some attacks of
Additionally, add +1 to the DC of all saving throws against opportunity.
mysteries from this path. Prerequisites: Shadowcaster level 3rd, ability to cast the
Special: You can gain this feat multiple times. dancing shadows or the clinging darkness mystery.
Its effects do not stack. Benefit: A foe that makes an attack of opportunity against
Each time you take the feat, it applies to a new path. you has a 50% miss chance.
Special: Opponents that do not rely on sight ignore the
miss chance.
QUTCKEN MYSTERY [METASHADOW]
You can cast a mystery with a moments thought. SHADOW VISION []
Prerequisite: Any three metashadow feats.
Benefit: Once per day, you can cast a mystery as a swift Your senses grow so attuned with shadow that you gain a
action. limited ability to see in natural and magical darkness.
This feat functions in most respects as the Quicken Spell Prerequisites: Wis 15, ability to cast the bend
feat. perspective or truth revealed mystery.
Special: You can take this feat up to three times. Benefit: As long as you are in shadowy illumination or
To take it a second time, you must have seven metashadow darkness, you can take a move action to sense the number
feats. of creatures within 20 feet that are also within shadowy
To take it a third time, you must have eleven metashadow illumination or darkness and the direction to each one.
feats. You cannot pinpoint the location of any creature with this
feat.
REACH MYSTERY [METASHADOW]
STILL MYSTERY [METASHADOW]
You can cast touch-range mysteries without touching the
target. You can cast mysteries without gestures.
Prerequisite: Any metashadow feat. Benefit: A stilled mystery can be cast with no somatic
Benefit: Once per day, you can cast a mystery that components.
normally has a range of touch at any target within 30 feet. This also prevents your shadow from making gestures that
The mystery effectively becomes a ray, so you must succeed differ from your own during casting.
on a ranged touch attack to bestow the mystery upon the Because mysteries activated as spell-like and supernatural
recipient. abilities have no somatic components, this feat is useful
only with mysteries cast as arcane spells.
Special: You can take this feat multiple times.
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Special: You can take this feat more than once.
TRUENAME FEATS
OBSCURE PERSONAL TRUENAME []
EMPOWER UTTERANCE []
Truenames are notoriously difficult to pronounce, but
Your utterances have more powerful effects. yours is harder than most.
Prerequisites: Truespeak 9 ranks, ability to speak Benefit: The DC to speak your personal truename
utterances. increases by 4 (this stacks with the +2 bonus that normally
Benefit: If the utterance is successful, all the variable applies to a DC to speak a personal truename).
numeric effects of the utterance are increased by one-half. Your normal truenamethe one a truenamer would use if
Saving throws and opposed rolls are not affected, nor are he didnt know your personal truenameis unaffected by
spells without random variables. this feat.
An empowered utterance has a Truespeak DC 10 higher In addition, those attempting to research your personal
than normal. truename find doing so much more difficult.
The DC of any check made to research your personal
ENLARGE UTTERANCE [] truename increases by 4.
You can project the power of an utterance to a greater Normal: The Truespeak DC to say a personal truename is
distance. 15 + (2 CR) + 2.
Prerequisites: Truespeak 6 ranks, ability to speak
utterances. PERSONAL TRUENAME BACKLASH []
Benefit: If the utterance is successful, you can increase its Your personal truename is so charged with magic power
range by 100%. that those who fail to speak it properly are warped by reality
For most utterances, this means the range becomes 120 run amok.
feet. Prerequisites: Obscure Personal Truename, 15 Hit
This feat has no effect on utterances with a range of touch. Dice.
An enlarged utterance has a Truespeak DC 5 higher than Benefit: Whenever a creature fails by 5 points or more in
normal. an attempt to speak your personal truename, it immediately
rakes 1d6 points of damage for every Hit Die you have.
EXTEND UTTERANCE [] Normal: The consequence for failing a Truespeak check
Your utterances have a more lasting effect on the universe. to say someones personal truename is that the utterance,
Prerequisites: Truespeak 6 ranks, ability to speak truename spell, or other ability tails as well.
utterances.
Benefit: An extended utterance lasts twice as long as QUICKEN UTTERANCE []
normal. You can speak an utterance with just a moments thought.
An utterance with a duration of concentration or Prerequisites: Truespeak 12 ranks, ability to speak
instantaneous is not affected by this feat. utterances.
An extended utterance has a Truespeak DC 5 higher than Benefit: Speaking a quickened utterance is a swift action.
normal. You can perform another action, even speaking another
utterance, in the same round as you speak a quickened
FOCUSED LEXICON [] utterance.
Your utterances have greater effect against a certain type of A quickened utterance has a Truespeak DC 20 higher than
creature. normal.
Prerequisites: Truespeak 6 ranks, ability to speak
utterances. TRUENAME REBUTTAL []
Benefit: When you take this feat, choose a creature type You are particularly good at negating other truenamers
(such as aberrations or monstrous humanoids). power with well-chosen truenames.
The DCs of your utterances are increased by 1 whenever Prerequisite: Ability to speak utterances.
you use them against creatures of the chosen type. Benefit: You gain a +4 bonus on Truespeak checks made
Special: You can take this feat more than once. to counter or dispel the utterances of other truespeakers.
Its effects do not stack. Normal: Countering and dispelling attempts use opposed
Each time you take this feat, it applies to a new creature Truespeak checks between the original truenamer and the
type. one trying to end the utterance.
TUNNELRUNNER [GENERAL]
You can move naturally in the cramped quarters of caves
and tunnels.
Prerequisite: Chitine or grimlock.
Benefit: You ignore the speed reduction for hampered
movement when moving in a narrow space (an area smaller
than but at least one-half of your space) or a low space (an
area shorter than but at least one-half of your height).
You also retain your Dexterity bonus to your Armor Class.
If the space is both narrow and low, you function as if only
one of those conditions applied.
Normal: In a narrow or low space, a creature without this
feat is reduced to one-half normal speed and loses its
Dexterity bonus to Armor Class.
In a space that is both narrow and low, speed is reduced to
one-quarter normal.
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Prerequisite: Craft (bowmaking) 6 ranks.
Benefit: You gain 100 craft points.
You may use craft points to create a masterwork ranged
weapon or masterwork ammunition.
You may spend your craft points to build ranged weapons
or ammunition at a rate of 1 craft point per 10 gp of market
value of the finished item, even without taking the
requisite creation time at work on the item.
Normal: Characters without this feat can only craft
nonmasterwork ranged weapons.
CONDUCTIVITY [SPELLTOUCHED]
You have crude control over electricity effects near you.
Prerequisite: Exposure to call lightning, lightning bolt, or
chain lightning spell.
Benefit: Whenever you take damage from an electricity
effect, you may send a line of electricity arcing from your
body at any single target within 30 feet.
This bolt deals half the damage you just took; a Reflex save
(DC 16 + your Cha modifier) halves this damage.
SIDEBAR FEATS
EPIC LEGACY [EPIC, LEGACY]
You unlock an epic ability of a specific item of legacy.
Prerequisites: Character level 21st, Least Legacy, Lesser
Legacy, Greater Legacy, design (or learn) and perform the
epic ritual associated with the chosen item.
Benefit: Choose one legacy item.
You can make use of its epic legacy ability available to your
character level.
Special: You can gain this feat multiple times.
Each time you take the feat, you must perform the
associated epic ritual.
The ritual can be completed up to 30 days before or after
you choose the feat.
Unlike nonepic legacy feats, Epic Legacy is not granted as a
bonus feat on completion of an epic legacy ritual.
It must be selected like any other feat.
MONKEY GRIP []
You are able to use a larger weapon than other people your
size.
Prerequisite: Base attack bonus +1.
Benefit: You can use melee weapons one size category
larger than you are with a 2 penalty on the attack roll, but
the amount of effort it takes you to use the weapon does not
change.
For instance, a Large longsword (a one-handed weapon for
a Large creature) is considered a two-handed weapon for a
Medium creature that does not have this feat.
For a Medium creature that has this feat, it is still
considered a one-handed weapon.
You can wield a larger light weapon as a light weapon, or a
larger two-handed weapon in two hands.
You cannot wield a larger weapon in your off hand, and you
cannot use this feat with a double weapon.
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Prerequisites: Improved Unarmed Strike, Power
Attack, Roundabout Kick, Flying Kick, Fists of Iron,
MARTIAL ART STYLE Deflect Arrows, 5 or more ranks in Jump and Tumble.
Benefit: You gain a +10 competence bonus on Balance,
Jump, and Tumble checks.
MASTERY ABILITIES THE GENTLE WAY MASTERY []
You have mastered the martial arts style of The Gentle
ORIENTAL ADVENTURES Waya soft form emphasizing throws and movement.
Prerequisites: Improved Unarmed Strike, Dodge,
(3.0) Improved Trip, Defensive Throw, Combat Reflexes, Great
Throw, 6 or more ranks in Tumble.
Benefits: Once per day, you can make yourself
EMPTY HAND MASTERY [] unmovable.
You automatically win an opposed Strength check when an
You have mastered the martial arts style of Empty
opponent attempts to bull rush you.
Handa hard form emphasizing strikes with the hand.
A creature with the improved grab ability must move into
Prerequisites: Improved Unarmed Strike, Power your space to grapple you, since it cannot pull you into its
Attack, Fists of Iron, Sunder, Eagle Claw Attack, Ki Shout, 4 space.
or more ranks in Bluff.
