ITEM CREATION FEATS
An item creation feat lets a spellcaster create a magic item of a certain
type. Regardless of the type of item, each item creation feat has certain
features in common.
XP Cost: Power and energy that the spellcaster would normally have is expended
when making a magic item. The XP cost equals 1/25 the cost of the item in
gold pieces. A character cannot spend so much XP that he or she loses a level.
However, on gaining enough XP to achieve a new level, he or she can immediately
expend XP on creating an item rather than keeping the XP to advance a level.
Raw Materials Cost: Creating a magic item
requires costly components, most of which are consumed in the process. The
cost of these materials equals half the cost of the item.
Using an item creation feat also requires access to a laboratory or magical
workshop, special tools, and so on. A character generally has access to what
he or she needs unless unusual circumstances apply.
Time: The time to create a magic item depends
on the feat and the cost of the item. The minimum time is 1 day.
Item Cost: Brew Potion, Craft Wand, and Scribe Scroll create items that directly
reproduce spell effects and whose power depends on their caster level. A spell
from one of these items has the power it would have if cast by a spellcaster
of that level. The price of these items (and thus the XP cost and the cost
of the raw materials) depends on the caster level. The caster level must be
high enough that the spellcaster creating the item can cast the spell at that
level. To find the final price in each case, multiply the caster level by
the spell level and then multiply the result by a constant:
Scrolls: Base price = spell level X caster
level X 25 gp.
Potions: Base price = spell level X caster
level X 50 gp.
Wands: Base price = spell level X caster
level X 750 gp.
Extra Costs: Any potion, scroll, or wand
that stores a spell with a costly material component or an XP cost also carries
a commensurate cost. For potions and scrolls, the creator must expend the
material component or pay the XP when creating the item. For a wand, the creator
must expend fifty copies of the material component or pay fifty times the
XP cost.
Some magic items similarly incur extra costs in material components or XP
as noted in their descriptions.
METAMAGIC FEATS
Some spellcasters choose spells as they cast them. They can choose when they
cast their spells whether to use metamagic feats to improve them. As with
other spellcasters, the improved spell uses up a higher-level spell slot.
If its normal casting time is 1 action, casting a metamagic spell is a full-round
action for a spellcaster that chooses spells as they cast them. For spells
with a longer casting time, it takes an extra full-round action to cast the
spell.
Spontaneous Casting and Metamagic Feats:
Clerics spontaneously casting cure or inflict spells can cast metamagic versions
of them. Casting a 1-action metamagic spell spontaneously is a full-round
action, and spells with longer casting times take an extra full-round action
to cast.
Effects of Metamagic Feats on a Spell: In
all ways, a metamagic spell operates at its original level even though it
is prepared and cast as a higher-level spell. Saving throw modifications are
not changed (unless stated otherwise in the feat description). The modifications
made by these spells only apply to spells cast directly by the feat user.
A spellcaster cant use a metamagic feat to alter a spell being cast
from a wand, scroll, or other device.
Multiple Metamagic Feats on a Spell: A spellcaster
can use multiple metamagic feats on a single spell. Changes to its level are
cumulative.
Magic Items and Metamagic Spells: With the right item creation feat, a character
can store a metamagic spell in a scroll, potion, or wand. Level limits for
potions and wands apply to the spells higher, metamagic level. A character
doesnt need the metamagic feat to activate an item storing a metamagic
spell.
Counterspelling Metamagic Spells: Whether
a spell has been enhanced by a metamagic feat does not affect its vulnerability
to counterspelling or its ability to counterspell another spell.
FEAT DESCRPITOR BLOCKS
Here is the format for feat descriptions.
Feat Name [Type of feat]
Prerequisites: Some feats have prerequisites. A character must have the listed
ability score, feat, skill, or base attack bonus in order to select or use
that feat. A character can gain a feat at the same level at which he or she
gains the prerequisite.
A character cant use a feat if the character has lost a prerequisite.
Description of what the feat does or represents in plain language.
Prerequisite: A minimum ability score, another feat or feats, a minimum base
attack, a skill, or a level that a character must have in order to acquire
this feat. This entry is absent if a feat has no prerequisite. A feat may
have more than one prerequisite.
Benefit: What the feat enables the character to do.