No spell or other effect can force you to move.
Benefit: Your unarmed damage increases by one die type, If you become frightened or panicked, you suffer the full
as if you were one size category larger than you are. effect of the fear but do not run away.
You cannot move, even to make a 5-foot step, while this
ability is in effect.
This ability lasts for 1 round per level, but you can end it at
any time.
The deity can use its Alter Size ability simultaneously along
with this one to become taller, shorter, thinner, or heavier.
ALTER FORM [] Suggested Portfolio Elements: Nature, secrets,
The deity can make minor changes to its appearance and thieves.
form.
This is an extraordinary ability.
Prerequisite: Alter Size salient divine ability. ALTER REALITY []
Benefit: As a move-equivalent action, the deity can alter The deity can change reality to suit itself.
its form, including clothing and equipment. Prerequisite: Cha 29.
The assumed form must be corporeal. Benefit: This ability is similar to the wish spell.
The deitys body can undergo a limited physical The deity merely thinks of something and then makes it so.
transmutation, including adding or subtracting one or two Doing this requires at least a standard action.
limbs. Notes: The deity can duplicate any spell of 9th level or
If the form selected has wings, the deity can fly. lower as a standard action.
Likewise, the deity can swim if the form has fins, breathe The duplicated spell has no material or XP component, and
water if the form has gills, and so on. the DC of its saving throw (if one is allowed) is 20 + the
The deity can remain in the altered form indefinitely, but deitys rank + the deitys Charisma modifier.
resumes its own form if slain. The deity also can duplicate a spell with any metamagic feat
Notes: The deitys attack bonus, Armor Class, and saves do (so long as the metamagic feat is available to characters of
not change. 20th level or lower).
The deity does not gain any of the assumed forms special This use of the ability requires the deity to rest for 1 round
abilities, attack forms, defenses, ability scores, or for each level that the feat would normally add to the spell.
mannerisms. It still takes a standard action to use this ability, so there is
The deity can change physical qualities (such as hair color, no point in using the ability to duplicate a quickened spell.
hair texture, skin color, and gender). The deity can render a magical or supernatural effect
The deity can use this ability to create disguises, gaining a permanent.
bonus of +10 on its Disguise checks.
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The rest requirement varies with the effect: 10 minutes per
level of the effect times the number of subjects affected, 10 ALTER SIZE []
minutes per total Hit Dice of creatures affected, or 10 The deity can change size.
minutes per 10-foot cube affected. Benefit: As a free action, the deity can assume any size
Use the highest applicable value. from Fine to Colossal.
The deity can create temporary, nonmagical objects. The deity also can change the size of up to 100 pounds of
This works like the Create Object ability (including the objects it touches.
required rest period), except that the items last one day per If the deity has a familiar, personal mount, or personal
rank. intelligent weapon, the creature can change size with the
The deity also can create permanent nonmagical objects as deity if the deity touches it, but its weight counts against
if using the Create Object ability except that all rest the deitys weight limit.
requirements are doubled and there is no reduction in rest This is a supernatural ability.
time for being on an Outer Plane or in the deitys own Notes: This ability allows the deity to assume any
realm. proportions from the size of a grain of sand up or as much
The deity can create temporary magic items or creatures. as 1,600 feet tall.
This works like the Divine Creation ability (including the A radical change in size can have great impact on the deitys
required rest period), except that the items or creatures combat ability.
created last 1 hour per rank. The deitys Strength, Armor Class, attack bonus, and
This ability cannot create permanent magic items or damage dealt with weapons changes according to the size
creatures. the deity assumes, as shown on the accompanying tables.
The deity can reshape a landscape, creating any type of The deitys Strength score can never be reduced to less than
terrain the deity can imagine. 1 through this ability.
Each 10-foot cube of material to be reshaped requires 1 Also note that use of this divine ability does not affect all
round of effort, and the deity must rest for one day per 10- the deities characteristics (such as Dexterity, Constitution,
foot cube shaped after the work is completed. etc.).
Suggested Portfolio Elements: Any. Suggested Portfolio Elements: Any.
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Notes: This ability gives the deity access to every spell on
the sorcerer/wizard spell list, provided that the deity has
ANNIHILATING STRIKE [] sufficient wizard levels and a sufficient Intelligence score
Any physical attack the deity makes can destroy a foe to cast them.
outright. The deity also can invent new sorcerer/wizard spells
Prerequisites: Divine rank 11, base attack bonus +20, without researching them.
Str 25. Suggested Portfolio Elements: Knowledge, magic.
Benefit: When the deity strikes with a weapon or natural
weapon, the opponent struck might be obliterated.
Creatures, attended objects, and magic items must make AREA DIVINE SHIELD []
Fortitude saves (DC 20 + the deitys rank + the damage The deity can use part of its personal energy as a barrier that
dealt) or be reduced to 10 hit points and killed outright. protects against almost any attack.
Unattended, nonmagical objects are obliterated. Prerequisites: Divine rank 6, Cha 29, Divine Shield
The deity can destroy up to 1,000 cubic feet (a 10-foot cube) salient divine ability.
of nonliving matter per rank, so the ability destroys only Benefit: Except where noted here, this ability works like
part of any very large object or structure targeted. the Divine Shield ability.
Notes: Deities with a rank equal to or greater than the The deity produces a transparent barrier whose area is up to
attacking deity are not subject to this ability. one 10-foot square per rank, or a sphere or hemisphere with
This ability has no effect on objects or effects that are not a radius of up to 1 foot per rank.
subject to physical attacks, such as walls of force. The barrier can be placed anywhere within the deitys line
Suggested Portfolio Elements: Death, justice, of sight.
vengeance, war. The deity can place the barrier so that it is mobile with
respect to some unattended object or willing creature (such
as the deity itself).
ARCANE MASTERY [] The barrier can be adjusted to ignore certain types of
The deity can prepare wizard spells without consulting a damage, just as a divine shield can.
spellbook. If the deity makes the shield mobile with respect to a
Prerequisites: Spellcaster level 1st, Int 29, Spell willing creature, the deity also can make the barrier one-
Mastery. way with respect to the creature and its allies, allowing
Benefit: The deity can prepare any wizard spell that it can them to attack through the shield and still use its
cast without using a spellbook. protection.
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Notes: The deity can shape the shield around itself or This decrease in divine rank affects many of the avatars
around a willing creature so that it is skintight, which statistics and abilities, including bonuses to attack rolls,
prevents the subject from being touched. damage, saves, checks, and Armor Class, damage reduction,
Suggested Portfolio Elements: Mercy, protection. resistances, number of salient divine abilities and bonus
salient divine abilities, uses per day of domain powers,
saving throw DCs against spell-like abilities, range of
AUTOMATIC METAMAGIC [] senses, automatic actions, magic items it can create, and
The deity can apply a particular metamagic feat to spells it extent of divine aura.
can cast or to spell-like abilities it knows with no spell slot The deitys ability scores, speed, class levels, and Hit Dice
adjustment. are unchanged.
Prerequisite: Spellcaster level 1st. Divine Abilities: The avatar has salient divine abilities
Benefit: The deity chooses one metamagic feat. according to its own divine rank.
As a free action, the deity can apply the selected feat to the The deity chooses which of its abilities the avatar has when
spells from any one spellcasting class the deity has or to its creating the avatar.
spell-like abilities. The avatar cannot have a salient divine ability that is not
A spell altered by the use of this ability does not use up a available to a deity of its own rank, nor can it use a salient
higher-level slot. divine ability if it doesnt meet the prerequisites.
Notes: The deity must obey all the limitations normally An avatar cannot have the Avatar or Possess Mortal salient
associated with the metamagic feat. divine abilities.
For example, a deity using Automatic Metamagic (quicken An avatar does not have any remote sensing or remote
wizard spells) could cast only one quickened wizard spell communication powers.
each round. Suggested Portfolio Elements: Any.
Any metamagic feat selected cannot have a level
requirement of 21st or higher. BANESTRIKE []
Feats that depend on making the spells level higher, such
as Heighten Spell, do not work with this ability. Any weapon the deity wields works better against one type
A deity can have this ability multiple times, choosing a of foe.
metamagic feat and either a spellcasting class or spell-like Prerequisite: Base attack bonus +20.
abilities to which the ability will apply each time. Benefit: The affected weapon gains a bonus of +4 on
Suggested Portfolio Elements: Knowledge, magic. attack rolls, and it deals an extra +4d6 points of damage
against the designated foe.
The bonus and extra damage stack with any other
AVATAR [] properties the weapon has.
The deity can use some of its own energy to create a Notes: The deity selects one kind of enemy from the list
duplicate of itself. below.
Prerequisites: Divine rank 6, Cha 29.
Benefit: An avatar serves as a deitys alter ego, effectively
allowing the deity to be in two or more places at the same
time.
An avatar is an extension of a deity.
The deity senses and knows everything the avatar senses
and knows and vice versa.
Each avatar counts as a remote location where the deity is
sensing and communicating.
A lesser deity can have up to five avatars at once, an
intermediate deity can have up to ten, and a greater deity
can have up to twenty avatars at once. The ability functions only when the deity personally
It takes a deity one year to create an avatar or replace a attacks with a melee weapon or ranged weapon.
destroyed avatar. The deity can apply the Banestrike ability to any weapon or
The process does not require any special effort on the natural weapon, but not to a spell, spell-like ability,
deitys part; the deity simply starts the process and lets it supernatural ability, or divine ability.
run its course. A deity can have this ability multiple times, choosing a
An avatar must be created in the deitys own realm. different kind of foe each time.
If the deity has the Divine Creation salient divine ability, The deity can imbue only one bane special ability to a
the deity can use it to create a new avatar anywhere. weapon at a time and can change among them once a round
However, the deity must rest afterward as noted in the as a free action.
Divine Creation ability description. Suggested Portfolio Elements: Death, justice,
An avatar is a less powerful version of a deity, created by vengeance, war.
modifying the deitys statistics, that has the following
characteristics.
Divine Rank: The avatars divine rank is half that of the deity BATTLESENSE []
(round down). The deity is nearly impossible to surprise, flank, or catch
flat-footed.
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Benefit: The deity cannot be surprised or flanked except Suggested Portfolio Elements: Agriculture, earth,
by a deity of higher rank. fertility.
The deity retains its Dexterity bonus to Armor Class even if
caught flat-footed or attacked by an invisible opponent, and
is not subject to sneak attacks except by deities of higher CONTROL CREATURES []
rank. The deity can dominate and control the actions of a specific
Notes: If the deity has the uncanny dodge class feature, kind of creature.
this ability replaces it. Benefit: The deity can command some kind of creature as
Suggested Portfolio Elements: War. noted in the deitys description.
This ability is similar to the dominate monster spell, but it is
not a mind-affecting ability (the deity seizes direct control
CALL CREATURES [] over the creatures body).
The deity can bring creatures to serve and aid it. Each day the deity can attempt to control a number of
Benefit: The kind of creature the deity can call is noted in creature equal to its divine rank.
the deitys description. The deity can attempt to take control of that number all at
Each creature called can have no more Hit Dice than the once, or in smaller numbers.
deity has divine ranks, and the deity cannot have more All creatures to be affected must be within the deitys line
creatures serving it at any given time than the deity has of sight when first affected.
ranks. Once control is established, distance is not a factor and the
The creatures are transported to the deitys presence deity can maintain control remotely, even across planes and
through an interdimensional connection similar to that through wards or barriers (except divine shields and
created by a gate spell, except that it opens to the Material warding spells cast by deities of higher rank than the deity
Plane. using the ability).
The creatures willingly serve to the best of their ability. The subject is allowed a Will save (DC 10 + the deitys rank
The calling effect is otherwise similar to the calling + the deitys Charisma modifier) to resist and is allowed a
property of the gate spell. new save if the deity commands the subject to do
Notes: A deity can have this ability multiple times, something against its nature.
choosing a different kind of creature each time. At any given time, the deity cannot have more creatures
Suggested Portfolio Elements: Any. under its control than 10 times its divine rank.
If the deity already has the maximum number of creatures
under its control, it can still attempt to take control of other
CLEARSIGHT [] creatures, but must first release one or more creatures
The deity can perceive reality despite appearances. already under its control.
Prerequisites: Divine rank 6, Wis 29. For example, a deity with a divine rank of 15 can attempt to
Benefit: The deity can see illusions, transmuted creatures control fifteen creatures each day and up to fifteen
and objects, and disguised creatures or objects for what creatures at once.
they really are, provided they are within 10 feet per divine The deity can have up to one hundred fifty creatures under
rank of the deity. its control at any govern time.
This ability is similar to the true seeing spell, except that it If the deity already has one hundred fifty creatures under
does not reveal creatures alignments and it does foil its control, it must release at least one to use this ability on a
mundane disguises. new creature.
Suggested Portfolio Elements: Knowledge, truth. Notes: A deity can have this ability multiple times,
choosing a different kind of creature each time.
Suggested Portfolio Elements: Any.
COMMAND PLANTS []
The deity can control plants and plant creatures. CRAFT ARTIFACT []
Benefit: The deity can make plants grow in a radius of up
to one mile per divine rank once per day. The deity can make magic items that exceed mortal limits.
The deity can use this ability even in a place where no Prerequisites: Craft Magic Arms and Armor, Craft Rod,
plants grow (such as the middle of a desert), though in this Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring,
case the plants wither and die after one day. Scribe Scroll.
This ability works like the plant growth spell, except that it Benefit: The deity can craft magic arms and armor, staffs,
cannot be countered except by a deity of higher rank than wands, wondrous items, rings, and scrolls that exceed the
the deity using the ability. normal limits for such items (as stated in the DUNGEON
Also once per day, the deity can charm plant creatures, MASTERs Guide).
animate plants, or make them entangle its foes. For instance, the deity could create a magic sword with an
This ability functions like the command plants spell, except enhancement bonus higher than +5, a staff that allows the
that its maximum duration is one day no matter which use of spells of higher than 9th level, a cloak of Charisma
option the deity chooses. with an enhancement bonus higher than +6, and so on.
At any one time, the deity can charm a number of plant More information on such items can be found in the Epic
creatures equal to its divine rank with this ability, Level Handbook.
regardless of Hit Dice. Suggested Portfolio Elements: Crafts, knowledge,
magic.
461
Benefit: The deity gains a competence bonus on attack
CREATE GREATER OBJECT [] rolls, damage, and Armor Class equal to its divine rank if
The deity can create complex objects out of nothing. both the deity and its foe are airborne.
Prerequisites: Divine rank 11, Int 29, Create Object The deity can fly with perfect maneuverability.
salient divine ability. When flying, the deity can automatically know the location
Benefit: As a full-round action, the deity can create of any corporeal creature within 10 feet per divine rank, by
objects weighing up to 100 pounds per divine rank, or with sensing the disturbance in the air the creature causes.
a volume of 20 cubic feet per rank. Suggested Portfolio Elements: Air, wind.
If the deity uses this ability on a divinely morphic plane or
within its own godly realm, double the volume and weight
the deity can create. DIVINE ARCHERY []
If the deitys realm is located on a divinely morphic plane, The deity is the epitome of the archer, with abilities that
triple the volume and weight the deity can create there. surpass those of mortal archers.
Notes: This ability works like the Create Object ability, Prerequisites: Base attack bonus +20, Dex 29, Point
except as noted below. Blank Shot, Far Shot.
A deity can use this ability to create any kind of nonmagical Benefit: The deity can fire a ranged weapon at any target
object. within line of sight and within range of the deitys personal
Rest: The deity must convert a considerable amount of its senses.
own energy into the object, which can leave the deity No range increment applies to the attack.
impaired. The deity does not incur any attacks of opportunity for
The deity can create an object with a value of up to 100 gp firing a bow when threatened.
without impairment. As a full-round action, the deity may fire an arrow at her
For every additional 100 gp of value (or fraction of 100 gp), full base attack bonus at each opponent within 10 feet per
the deity must rest for 10 minutes. divine rank.
If the deity is creating an item on a divinely morphic plane The deity must have the Weapon Focus feat with the type
or within its own godly realm, it can create a 200 gp item of bow she uses to perform this attack.
without resting. When shooting a ranged weapon, the deity can ignore any
If the deitys realm is located on a divinely morphic plane, it cover bonus to the targets AC or any miss chance conferred
can create a 300 gp item there without having to rest. by the targets concealment.
Suggested Portfolio Elements: Crafts, creation. Suggested Portfolio Elements: Archers, war.
467
targeted at creatures within the area, or if their paths take
them through the area).
DIVINE SPLENDOR [] In addition, the force expels creatures whose alignment on
The deitys mere proximity is fatal to mortals. the ethical (lawful-chaotic) axis is opposite the deitys.
Prerequisites: Divine rank 16, Cha 26. If the deitys ethical alignment is neutral (neutral good or
Benefit: Any mortal who approaches within 10 feet per neutral evil), the force does not expel any creatures.
divine rank of the deity in its natural form dies Affected creatures in the area must make Fortitude saves
immediately, with no saving throw. (DC 10 + the deitys Charisma modifier + the deitys divine
Suggested Portfolio Elements: Supreme. rank) or be picked up and thrown out, regardless of size.
Such creatures suffer 1d6 points of damage for each 10 feet
they travel.
DIVINE STORM [] Creatures that make successful saves are not affected by the
The deity can create a vortex of force that protects the deity vortex for one day, although the vortex still stops their
and harms those of an alignment different from the deitys. thrown weapons and projectiles.
Prerequisite: Divine rank 11. Creatures that fail their saves can attempt to reenter the
Benefit: The deity can surround itself with a vortex of area, but must attempt new saves.
holy or unholy force that manifests in different forms The force damages creatures whose alignment on the moral
depending on the deity. (good-evil) axis is opposite the deitys.
The vortex extends from the deity in an emanation with a If the deitys moral alignment is neutral (lawful neutral or
radius of 10 feet per divine rank. chaotic neutral), the force does not damage any creatures.
The effect stops attacks with thrown weapons and Affected creatures in the area must make Fortitude saves
projectiles (they fail if made by creatures inside the area, or (DC 10 + the deitys Charisma modifier + the deitys divine
468
rank) each round or suffer 1 point of holy damage per
divine rank. DIVINE WEAPON MASTERY []
A successful save negates the damage, but the creature must The deity is exceptionally proficient with weapons.
save again the next round if it is still within the area. Prerequisites: Fighter level 20th, War domain.