Normal: What a character who does not have this feat is limited to or restricted
from doing. If not having the feat causes no particular drawback, this entry
is absent.
Special: Additional facts about the feat.
FEAT DESCRIPTIONS
Alertness [General]
Benefit: The character gets a +2 bonus on all Listen checks and Spot checks.
Special: The master of a familiar gains the Alertness feat whenever the familiar
is within arms reach.
Ambidexterity [General]
Prerequisite: Dex 15+.
Benefit: The character ignores all penalties for using an off hand. The character
is neither left-handed nor right-handed.
Normal: Without this feat, a character who uses his or her off hand suffers
a -4 penalty to attack rolls, ability checks, and skill checks. For example,
a right-handed character wielding a weapon with her left hand suffers a -4
penalty to attack rolls with that weapon.
Special: This feat helps offset the penalty for fighting with two weapons.
Armor Proficiency (heavy) [General]
Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Armor Proficiency (light) [General]
Benefit: When a character wears a type of armor with which the character is
proficient, the armor check penalty applies only to Balance, Climb, Escape
Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Normal: A character who is wearing armor with which she is not proficient
suffers its armor check penalty on attack rolls and on all skill checks that
involve moving, including Ride.
Armor Proficiency (medium) [General]
Prerequisite: Armor Proficiency (light)
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Blind-Fight [General]
Benefit: In melee, every time a character misses because of concealment, the
character can reroll the miss chance percentile roll one time to see if the
character actually hit.
An invisible attacker gets no bonus to hit the character in melee. That is,
the character doesnt lose a Dexterity bonus to Armor Class, and the
attacker doesnt get the usual +2 bonus. The invisible attackers
bonuses do still apply for ranged attacks, however.
The character suffers only half the usual penalty to speed for being unable
to see. Darkness and poor visibility in general reduces the character's speed
to three-quarters of normal, instead of one-half.
Brew Potion [Item Creation]
Prerequisite: Spellcaster level 3rd+.
Benefit: The character can create a potion of any spell of 3rd level or lower
that the character knows and that targets a creature or creatures. Brewing
a potion takes 1 day. When the character creates a potion, the character sets
the caster level. The caster level must be sufficient to cast the spell in
question and no higher than the character's own level. The base price of a
potion is its spell level multiplied by its caster level multiplied by 50
gp. To brew a potion, the character must spend 1/25 of this base price in
XP and use up raw materials costing half this base price.
When the character creates a potion, the character makes any choices that
the character would normally make when casting the spell. Whoever drinks the
potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost
also carries a commensurate cost. In addition to the costs derived from the
base price, the character must expend the material component or pay the XP
when creating the potion.
Cleave [General]
Prerequisites: Str 13+, Power Attack.
Benefit: If the character deals a creature enough damage to make it drop (typically
by dropping it to below 0 hit points, killing it, etc.), the character gets
an immediate, extra melee attack against another creature in the immediate
vicinity. The character cannot take a 5-foot step before making this extra
attack. The extra attack is with the same weapon and at the same bonus as
the attack that dropped the previous creature. The character can use this
ability once per round.
Combat Casting [General]
Benefit: The character gets a +4 bonus to Concentration checks made to cast
a spell while on the defensive.
Combat Reflexes [General]
Benefit: When foes leave themselves open, the character may make a number
of additional attacks of opportunity equal to the character's Dexterity modifier.
The character still may only make one attack of opportunity per enemy.
The character may also make attacks of opportunity while flat-footed.
Special: A rogue with the Combat Reflexes
feat still can only make one attack of opportunity in a round if he uses his
opportunist ability to make that attack.
Craft Magic Arms and Armor [Item Creation]
Prerequisite: Spellcaster level 5th+.
Benefit: The character can create any magic weapon, armor, or shield whose
prerequisites the character meets. Enhancing a weapon, suit of armor, or shield
takes 1 day for each 1,000 gp in the price of its magical features. To enhance
a weapon, suit of armor, or shield, the character must spend 1/25 of its features
total price in XP and use up raw materials costing half of this total price.
The character can also mend a broken magic weapon, suit of armor, or shield
if it is one that the character could make. Doing so costs half the XP, half
the raw materials, and half the time it would take to enchant that item in
the first place.