Creatures whose alignment is diametrically opposed to the Benefit: The deity receives the benefits of the Weapon
deitys are subject to both effects. Focus, Weapon Specialization, and Improved Critical feats
For example, Heironeouss storm of justice expels chaotic when wielding any simple or martial weapon.
creatures, damages evil creatures, and both expels and Suggested Portfolio Elements: War.
damages chaotic evil creatures.
Hextors storm of pain expels chaotic creatures, damages
good creatures, and has both effects on chaotic good DIVINE WEAPON SPECIALIZATION []
creatures. The deity deals tremendous damage with one kind of
Pelors sunstorm damages evil creatures. weapon.
Suggested Portfolio Elements: War. Prerequisites: Base attack bonus +20, Divine Weapon
Focus salient divine ability with the selected weapon.
Benefit: This ability works like the fighters Weapon
DIVINE WATER MASTERY [] Specialization feat, except that the deity receives a bonus on
The deity has mastery over water. damage with the weapon equal to its divine rank.
Prerequisites: Water domain. Notes: If the selected weapon is a ranged weapon, the
Benefit: The deity gains a competence bonus on attack, extra damage applies against any target the deity can see.
damage, and Armor Class equal to its divine rank if both the The damage bonus from this ability stacks with the damage
deity and its foe are touching the same body of water. bonus from the Divine Weapon Mastery ability and the
The deity gains a swim speed commensurate with its size Weapon Specialization feat.
(see Divine Characteristics). A deity can have this ability multiple times, choosing a
At will, as a full-round action, the deity can create a different kind of weapon each time.
devastating tidal wave of water. Suggested Portfolio Elements: War.
On land, the wave has effects similar to a flash flood:
Creatures caught in the water must make a Fortitude save
(DC 15). ENERGY BURST []
Large or smaller creatures that fail the save are swept away, The deity can create a blast of damaging energy.
taking 1d6 points of subdual damage per round (1d3 points Benefit: The deity can create an emanation of a specific
on a successful Swim check against DC 20). type of energy (acid, cold, electricity, fire, or sonic energy,
Huge creatures that fail are knocked down, while specified in the deitys description) with a radius of 10 feet
Gargantuan and Colossal creatures are checked. per divine rank.
(See the Weather Hazards section in Chapter 3 of the Anything in the area takes 1d8 points of the appropriate
DUNGEON MASTERs Guide). energy damage per divine rank.
The wave destroys all wooden buildings and 25% of the Damage is halved for those who make successful saving
stone buildings it comes into contact with. throws (Reflex for acid, cold, electricity, or fire, or Fortitude
At sea, the tidal wave capsizes ships and crushes them to for sonic energy; DC 10 + the deitys divine rank + the
splinters. deitys Constitution modifier).
The wave affects a number of miles of coastland up to the Notes: A deity can have this ability multiple times,
deitys divine rank. choosing a different type of energy each time.
When touching water, the deity can automatically sense Suggested Portfolio Elements: Nature.
the location of anything within 10 feet per divine rank that
is in contact with the same body of water.
Suggested Portfolio Elements: Water. ENERGY STORM []
The deity can create a vortex of swirling energy that
DIVINE WEAPON FOCUS [] protects it and damages those who touch the vortex.
Prerequisite: Divine rank 11.
The deity is particularly adept with one kind of weapon. Benefit: The deity can surround itself with a vortex of
Benefit: This ability works like the Weapon Focus feat energy (acid, cold, electricity, fire, sonic, positive, or
except that the deity receives a bonus of +4 on attacks with negative energy, specified in the deitys description).
the weapon. The vortex extends from the deity in an emanation with a
Notes: This bonus stacks with the divine rank bonus radius of 10 feet per divine rank.
deities get on attack rolls, and with the Divine Weapon The effect stops attacks with thrown weapons and
Mastery salient divine ability. projectiles.
It also stacks with the Weapon Focus feat. Such attacks fail if made by creatures inside the area, or
A deity can have this ability multiple times, choosing a targeted at creatures within the area, or if their paths take
different kind of weapon each time. them through the area.
Suggested Portfolio Elements: War. Energy storms that use acid, cold, electricity, fire, or sonic
energy deal 1 point of energy damage and 1 point of holy
damage per divine rank each round.
469
Positive energy deals 1 point of damage per divine rank to It can affect up to one creature per divine rank at once, but
undead creatures, and heals the same amount of damage on no more than one creature per divine rank each day.
living creatures. All must be within the deitys line of sight when first
Negative energy deals 1 point of negative energy per divine affected.
rank to living creatures, and heals the same amount of Subjects can attempt Fortitude saves (DC 10 + deitys
damage on undead creatures. Charisma modifier + deitys divine rank).
Notes: A deity can have this ability multiple times, Creatures who fail their saves become fatigued (see the
choosing a different type of energy each time. Players Handbook) and their speed is reduced by half.
Suggested Portfolio Elements: Fire, storms. Furthermore, any mount or vehicle they ride is likewise
slowed.
The effect lasts one day.
EXTRA DOMAIN [] Suggested Portfolio Elements: Travel.
The deity gains an extra domain.
Prerequisite: Divine rank 6.
Benefit: The deity chooses one domain to add to its list of
FREE MOVE []
domains. The deity can move almost instantaneously.
The deity can grant spells and powers from that domain Prerequisites: Dex 29, Divine Celerity salient divine
and use those spells and powers personally, just as it can the ability.
spells and powers of its other domains. Benefit: The deity can move up to its speed once a round
Notes: A deity can have this ability multiple times, as a free action.
choosing a new domain each time. Suggested Portfolio Elements: Travel.
Suggested Portfolio Elements: Any.
FRIGHTFUL PRESENCE []
EXTRA ENERGY IMMUNITY [] The deitys attacks strike fear into opponents.
The deity is immune to some form of energy. Prerequisites: Cha 24.
Prerequisites: Divine rank 6, resistance to the energy Benefit: Whenever the deity performs a specific action
type selected. specified in the deitys description (usually attacking, but
Benefit: The deity gains immunity to acid, cold, sometimes roaring or making another intimidating
electricity, fire, or sonic energy. gesture), foes within a 30-foot-radius burst must make Will
Notes: This ability is effective even if the attacker is a saves (DC 10 + deitys Charisma modifier + deitys divine
deity of higher rank. rank).
A deity can have this ability multiple times, choosing a Foes within the burst, but not the deitys immediate target,
different form of energy each time. become shaken for 3d6 rounds if they fail their saves.
Suggested Portfolio Elements: Any. Creatures the deity attacks when it activates the ability
become panicked for 3d6 rounds if they fail their saves.
Foes who make successful saving throws are unaffected by
EXTRA SENSE ENHANCEMENT [] this ability for one day.
The deity has a sense of sight, hearing, or smell even more Suggested Portfolio Elements: Destruction, war.
acute than normal for a deity.
Prerequisites: Wis 29. GIFT OF LIFE []
Benefit: The deity chooses one sense to enhance.
The ability can extend a senses range one mile per divine The deity can restore any previously living mortal creature
rank, or it can allow the sense to ignore one type of physical to life.
or magical blockage. Benefit: The deity restores the dead creature to life, no
For example, the deity could see through solid objects or in matter how long the creature has been dead or what the
magical darkness. condition of the body.
The enhanced sense can penetrate 10 feet of a physical Notes: This ability works like the true resurrection spell,
barrier per rank or 100 feet of a less tangible barrier (such as except that there is no material component and the amount
fog or smoke) per rank. of time the subject has been dead is irrelevant.
Notes: Some deities have specific applications of this This ability can restore a creature to life against its will, but
ability that go beyond the normal senses, such as Ptahs only with the permission of whatever deity rules the
ability to see ethereal creatures and objects. underworld (Hades, Osiris, Hel) or the divine realm where
A deity can have this ability multiple times, choosing a the mortals soul resides.
different sense each time. This ability can resurrect an elemental or outsider and can
Suggested Portfolio Elements: Any. resurrect a creature whose soul is trapped (see Bringing
Back the Dead in Chapter 10 of the Players Handbook)
provided the soul is not held by a deity of higher rank than
FOOTSORE [] the one using this ability.
The deity can make living creatures tired. This ability cannot restore life to a creature that has been
Prerequisites: Travel domain. slain by the Hand of Death ability or the Life and Death
Benefit: The deity can sap the energy from living ability of a deity with a higher rank.
creatures so that they feel tired. Suggested Portfolio Elements: Healing, life.
470
GROW CREATURE [] INCREASED SPELL RESISTANCE []
The deity can make a certain type of creature larger. The deity has spell resistance beyond the divine norm.
Benefit: This ability works like the animal growth spell, Benefit: The deitys spell resistance increases by 20.
except that it can affect up to one creature of the specified Notes: A deity can have this ability multiple times, and its
type per divine rank each day, all of which must be within effects stack.
the deitys line of sight when first affected. A deity with two applications of this ability improves its
The effect lasts one day. spell resistance by 40.
Notes: A deity can have this ability multiple times, Suggested Portfolio Elements: Magic.
choosing a different type of creature each time.
Suggested Portfolio Elements: Nature.
INDOMITABLE STRENGTH []
The deity is very difficult to best in contests of strength.
HAND OF DEATH [] Prerequisite: Str 40, Strength domain.
The deity can slay any living mortal creature. Benefit: If required to make an opposed roll involving
Benefit: The deity points to any mortal within the deitys Strength (including grapple checks), the deity receives a
sensory range and snuffs out its life. divine bonus of +25 on its roll.
There must be an unbroken line of effect between the deity This bonus stacks with the normal divine rank bonus.
and the target. Suggested Portfolio Elements: Strength.
Notes: This ability works like the destruction spell, except
that there is no material component.
The mortal is allowed a Fortitude saving throw with a DC of INSTANT COUNTERSPELL []
20 + the deitys Charisma bonus + the deitys divine rank. The deity can counterspell as a free action.
Even if the save succeeds, the subject takes 10d6 points of Benefit: When any spell is cast within the deitys line of
damage, which may kill it anyway. sight, the deity can counterspell it as a free action, provided
If the attack kills the mortal (either through a failed saving that the deity is capable of casting the spell immediately or
throw or through damage), the mortal cannot be raised or has it as a spell-like ability and makes the required
resurrected afterward, except by a deity of equal or higher Spellcraft check.
rank using the Gift of Life, Life and Death, or Mass Life and The use of Instant Counterspell counts against the normal
Death salient divine ability. number of free actions the deity is allowed each round.
Suggested Portfolio Elements: Death. Suggested Portfolio Elements: Magic.
473
This sentience lasts a maximum of one day, and the Use the mortals effective ability scores to determine skill
sentient tree or animal obeys the deitys commands to the modifiers.
best of its ability. Suggested Portfolio Elements: Supreme.
The deity can affect up to one creature per divine rank at
once, but no more than that number each day.
All must be within the deitys line of sight when first POWER OF LUCK []
affected. The deity can bestow good luck or ill.
Also, the deity can transmute any creature into a plant or Prerequisites: Luck domain.
animal of approximately the same size or up to two size Benefit: The deity can give creatures good or bad fortune.
categories smaller. The deity can affect up to one creature per divine rank at
The subject is allowed a Fortitude save (DC 10 + the deitys once, but no more than that number each day.
Charisma modifier + the deitys divine rank) to resist. All must be within the deitys line of sight when first
Subjects turned into plants become objects. affected.
Subjects turned into animals have the same abilities and Subjects receive a luck bonus of +1 per divine rank or a luck
statistics of the kind of animal the deity chooses. penalty of 1 per divine rank on attack rolls, saves, and
The Alter Reality ability can make either effect permanent. checks for one day.
Note: Ehlonna can use this ability up to one time per day Any creature that attacks the deity automatically suffers the
per divine rank, and its effects last one day. luck penalty, and this does not count against the deitys
Suggested Portfolio Elements: Nature. daily uses of this ability.
Suggested Portfolio Elements: Fate, gambling, luck.
POSSESS MORTAL []
The deity can infuse some of its energy into a mortal, POWER OF NATURE []
turning the mortal into an extension of the deity. The deity can control the forces of nature.
Prerequisites: Cha 29. Benefit: The deity can perform any of the following in a
Benefit: The deity can possess any mortal in any location radius of one mile per divine rank around the deity, at will,
the deity can sense. as a fullround action.
Unwilling mortals can attempt Will saves (DC 10 + the Create or quell winds to produce anything from still air to
deitys Charisma modifier + the deitys rank). tornado force winds.
Notes: Spells that prevent possession block this ability if Set the temperature anywhere from 50F to 120F.
the mortal is unwilling. Shake the earth, as the earthquake spell.
Likewise, spells that end possession drive out the deity if Create rain, sleet, hail, snow, or thunderstorms.
the mortal is unwilling. These effects last as long as the deity concentrates and for
If the mortal is willing, however, the deity cannot be up to 1 minute per divine rank afterward.
blocked or driven out, except by a divine shield or the use The deity can end an effect as a free action.
of the Alter Reality salient divine ability by a deity of See Chapter 3 of the DUNGEON MASTERs Guide for
higher rank. weather effects.
The possessed mortal effectively becomes an avatar of the Suggested Portfolio Elements: Nature, sea, weather.
deity.
The deity can draw on all the possessed mortals memories,
and the deity senses what the mortal senses. POWER OF TRUTH []
Each mortal possessed counts as a remote location where The deity can discern lies and compel creatures to tell the
the deity is sensing and communicating. truth.
A demigod can possess up to two mortals at a time, a lesser Benefit: The deity knows when anyone (other than a
deity can possess up to five mortals at once, an intermediate deity of equal or higher rank) deliberately lies.
deity can possess up to ten, and a greater deity can possess This ability works like the discern lies spell, except that it
up to twenty mortals at once. works continuously and applies to any creature the deity
While the deity is in possession, the mortals abilities are can perceive.
unchanged, except as noted below. The deity also can enchant creatures so they become
Type: Same as the deity. truthful.
Hit Points: Same as the mortal, +1 for each rank of the deity. The deity can affect up to one creature per divine rank at
Armor Class: The mortal gains a divine bonus to Armor Class once, but no more than that number each day.
equal to half the deitys divine rank. All must be within the deitys line of sight when first
Ability Scores: Strength, Dexterity, and Constitution are affected.
unchanged. The enchanted creatures become unable to utter any
Intelligence, Wisdom, and Charisma become 5 points deliberate falsehoods or evasions of truth for one day.
lower than the deitys (or remain as the mortals scores if The subject is allowed a Will save (DC 10 + the deitys
they are higher). Charisma modifier + the deitys divine rank) to resist.
Saves: Fortitude and Reflex same as the mortal; Will Subjects who make successful saves become immune to
adjusted if necessary for the mortals new Wisdom score. this ability for one day.
Skills: The mortal can use its own skills and the deitys Suggested Portfolio Elements: Justice, law, truth.
skills.
If the mortal and the deity have the same skill, use the skill
474 of whichever has more ranks in the skill.
Prerequisites: Divine rank 6, Alter Size salient divine
REJUVENATION [] ability, Alter Form salient divine ability.
If destroyed, the deity simply re-forms. Benefit: The deity can assume the form of another
Prerequisites: Divine rank 11, Divine Fast Healing creature.
salient divine ability. The forms a deity can assume are limited and vary with
Benefit: When the deity suffers an attack that should each deity.
destroy it, it simply disperses and reassembles later. The forms allowed are listed in the deitys description.
Roll 10d10 to determine the number of days before the The deity can remain in the assumed form indefinitely, but
deity returns. it resumes its own form if slain.
Notes: If the deity is killed in its own realm, subtract the Notes: The deity acquires the physical, natural, and
deitys divine rank from the number of days it takes to extraordinary abilities of the form it has assumed (but not
return. spell-like or supernatural abilities) while retaining its own
If the deitys realm is on a divinely morphic Outer Plane, mind.
and the deity is killed there, subtract twice the deitys Physical abilities include natural size and Strength,
divine rank from the number of days it takes to return. Dexterity, and Constitution scores.
The return always takes at least one day. Natural abilities include armor, natural weapons (such as
This ability is ineffective if the deity is killed by another claws, bite, swoop and rake, and constriction; but not
deity of equal or higher rank. petrification, breath weapons, energy drain, energy effect,
Suggested Portfolio Elements: Death, life, undead. and the like), and similar gross physical qualities (presence
or absence of wings, number of extremities, and so on).
A body with extra limbs does not allow the deity to make
SEE MAGIC [] more attacks (or more advantageous two-weapon attacks)
The deity can see magical auras just by looking at them. than normal.
Prerequisites: Magic domain. Natural abilities also include mundane movement
Benefit: This ability is similar to a detect magic spell, capabilities, such as walking, swimming, and flight with
except that it covers the whole area the deity can see, and wings.
the deity immediately knows the number of auras present The deitys speed is that of the assumed form or the deitys
along with their locations and strengths. normal speed, whichever is higher.
The deity needs to make a Spellcraft check to identify the In general, any part of the body or piece of equipment that
school of each aura, but most deities with this ability can is separated from the whole reverts to its original form.
use Spellcraft as a free action. However, if the assumed form has an extraordinary ability
Suggested Portfolio Elements: Magic. that allows it to produce a substance or shed part of its
body, then this ability also grants that ability.
For example, a deity who shifts form into a viper has a
SHAPECHANGE [] poisonous bite.
The deity can assume the form of any living, corporeal The deity retains its Intelligence, Wisdom, and Charisma
creature (but not the form of another deity). scores, level and class, hit points (despite any change in its
This is an extraordinary ability. Constitution score), alignment, base attack bonus, and base
Prerequisites: Divine rank 11, Alter Size salient divine saves.
ability, Alter Form salient divine ability. (New Strength, Dexterity, and Constitution scores may
Benefit: The deity can assume the form of an animal, affect final attack and save bonuses).
beast, dragon, fey, giant, humanoid, magical beast, The deity retains its outsider type, extraordinary abilities,
monstrous humanoid, or plant. spells, and spell-like abilities, but not its supernatural
The assumed form must be both living and corporeal. abilities.