The weapon, armor, or shield to be enhanced must be a masterwork item that
the character must provide. (Its cost is not included in the above cost.)
Craft Rod [Item Creation]
Prerequisite: Spellcaster level 9th+.
Benefit: The character can create any rod whose prerequisites the character
meets. Crafting a rod takes 1 day for each 1,000 gp in its base price. To
craft a rod, the character must spend 1/25 of its base price in XP and use
up raw materials costing half of its base price.
Some rods incur extra costs in material components or XP as noted in their
descriptions. These costs are in addition to those derived from the rods
base price.
Craft Staff [Item Creation]
Prerequisite: Spellcaster level 12th+.
Benefit: The character can create any staff whose prerequisites the character
meets. Crafting a staff takes 1 day for each 1,000 gp in its base price. To
craft a staff, the character must spend 1/25 of its base price in XP and use
up raw materials costing half of its base price.
A newly created staff has 50 charges.
Some staffs incur extra costs in material components or XP as noted in their
descriptions. These costs are in addition to those derived from the staffs
base price.
Craft Wand [Item Creation]
Prerequisite: Spellcaster level 5th+.
Benefit: The character can create a wand of any spell of 4th level or lower
that the character knows. Crafting a wand takes 1 day for each 1,000 gp in
its base price. The base price of a wand is its caster level multiplied by
the spell level multiplied by 750 gp. To craft a wand, the character must
spend 1/25 of this base price in XP and use up raw materials costing half
of this base price.
A newly created wand has 50 charges.
Any wand that stores a spell with a costly material component or an XP cost
also carries a commensurate cost. In addition to the cost derived from the
base cost, the character must expend fifty copies of the material component
or pay fifty times the XP cost.
Craft Wondrous Item [Item Creation]
Prerequisite: Spellcaster level 3rd+.
Benefit: The character can create any miscellaneous magic item whose prerequisites
the character meet. Enchanting a miscellaneous magic item takes 1 day for
each 1,000 gp in its price. To enchant a miscellaneous magic item, the spellcaster
must spend 1/25 of the items price in XP and use up raw materials costing
half of this price.
The character can also mend a broken miscellaneous magic item if it is one
that the character could make. Doing so costs half the XP, half the raw materials,
and half the time it would take to enchant that item in the first place.
Some wondrous items incur extra costs in material components or XP as noted
in their descriptions. These costs are in addition to those derived from the
items base price. The character must pay such a cost to create an item
or to mend a broken one.
Deflect Arrows [General]
Prerequisites: Dex 13+, Improved Unarmed Strike.
Benefit: The character must have at least one hand free (holding nothing)
to use this feat. Once per round when the character would normally be hit
with a ranged weapon, the character may make a Reflex saving throw against
a DC of 20 (if the ranged weapon has a magical bonus to attack, the DC increases
by that amount). If the character succeeds, the character deflects the weapon.
The character must be aware of the attack and not flat-footed. Attempting
to deflect a ranged weapon doesnt count as an action. Exceptional ranged
weapons cant be deflected.
Dodge [General]
Prerequisite: Dex 13+.
Benefit: During the character's action, the character designates an opponent
and receive a +1 dodge bonus to Armor Class against attacks from that opponent.
The character can select a new opponent on any action. Note: A condition that
makes the character lose his or her Dexterity bonus to Armor Class (if any)
also makes the character lose dodge bonuses. Also, dodge bonuses stack with
each other, unlike most other types of bonuses.
Empower Spell [Metamagic]
Benefit: All variable, numeric effects of an empowered spell are increased
by one-half. An empowered spell deals half again as much damage as normal,
cures half again as many hit points, affects half again as many targets, etc.,
as appropriate. Saving throws and opposed rolls (such as the one the character
makes when the character casts dispel magic) are not affected. Spells without
random variables are not affected. An empowered spell uses up a spell slot
two levels higher than the spells actual level.
Endurance [General]
Benefit: Whenever the character makes a check for performing a physical action
that extends over a period of time (running, swimming, holding the character's
breath, and so on), the character gets a +4 bonus to the check.