The deity can remain in the assumed form indefinitely, but The deity also retains its divine Armor Class bonus and
it resumes its own form if slain. divine qualities and abilities, provided they are not
Notes: This ability works like the Shift Form salient supernatural.
divine ability, except that the deity is not limited to a set The deity can cast spells for which it has components.
number of forms and as noted here. It needs a voice like that of a humanoid for verbal
The deity can use its Alter Size ability simultaneously with components and hands like those of a humanoid for
this one to become as small as a grain of sand or as large as somatic components, Likewise, the deity needs hands to
1,600 feet in the assumed forms greatest dimension. use many of its powers, such as creating objects related to
The deity can use this ability to create disguises, gaining a its portfolio.
bonus of +20 on its Disguise checks. When the shape shift occurs, the deitys equipment, if any,
Suggested Portfolio Elements: Nature, secrets, transforms to match the new form.
thieves. If the new form is a creature that does not use equipment
(aberration, animal, beast, magical beast, construct, dragon,
elemental, ooze, some outsiders, plant, some undead
SHIFT FORM [] creatures, some shapechangers, or vermin), the equipment
melds into the new form and becomes nonfunctional.
The deity can assume the forms of creatures related to its
Material components and focuses melded in this way
portfolio.
cannot be used to cast spells.
This is an extraordinary ability.
If the new form uses equipment (fey, giant, humanoid,
some outsiders, many shapechangers, many undead 475
creatures), the deitys equipment changes to match the new
form and retains its properties. SUNDER AND DISJOIN []
This ability cannot confer class levels or class abilities. The deity can destroy weapons and items used against it in
The deity can change physical qualities such as hair color, combat.
hair texture, skin color, and gender. Benefit: If any weapon or item is used against the deity in
The deity can use this ability to create disguises, gaining a combat, the deity can destroy it with a touch.
bonus of +15 on its Disguise checks. Treat a successful touch as a combination of a disintegrate
The deity can use its Alter Size ability simultaneously with spell and a Mordenkainens disjunction spell, both targeted
this one to become as small as a grain of sand or as large as exclusively at the touched item.
1,600 feet in the assumed forms greatest dimension. The save DC for both effects is 19 + the deitys Charisma
Suggested Portfolio Elements: Nature. modifier.
An item remains vulnerable to this ability for up to one day
after being used against the deity.
SPEAK WITH CREATURES [] Suggested Portfolio Elements: Victory, war.
The deity can converse with certain types of creatures, as
specified in the deitys description.
Benefit: The deity has the supernatural ability to SUPREME INITIATIVE []
converse with the specified creature. The deity always goes first in the initiative order.
This ability works like a permanent speak with animals or This is an extraordinary ability.
speak with plants spell, or like a tongues spell that only allows Prerequisites: Dex 29, Improved Initiative.
the deity to converse with the specified type of creature. Benefit: The deity goes first in the initiative order, no
Notes: A deity can have this ability multiple times, matter what its initiative result is or what initiative result
choosing a different type of creature each time. anyone else in an encounter or battle has.
Suggested Portfolio Elements: Nature. Notes: Determine initiative normally among any beings
who dont have this ability, placing them in order after the
deity.
SPONTANEOUS WIZARD SPELLS [] The deity can choose to delay or ready an action, just any
The deity can spontaneously cast any wizard spell available other being can, and doing so changes the deitys initiative
to it. as noted in Chapter 8 of the Player s Handbook.
Prerequisites: Divine rank 6, Wizard level 1st, Int 29, The deity also can refocus, thereby resuming its position at
Spell Mastery, Arcane Mastery salient divine ability. the beginning of the initiative order.
Benefit: This ability works like a clerics ability to cast If two or more deities who have this ability are in the same
cure spells spontaneously, except that it applies to wizard battle, the deity with the highest divine rank gets the first
spells. position in the initiative order, the deity with the second
The deity must have a sufficient Intelligence score and highest rank gets the second position, and so on.
wizard levels to cast the spell. Other beings then go in order after the last deity with the
Notes: The deity still needs a spellbook for its wizard Supreme Initiative ability.
spells unless it also has the Divine Spellcasting ability. If two deities with this ability and the same divine rank are
Suggested Portfolio Elements: Knowledge, magic. in a battle, make an initiative check for each deity, and the
deity with the higher result goes first.
Suggested Portfolio Elements: Agility, thieves, war.
STRIDE []
The deity can move rapidly over long distances, can make
living creatures travel faster, and can jump extraordinary
TRUE KNOWLEDGE []
distances. The deitys mastery of knowledge is nearly complete.
Prerequisites: Travel domain. Prerequisites: Divine rank 11, Int 40, bardic knowledge
Benefit: The deitys movement is doubled on the local or or lore class feature and 10th level in the class that grants
overland scales (see the Players Handbook). the ability, Knowledge domain.
Also, having this ability means that the deitys height does Benefit: The deity never fails a bardic knowledge or lore
not limit the distance it can jump. check, no matter how obscure the knowledge involved.
In addition, the deity can impart extra overland speed to The deity speaks and understands all languages.
living creatures. The deity can use legend lore and analyze dweomer as free
The deity can affect up to one creature per divine rank at actions at will.
once, but no more than that number each day. These actions count against the deitys maximum number
All must be within the deitys line of sight when first of free actions per round.
affected. Suggested Portfolio Elements: Knowledge.
Creatures who receive this boon double their speeds on the
local or overland scales.
Suggested Portfolio Elements: Travel.
TRUE SHAPECHANGE []
The deity can assume the form of any creature or object, but
not the form of another deity.
This is an extraordinary ability.
476
Prerequisites: Divine rank 16, Alter Size salient divine This ability works like a confusion spell cast by a sorcerer of
ability, Alter Form salient divine ability, Shapechange level 10 + the deitys divine rank.
salient divine ability. Suggested Portfolio Elements: Chaos.
Benefit: The deity can assume the form of any object or
creature.
The deity can remain in the assumed form indefinitely, but WOUND ENEMY []
it resumes its own form if slain. Any weapon the deity wields causes a bleeding wound
Notes: This ability works like the Shift Form salient when it hits.
divine ability, except as noted below. Prerequisites: Base attack bonus +20.
The deity can take any form, living or unliving, corporal or Benefit: The affected weapon deals damage to a creature
incorporeal. such that a wound it causes deals 1d6 points of damage per
The deity gains the supernatural abilities of the assumed round thereafter in addition to the normal damage from
form. the weapon.
The deity can use this ability to create disguises, gaining a Multiple wounds from the weapon result in cumulative
bonus of +20 on its Disguise checks. bleeding loss (two wounds for 2d6 points of damage per
The deity can use its Alter Size ability simultaneously with round, and so on).
this one to become as small as a grain of sand or as large as The bleeding can only be stopped by a successful Heal
1,600 feet in the assumed forms greatest dimension. check (DC 15 + the deitys rank) or the application of any
Suggested Portfolio Elements: Nature, secrets, cure spell or other healing spell (heal, healing circle, and so
thieves. on).
Notes: The ability functions only when the deity
personally attacks with a physical weapon.
UNDEAD MASTERY [] The ability works with a ranged weapon, but not if
The deity has absolute dominion over the undead. someone else uses the weapon.
Prerequisites: Divine rank 14, Cleric level 17th. The deity can apply to the ability to any weapon or natural
Benefit: The deity can automatically command or destroy weapon, but not to a spell, spell-like ability, supernatural
any undead creature, as desired, as a free action, though this ability, or divine ability.
counts against the normal limit of free actions per round. A deity can have this ability multiple times, and its effects
The deity can do this as often as desired, but it can stack.
command no more than one undead creature per divine For example, a single wound would bleed for 3d6 points of
rank (regardless of the creatures Hit Dice) at any one time. damage each round if the deity had this ability three times.
Suggested Portfolio Elements: Death, life, undead. Suggested Portfolio Elements: Death, pain, war.
477
ALTER SIZE (SU) [] AVATAR []
As a free action, assume any size from Fine to Colossal or Create up to the listed number of less-powerful versions of
change the size of up to 100 pounds of objects, familiars, yourself.
personal mounts, or personal intelligent weapons. Sense and know everything your avatar senses and knows
Strength, Armor Class, and attack bonus for creatures and vice versa.
change according to the Size Increases table (see the Use any avatar as a remote location for sensing and
Introduction of the Monster Manual), but Strength does not communication (it has no remote sensing or remote
drop below 1. communication powers of its own).
Base damage for weapons increases or decreases according Choose from your own salient abilities for each avatar,
to the following scale: 1, 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 2d8, subject to its divine rank restrictions.
4d6, 4d8, 8d6, 8d8, 16d6, 32d6. It takes one year to create an avatar, and it must be done in
(Locate the base damage rating for the normal-sized your own realm unless you have the Divine Creation
weapon and count forward or backward the number of size salient ability.
categories increased or decreased to find the new value). The avatar statistics listed for the deities in this book
represent typical choices of salient divine abilities.
ANNIHILATING STRIKE []
Forces a creature, attended object, or magic item struck BANESTRIKE []
with any of your natural or manufactured weapons to make Gain a +4 enhancement bonus and deal an extra +4d6
a Fort save or be reduced to 10 hit points. points of damage against a designated foe with any natural
(A deity with a divine rank equal to or greater than yours is or manufactured weapon, either melee or ranged.
not subject to this effect). These benefits stack with any other properties the weapon
Wholly or partially obliterates unattended, nonmagical has.
objects (up to the listed maximum volume) if they are Banestrike does not apply to spells, spell-like abilities,
subject to physical attacks. supernatural abilities, or divine abilities.
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GIFT OF LIFE (SP) [] INSTANT COUNTERSPELL []
Restores a dead creature to life, no matter how long it has Counterspell any spell cast within your line of sight as a
been dead or what the condition of the body. free action if you have access to the spell and make the
You can restore a creature to life against its will, but only required Spellcraft check.
with the permission of whatever deity rules the This counts against your normal number of free actions
underworld or the divine realm where the mortals soul each round.
resides.
You can also resurrect an elemental or outsider or a
creature whose soul is trapped, provided it is not held by a IRRESISTIBLE BLOWS []
deity of higher rank than you. Resolve any melee attack with the selected weapon as a
You cannot restore life to a creature that has been slain by melee touch attack (ignoring the targets armor and natural
the Hand of Death or by Life and Death ability of a deity of armor bonuses).
higher rank. If the weapon hits, the creature struck must make a Fort
This ability otherwise works just like the true resurrection save or be stunned for 1d10 rounds.
spell. An attack with the selected weapon against an object
ignores the objects hardness.
GROW CREATURE []
This ability works just like the animal growth spell, except IRRESISTIBLE PERFORMANCE []
that it can affect up to the listed number of creatures of the Create any of the following effects when engages in any
specified type, all of which must be within your line of type of performance as a full-round action.
sight when first affected. It affects up to the listed number of creatures within a burst
The effect lasts one day. with the listed radius, centered on you.
Once a creature saves successfully against any performance
effect that allows a save, it cannot be affected again for one
HAND OF DEATH [] day.
Snuff out the life of any mortal within your sensory range Creatures that fail a Will save are so engaged by the
by pointing at it. performance that they are unable to take actions.
There must be an unbroken line of effect between you and They suffer a 4 penalty to Armor Class, cannot succeed in
the target. Ref saves (except on a roll of 20), and cannot use shields.
This ability works just like the destruction spell, except that These effects last for as long as the performance and for up
there is no material component. to 1 round per divine rank thereafter.
If the target makes a successful Fort saving throw, it still Affected creatures are blissfully calm, becoming immune
takes 10d6 points of damage. to fear and compulsion effects and rage, and any such
A mortal killed by this attack cannot be raised or effects already operating on them are countered and
resurrected, except by a deity of equal or higher rank using dispelled ,except for those created by deities of higher rank
the Gift of Life, Life and Death, or Mass Life and Death than you.
salient ability. The effects last as long as the performance and for up to 1
round per divine rank thereafter.
Creatures that fail a Will save fall asleep for 1 hour per
INCREASED ENERGY RESISTANCE [] divine rank or until awakened.
Gain extra resistance to the selected type of energy. This works exactly like the sleep spell except that any living
creature can be affected.
You can end this effect at will.
INCREASED DAMAGE REDUCTION [] Creatures that fail a Fort save are so deeply moved that
Increase both aspects of your damage reduction. they simply die.
Only living creatures with Hit Dice equal to or less than
your divine rank are affected.
INCREASED SPELL RESISTANCE []
Increase your spell resistance. KNOW DEATH []
Discern the exact moment and circumstances of any mortal
INDOMITABLE STRENGTH [] creatures death just by looking at it.
Gain a divine bonus of +25 to your roll whenever you are
required to make an opposed roll involving Strength KNOW SECRETS []
(including grapple checks).
This stacks with the normal divine rank bonus. Learn a creatures entire history (including any
embarrassing or vital secrets it might know) just by looking
at it.
This ability is similar to the legend lore spell, except that it
delivers instant results and the subject is allowed a Will
save to avoid the effect.
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Such an item has twice the normal hit points, and its break
LAY CURSE [] DC is increased by +10.
This ability works just like the bestow curse spell except that Creation of a nonepic magic item requires one day per
mortals get no save. 5,000 gp in the items base price (minimum one day).
Deities of your divine rank or below are allowed Will saves
to resist.
The curse can be removed only by a deity of your divine MIND OF THE BEAST []
rank or higher. Produce either of two distinct effects.
You can affect up to the listed daily maximum of creatures Awaken: As the awaken spell, except that the effect lasts a
at once, but all targets must be within your line of sight. maximum of one day, and the awakened creature obeys
your commands to the best of its ability.
All targets must be within your line of sight when first
LAY QUEST [] affected.
This ability works just like the geas/quest spell except that it Slumber: Transmute any creature that fails a Fort save into a
works only on mortals and it can be removed only by a plant or animal of the same size or up to two size categories
deity of your divine rank or higher. smaller.
All targets must be within your line of sight when first Subjects turned into plants become objects; those turned
affected. into animals have the same abilities and statistics as the
selected kind of animal.
LIFE AND DEATH []
Snuff out the life of any one mortal, or restore any dead POSSESS MORTAL []
mortal to life. Possess any mortal who fails a Will save in any location you
The subject must be in a location you can sense, either can sense.
directly or remotely. If the mortal is willing, only Divine Shield or Alter Reality
A subject that cannot be seen must be unambiguously (used by a deity of higher divine rank) can block or end
identified in some fashion. possession.
This ability works across planar boundaries and penetrates If the mortal is unwilling, spells that prevent possession
any barrier except a Divine Shield. block this ability and those that end possession drive you
The death aspect of this ability works just like the out.
destruction spell, except that there is no material component The possessed mortal effectively becomes your avatar for
or saving throw. the purposes of sensing and communicating.
The subject cannot be raised or resurrected afterward, The mortal gains your type, +1 hit point per divine rank you
except by a deity of equal or higher rank using the Gift of have, and an Armor Class bonus of half your divine rank.
Life or Life and Death salient ability. Its Intelligence, Wisdom, and Charisma scores rise to 5
The life aspect works just like the true resurrection spell, points below yours, unless they are already higher than
except that there is no material component and the time that.
the subject has been dead is irrelevant. The possessed mortal can use both its own skills and yours,
This ability cannot restore a creature to life against its will, using the higher skill rank when a skill is shared.
but it can resurrect an elemental, outsider, or creature Ability bonuses to saves and skills reflect the new ability
whose soul is trapped, provided it is not held by a deity of scores.
higher divine rank.
This ability cannot restore life to creature that has been
slain by the Hand of Death, Life and Death, or Mass Life POWER OF LUCK []
and Death ability of a deity with a higher divine rank. Grant good or bad fortune to up to the listed number of
After using either version of this ability, you must rest for 1 creatures at a time.
minute per Hit Die of the creature affected, unless you have All must be within your line of sight when first affected.
the Death or Repose domain. Subjects receive the listed luck bonus or penalty on attack
rolls, saves, and checks for one day.
In addition, any creature that attacks you automatically
MASS DIVINE BLAST [] suffers the luck penalty, and this does not count against
As Divine Blast, except that you can specify up to the listed your daily uses.
number of targets and the type and dimensions of the area.
Each use of this ability counts as a use of Divine Blast.
POWER OF NATURE []
Perform any of the following within the listed radius, at
MASS LIFE AND DEATH [] will, as a full-round action: Create or quell winds to produce
As Life and Death, except that you can affect any number of anything from still air to tornado force winds; set the
mortals. temperature anywhere from 50F to 120F; shake the
earth, as the earthquake spell; or Create rain, sleet, hail,
snow, or thunderstorms.
MASTER CRAFTER [] These effects last for the listed duration unless you end
Create a masterwork item using the time and cost required them earlier (a free action).
484 for the base item.
Likewise, use divine powers not prohibited by the
POWER OF TRUTH [] limitations of your form.
As the discern lies spell, except that it works continuously Change physical qualities such as hair color, hair texture,
and applies to any creature you can perceive other than a skin color, and gender as desired.
deity of higher rank. Create disguises, gaining a +15 bonus on Disguise checks.
Also, force the listed number of creatures to make a Will
save or be truthful for one day.
(All must be within the deitys line of sight when first SPEAK WITH CREATURE (SU) []
affected). As a permanent speak with animals or speak with plants spell,
Subjects who save become immune to this ability for one or a tongues spell that allows conversation only with the
day. specified type of creature.
UNDEAD MASTERY []
Automatically command or destroy up to the listed number
of undead creatures at a time as a free action, as often as
desired.
This counts against the normal limit of free actions per
round.
UNDEAD QUALITIES []
Gain immunity to poison, sleep, paralysis, stunning,
disease, death effects, necromantic effects, and any effect
requiring a Fort save, unless it affects objects.
Ignore mind-influencing effects (charms, compulsions,
phantasms, patterns, and morale effects).
You are not subject to critical hits, subdual damage, ability
damage, ability drain, or energy drain.
WAVE OF CHAOS []
Create a confusion effect (as cast by a sorcerer of level 10 +
your divine rank) that extends from you in a spread with
the listed radius.
Creatures within the spread are allowed Will saves to resist
the effect.
WOUND ENEMY []
Any physical weapon (natural or manufactured) that you
use deals its normal damage, plus an extra +1d6 points of
damage per round thereafter from blood loss.
Multiple wounds result in cumulative blood loss (two
wounds for +2d6 points of damage per round, and so on).
The bleeding can be stopped only by a successful Heal
check (DC 15 + your rank) or the application of any cure
spell or other healing spell.