Enlarge Spell [Metamagic]
Benefit: An enlarged spell has its range doubled. Spells whose ranges are
not defined by distance do not have their ranges increased. A spell whose
area or effect is determined by its range has the dimensions of its area or
effect increased proportionally. An enlarged spell uses up a spell slot one
level higher than the spells actual level.
Extend Spell [Metamagic]
Benefit: An extended spell lasts twice as long as normal. Spells with a concentration,
instantaneous, or permanent duration are not affected by this feat. An extended
spell uses up a spell slot one level higher than the spells actual level.
Extra Turning [Special]
Prerequisite: Ability to Turn Undead
Benefit: Allows a character to turn undead four more times per day than normal.
Special: A character can take this feat multiple times, gaining four extra
daily turning attempts each time.
Exotic Weapon Proficiency [General]
Prerequisite: Base attack bonus +1 or higher.
Benefit: The character makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it suffers
a -4 penalty on attack rolls.
Special: The character can gain this feat multiple times. Each time The character
takes the feat, it applies to a new weapon. Proficiency with the bastard sword
or the dwarven waraxe has a prerequisite of Str 13+.
Expertise [General]
Prerequisite: Int 13+.
Benefit: When the character uses the attack action or full attack action in
melee, the character can take a penalty of as much as -5 on the character's
attack and add the same number (up to +5) to the character's Armor Class.
This number may not exceed the character's base attack bonus. The changes
to attack rolls and Armor Class last until the character's next action. The
bonus to the character's Armor Class is a dodge bonus.
Normal: A character not capable of the Expertise feat can fight defensively
while using the attack or full attack action to take a -4 penalty on attacks
and gain a +2 dodge bonus to Armor Class.
Far Shot [General]
Prerequisite: Point Blank Shot.
Benefit: When the character uses a projectile weapon, such as a bow, its range
increment increases by one-half (multiply by 1.5). When the character uses
a thrown weapon, its range increment is doubled.
Flyby Attack[General]
Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action (including a dive)
and another partial action at any point during the move. The creature cannot
take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a partial action either before
or after its move.
Forge Ring [Item Creation]
Prerequisite: Spellcaster level 12th+.
Benefit: The character can create any ring whose prerequisites the character
meets. Crafting a ring takes 1 day for each 1,000 gp in its base price. To
craft a ring, the character must spend 1/25 of its base price in XP and use
up raw materials costing half of its base price.
The character can also mend a broken ring if it is a ring that the character
could make. Doing so costs half the XP, half the raw materials, and half the
time it would take to craft that ring in the first place.
Some magic rings incur extra costs in material components or XP as noted in
their descriptions.
Great Cleave [General]
Prerequisites: Str 13+, Power Attack, Cleave, base attack bonus +4 or higher.
Benefit: As Cleave, except that the character has no limit to the number of
times the character can use it per round.
Great Fortitude [General]
Benefit: The character gets a +2 bonus to all Fortitude saving throws.
Heighten Spell [Metamagic]
Benefit: A heightened spell has a higher spell level than normal (up to 9th
level). Unlike other metamagic feats, Heighten Spell actually increases the
effective level of the spell that it modifies. All effects dependent on spell
level (such as saving throw DCs and ability to penetrate a minor globe of
invulnerability) are calculated according to the heightened level. The heightened
spell is as difficult to prepare and cast as a spell of its effective level.
Improved Bull Rush [General]
Prerequisites: Str 13+, Power Attack.
Benefit: When the character performs a bull rush, the character does not draw
an attack of opportunity from the defender.
Improved Critical [General]
Prerequisites: Proficient with weapon, base attack bonus +8 or higher.
Benefit: When using the weapon the character selected, the character's threat
range is doubled.
Special: The character can gain this feat multiple times. The effects do not
stack. Each time the character takes the feat, it applies to a new weapon.
Note: "Keen" magic weapons also double their normal, nonmagical
threat range. As with all doubled doublings, the result is triple.
Improved Disarm [General]
Prerequisites: Int 13+, Expertise.
Benefit: The character does not suffer an attack of opportunity when the character
attempts to disarm an opponent, nor does the opponent have a chance to disarm.
Improved Initiative [General]
Benefit: The character gets a +4 bonus on initiative checks.
Improved Trip [General]
Prerequisites: Int 13+, Expertise.