486
Benefit: When making a Disable Device or Open Lock
check without using thieves tools, you ignore the normal
SKILL TRICKS 2 penalty.
You can use this trick any number of times per day until
you fail a Disable Device or Open Lock check made
without using thieves tools.
COMPLETE SCOUNDREL After a failure, you cant use Clever Improviser again until
after you have rested for 8 hours.
(3.5)
COLLECTOR OF STORIES [MENTAL]
ACROBATIC BACKSTAB Youve heard so many tales of legendary monsters that you
remember all sorts of gory details.
[MOVEMENT] Prerequisite: Knowledge (any) 5 ranks.
You dart past your opponents attacks, ending up perfectly Benefit: When you attempt a trained Knowledge check
positioned for a devastating counterattack. to identify a creature or to learn its special powers or
Prerequisite: Tumble 12 ranks. vulnerabilities, you gain a +5 competence bonus on the
Benefit: If you succeed on a Tumble check to move check.
through an enemys space, you can treat that enemy as flat-
footed against the next melee attack you make against it on
your current turn.
CONCEAL SPELLCASTING
Your enemy must be standing on the ground or floor in [MANIPULATION]
order for you to use this trick. You can cast spells without others noticing.
Prerequisite: Concentration 1 rank, Sleight of Hand 5
ASSUME QUIRK [INTERACTION] ranks, Spellcraft 1 rank.
Benefit: You can cast a spell without revealing that you
You can perfectly imitate a small habit or idiosyncrasy of a are doing so.
person you impersonate in order to throw off suspicion. Make a Sleight of Hand check as part of the action used to
Prerequisite: Disguise 5 ranks. cast the spell, opposed by the Spot checks of onlookers.
Benefit: When impersonating a particular individual, you If you are successful, an observer cant tell that youre
can eliminate the normal Spot bonus granted to a viewer casting a spell.
familiar with that individual (PH 73)The effect extends to That observer cannot make an attack of opportunity against
all viewers. you for casting, nor can it attempt to counter your spell.
Using this trick requires no special action, but you can
maintain the deception for only 1 hour per day.
CORNER PERCH [MOVEMENT]
BACK ON YOUR FEET [MOVEMENT] You can brace yourself against walls to leave your hands
free.
You can hop back to your feet instantly if you fall. Prerequisite: Climb 8 ranks.
Prerequisite: Tumble 12 ranks. Benefit: If you succeed on a Climb check to ascend or
Benefit: If you fall prone for any reason, you can stand up descend either a chimney, where you can brace against
as an immediate action without provoking attacks of opposite walls, or a corner where you can brace against
opportunity. perpendicular walls (PH 69), you can suspend yourself
momentarily.
CLARITY OF VISION [MENTAL] Until the end of your next turn, you can use your hands
freely for any other purpose (including attacking) without
You can briefly see invisible opponents. risk of falling.
Prerequisite: Spot 12 ranks. At the end of your next turn, you fall from the wall unless
Benefit: As a swift action, you can attempt a DC 20 Spot you succeed on a Climb check against the normal DC+ 5
check. (made as a move action) or you have succeeded on another
If successful, you focus your vision so clearly that you can Climb check to move up or down the wall as normal.
pinpoint the location of invisible creatures within 30 feet. Example: Ember the monk succeeds on a DC 15 Climb
This clarity lasts until the end of your turn. check to scramble up 10 feet (one-quarter of her speed) into
a corner formed by two typical dungeon walls.
Using Corner Perch, she then braces her legs against the
CLEVER IMPROVISER walls and uses her remaining standard action to draw and
[MANIPULATION] throw a shuriken at a bugbear on the ground below her.
On her next turn, still braced in the corner, she draws her
Tools? Why would you need tools? Its just a combination
quarterstaff and attacks an ogre that has moved next to her,
lock with a poison needle trap, after all.
gaining a +1 bonus on the attack roll for higher ground.
Prerequisite: Disable Device 5 ranks, Open Lock 5 At the end of that turn, she drops from the wall rather than
ranks. attempting to hold her position.
487
Since she has the slow fall class feature, Ember takes no Any creature using Spellcraft or any other means to
damage from the drop. identify the spell youre casting believes it to be the other
spell instead.
This trick renders your spell immune to the normal
DISMOUNT ATTACK [MOVEMENT] method of counterspelling, though dispel magic or a similar
You can leap out of the saddle onto a foe. effect still works normally.
Prerequisite: Ride 5 ranks. Of course, once the spell takes effect, it can be identified
Benefit: If your mount has moved at least 10 feet in this and dealt with normally (a fireball still looks and feels like a
round and you succeed on a fast dismount (Ride, PH 80), fireball once youve cast it).
you can use a standard action to attack an adjacent
opponent as if you had charged that opponent.
GROUP FAKE-OUT [INTERACTION]
You lean left, go right, and leave a whole group of enemies
EASY ESCAPE [MANIPULATION] holding the bag.
You can slip free from the grasp of a larger enemy with Prerequisite: Bluff 8 ranks.
ease. Benefit: You can use Bluff to feint in combat (PH 68)
Prerequisite: Medium or smaller size, Escape Artist 8 against more than one opponent.
ranks. Make one Bluff check opposed by separate Sense Motive
Benefit: If your opponent is larger than Medium, you checks for each opponent.
gain a circumstance bonus on your Escape Artist check to For each opponent after the first that you wish to affect,
escape a grapple or pin. you take a cumulative 2 penalty on your Bluff check.
The size of the bonus depends on your opponents size, Example: Lidda wants to feint against a group of three orcs,
according to the following table. so she rolls a Bluff check with a 4 penalty.
Each orc rolls a separate Sense Motive check opposed by
Liddas adjusted Bluff check result.
488
LISTEN TO THIS [MENTAL] NIMBLE STAND [MOVEMENT]
You can perfectly repeat to others what you hear. You can rely on your acrobatic talent to stand up from
Prerequisite: Listen 5 ranks. prone safely.
Benefit: Whenever you make a successful Listen check to Prerequisite: Tumble 8 ranks.
hear a noise, you can describe that sound any time up to 1 Benefit: You can stand up from prone without provoking
hour later with such clarity that any individuals hearing the attacks of opportunity.
description are treated as if they had heard the sound
themselves.
This trick is particularly useful if you overhear a OPENING TAP [MANIPULATION]
conversation but dont understand the language spoken, No time to waste on toolsa sharp tap should pop that
since it allows you to repeat it verbatim to an ally who lock!.
might be able to translate. Prerequisite: Open Lock 12 ranks.
Benefit: As a swift action, you can make an Open Lock
check with a 10 penalty by tapping a lock with a hard,
MAGICAL APPRAISAL [MENTAL] blunt object such as the pommel of a weapon.
You can judge the usefulness of magic items. You dont take any additional penalty for making the check
Prerequisite: Appraise 5 ranks, Knowledge (arcana) 5 without thieves tools.
ranks, Spellcraft 12 ranks. You can use this trick any number of times per day until
Benefit: When you succeed by 5 or more on a Spellcraft you fail an Open Lock check made in this way.
check to determine the school of magic of the aura After a failure, you cant use Opening Tap again until after
surrounding a magic item (by casting detect magic), you you have rested for 8 hours.
can then spend 1 minute concentrating to also learn the
properties of the item, as if you had cast identify.
You can use this skill trick once per day. POINT IT OUT [MENTAL]
You can show others what you see.
Prerequisite: Spot 8 ranks.
MOSQUITOS BITE Benefit: When you make a successful Spot check, you
[MANIPULATION] can spend an immediate action to grant a single ally a free
Spot check to see the same thing (with a +2 circumstance
You can deliver a vicious strike without your target feeling bonus)Your ally must be within 30 feet of you and able to
a thing. see or hear you to benefit from this effect.
Prerequisite: Sleight of Hand 12 ranks.
Benefit: If you use a light weapon to hit a flat-footed
opponent, you can choose to have the opponent not realize QUICK ESCAPE [MANIPULATION]
that it has been hit until the start of your next turn. In the blink of an eye, you can escape nearly any tight spot.
Instead, that opponent reacts as if you had attacked and Prerequisite: Escape Artist 12 ranks.
missed.
Benefit: This trick has two options, either of which can
Using this skill trick doesnt require an action on your part. be used once per encounter.
This trick doesnt allow the opponent to ignore any of the
You can make an Escape Artist check to escape from a
other effects of your attack, such as ability damage from
grapple or pin as a swift action.
poison on your blade or falling unconscious when reduced
You can use this trick even if you have already used a
to fewer than 0 hit points.
standard action on your current turn to attempt the same
escape.
NEVER OUTNUMBERED Alternatively, you can make any Escape Artist check that
would normally require a full-round action as a move
[INTERACTION] action.
You can demoralize multiple enemies. You cant use this option more than once per day against
Prerequisite: Intimidate 8 ranks. the same kind of restraint.
Benefit: When you use Intimidate to demoralize an
opponent (PH 76), you can affect all enemies within 10 feet QUICK SWIMMER [MOVEMENT]
that can see you, rather than only a single enemy you
threaten. You can push yourself to swim faster.
Each enemy rolls a separate modified level check to oppose Prerequisite: Swim 5 ranks.
your Intimidate check, but the skill check otherwise works Benefit: If you succeed on a Swim check to move at least
as normal. 10 feet, you can move an extra 10 feet as part of that action.
491