Benefit: If the character trips an opponent in melee combat, the character
immediately gets a melee attack against that opponent as if the character
hadnt used the character's attack for the trip attempt.
Improved Two-Weapon Fighting [General]
Prerequisites: Two-Weapon Fighting, Ambidexterity, base attack bonus +9 or
higher.
Benefit: In addition to the standard single extra attack the character gets
with an off-hand weapon, the character gets a second attack with the off-hand
weapon, albeit at a -5 penalty.
Normal: Without this feat, the character can only get a single extra attack
with an off-hand weapon.
Special: A ranger who meets only the base attack bonus prerequisite can gain
this feat, but can only use it when wearing light armor or no armor.
Improved Unarmed Strike [General]
Benefit: The character is considered to be armed even when unarmed-that is,
armed opponents do not get attacks of opportunity when the character attacks
them while unarmed. However, the character still gets an opportunity attack
against any opponent who makes an unarmed attack on the character.
Special: A monk fighting unarmed automatically gains the benefit of this feat.
Iron Will [General]
Benefit: The character gets a +2 bonus to all Will saving throws.
Leadership [General]
Prerequisites: The character must be at least 6th level.
Benefits: Having this feat enables the character to attract loyal companions
and devoted followers, subordinates who assist her. See Table: Leadership
for what sort of cohort and how many followers the character can recruit.
Table: Leadership
Leadership Cohort -- Number of Followers by Level --
Score Level 1st 2nd 3rd 4th 5th 6th
---------- ------ --- --- --- --- --- ---
1 or less - - - - - - -
2 1st - - - - - -
3 2nd - - - - - -
4 3rd - - - - - -
5 3rd - - - - - -
6 4th - - - - - -
7 5th - - - - - -
8 5th - - - - - -
9 6th - - - - - -
10 7th 5 - - - - -
11 7th 6 - - - - -
12 8th 8 - - - - -
13 9th 10 1 - - - -
14 10th 15 1 - - - -
15 10th 20 2 1 - - -
16 11th 25 2 1 - - -
17 12th 30 3 1 1 - -
18 12th 35 3 1 1 - -
19 13th 40 4 2 1 1 -
20 14th 50 5 3 2 1 -
21 15th 60 6 3 2 1 1
22 15th 75 7 4 2 2 1
23 16th 90 9 5 3 2 1
24 17th 110 11 6 3 2 1
25+ 17th 135 13 7 4 2 2
Leadership Score: A character's Leadership score equals his level plus any
Charisma modifier. In order to take into account negative Charisma modifiers,
Table: Leadership allows for very low Leadership scores, but the character
must still be 6th level or higher in order to gain the Leadership feat and
thus attract a cohort. Outside factors can affect a character's Leadership
score, as detailed in Table: Leadership Modifiers.
Cohort Level: The character can attract
a cohort of up to this level. Regardless of the character's Leadership score,
he can't recruit a cohort of his level or higher.
Number of Followers by Level: The character can lead up to the indicated number
of characters of each level.
Table: Leadership Modifiers
General Leadership Modifiers
The Leader Has a Reputation of Leadership Modifier
------------------------------ -------------------
Great prestige +2
Fairness and generosity +1
Special power +1
Failure -1
Aloofness -1
Cruelty -2
Cohort-Only Leadership Modifiers
The Leader Leadership Modifier
---------- -------------------
Has a familiar/paladin's warhorse/ -2 animal companion
Recruits a cohort of a different alignment -1
Caused the death of a cohort -2*
*Cumulative per cohort killed.
Follower-Only Leadership Modifiers
The Leader Leadership Modifier
---------- -------------------
Has a stronghold, base of operations, +2 guildhouse, and so on
Moves around a lot -1
Caused the death of other followers -1
Special Cohorts: With the DM's permission, a leader may seek out a special
cohort who is not a member of the standard PC races (the common races).
Followers: A leader attracts followers whose alignments are within one step
of his own. These characters have gear appropriate to NPCs of their level.
As the leader's Leadership rises, he can attract more followers. If his Leadership
goes down, followers may desert.
Replacing Cohorts and Followers: If a leader loses a cohort or followers,
he can generally replace them, according to his current Leadership score.
It takes time (1d4 months) to recruit replacements. If the leader is to blame
for the deaths of the cohort or followers, it takes extra time to replace
them, up to a full year. Note that the leader also picks up a reputation of
failure, which decreases his Leadership score.
Lightning Reflexes [General]
Benefit: The character gets a +2 bonus to all Reflex saving throws.
Martial Weapon Proficiency [General]
Benefit: The character makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it suffers
a -4 penalty on attack rolls.
The character can gain this feat multiple times. Each time the character takes
the feat, it applies to a new weapon.
A cleric whose deitys favored weapon is a martial weapon and who chooses
War as one of his domains receives the Martial Weapon Proficiency feat related
to that weapon for free, as well as the Weapon Focus feat related to that
weapon.
Maximize Spell [Metamagic]
Benefit: All variable, numeric effects of a maximized spell are maximized.
A maximized spell deals maximum damage, cures the maximum number of hit points,
affects the maximum number of targets, etc., as appropriate. Spells without
random variables are not affected. A maximized spell uses up a spell slot
three levels higher than the spells actual level.
An empowered, maximized spell gains the separate benefits of each feat: the
maximum result plus one-half the normally rolled result.
Mobility [General]
Prerequisites: Dex 13+, Dodge.
Benefit: The character gets a +4 dodge bonus to Armor Class against attacks
of opportunity caused when the character moves out of or within a threatened
area. Note: A condition that makes the character lose the Dexterity bonus
to Armor Class (if any) also makes the character lose dodge bonuses. Also,
dodge bonuses stack with each other, unlike most types of bonuses.
Mounted Archery [General]
Prerequisite: Ride skill, Mounted Combat.
Benefit: The penalty the character suffers when using a ranged weapon from
horseback is halved: -2 instead of -4 if the character's mount is taking a
double move, and -4 instead of -8 if the character's mount is running.
Mounted Combat [General]
Prerequisite: Ride skill.
Benefit: Once per round when the character's mount is hit in combat, the character
may make a Ride check to negate the hit. The hit is negated if the character's
Ride check is greater than the attack roll (essentially, the Ride check becomes
the mounts Armor Class if its higher than the mounts regular
AC).
Multiattack [General]
Prerequisite: Three or more natural weapons.
Benefit: The creatures secondary attacks with natural weapons suffer
only a -2 penalty.
Normal: Without this feat, the creatures secondary natural attacks suffer
a -5 penalty.
Multidexterity [General]
Prerequisite: Dex 15+, three or more arms.
Benefit: The creature ignores all penalties for using an off hand.
Normal: Without this feat, a creature who uses an off hand suffers a -4 penalty
to attack rolls, ability checks, and skill checks. A creature has one primary
hand, and all the others are off hands; for example, a four-armed creature
has one primary hand and three off hands.
Special: This feat replaces the Ambidexterity feat for creatures with more
than two arms.
Multiweapon Fighting [General]
Prerequisite: Three or more hands.
Benefit: Penalties for fighting with multiple weapons are reduced by 2.
Normal: A creature without this feat suffers a -6 penalty to attacks made
with its primary hand and a -10 penalty to attacks made with its off hands.
(It has one primary hand, and all the others are off hands.) See Attacking
with Two Weapons, page 124 in the Players Handbook.
Special: This feat replaces the Two-Weapon Fighting feat for creatures with
more than two arms. The Multidexterity feat further reduces penalties for
off-hand attacks.
Point Blank Shot [General]
Benefit: The character gets a +1 bonus to attack and damage rolls with ranged
weapons at ranges of up to 30 feet.
Power Attack [General]
Prerequisite: Str 13+.
Benefit: On the character's action, before making attack rolls for a round,
the character may choose to subtract a number from all melee attack rolls
and add the same number to all melee damage rolls. This number may not exceed
the character's base attack bonus. The penalty on attacks and bonus on damage
applies until the character's next action.
Precise Shot [General]
Prerequisite: Point Blank Shot.
Benefit: The character can shoot or throw ranged weapons at an opponent engaged
in melee without suffering the standard -4 penalty.
Quick Draw [General]
Prerequisite: Base attack bonus +1 or higher.
Benefit: The character can draw a weapon as a free action instead of as a
move-equivalent action.
Quicken Spell [Metamagic]
Benefit: Casting a quickened spell is a free action. The character can perform
another action, even casting another spell, in the same round as the character
casts a quickened spell. The character may only cast one quickened spell per
round. A spell whose casting time is more than 1 full round cannot be quickened.
A quickened spell uses up a spell slot four levels higher than the spells
actual level.
Rapid Shot [General]
Prerequisites: Point Blank Shot, Dex 13+.
Benefit: The character can get one extra attack per round with a ranged weapon.
The attack is at the character's highest base attack bonus, but each attack
(the extra one and the normal ones) suffers a -2 penalty. The character must
use the full attack action to use this feat.
Ride-By Attack [General]
Prerequisites: Ride skill, Mounted Combat.
Benefit: When the character is mounted and uses the charge action, the character
may move and attack as with a standard charge and then move again (continuing
the straight line of the charge). The character's total movement for the round
cant exceed double the character's mounted speed. The character does
not provoke an attack of opportunity from the opponent that the character
attacks.
Run [General]
Benefit: When running, the character moves five times normal speed instead
of four times normal speed. If the character makes a running jump, increase
the distance or height cleared by one-fourth, but not past the maximum.
Scribe Scroll [Item Creation]
Prerequisite: Spellcaster level 1st+.
Benefit: The character can create a scroll of any spell that the character
knows. Scribing a scroll takes 1 day for each 1,000 gp in its base price.
The base price of a scroll is its spell level multiplied by its caster level
multiplied by 25 gp. To scribe a scroll, the character must spend 1/25 of
this base price in XP and use up raw materials costing half of this base price.
Any scroll that stores a spell with a costly material component or an XP cost
also carries a commensurate cost. In addition to the costs derived from the
base price, the character must expend the material component or pay the XP
when scribing the scroll.
Shield Proficiency [General]
Benefit: The character can use a shield and suffer only the standard penalties.
Normal: A character who is using a shield with which he or she is not proficient
suffers the shields armor check penalty on attack rolls and on all skill
rolls that involve moving, including Ride.
Shot on the Run [General]
Prerequisites: Point Blank Shot, Dex 13+, Dodge, Mobility.
Benefit: When using the attack action with a ranged weapon, the character
can move both before and after the attack, provided that the character's total
distance moved is not greater than the character's speed.
Silent Spell [Metamagic]
Benefit: A silent spell can be cast with no verbal components. Spells without
verbal components are not affected. A silent spell uses up a spell slot one
level higher than the spells actual level.
Special: Bard spells cannot be enhanced by this metamagic feat.
Simple Weapon Proficiency [General]
Benefit: The character makes attack rolls with simple weapons normally.
Normal: A character who uses a weapon without being proficient with it suffers
a -4 penalty on attack rolls.
Skill Focus [General]
Benefit: The character gets a +2 bonus on all skill checks with that skill.
Special: The character can gain this feat multiple times. Its effects do not
stack. Each time the character takes the feat, it applies to a new skill.
Spell Penetration [General]
Benefit: The character gets a +2 bonus to caster level checks (1d20+caster
level) to beat a creatures spell resistance.
Spell Focus [General]
Choose a school of magic, such as Illusion. The character's spells of that
school are more potent than normal.
Benefit: Add +2 to the Difficulty Class for all saving throws against spells
from the school of magic the character selects to focus on.
Special: The character can gain this feat multiple times. Its effects do not
stack. Each time the character takes the feat, it applies to a new school
of magic.
Spell Mastery [Special]
Prerequisite: Spell Mastery is available only to wizards.
Benefit: Each time the wizard takes this feat, choose a number of spells equal
to the wizard's Intelligence modifier (they must be spells that the wizard
already knows). From that point on, the wizard can prepare those spells without
referring to a spellbook.
Spirited Charge [General]
Prerequisites: Ride skill, Mounted Combat, Ride-By Attack.
Benefit: When mounted and using the charge action, the character deals double
damage with a melee weapon (or triple damage with a lance).
Spring Attack [General]
Prerequisites: Dex 13+, Dodge, Mobility, base attack bonus +4 or higher.
Benefit: When using the attack action with a melee weapon, the character can
move both before and after the attack, provided that the character's total
distance moved is not greater than the character's speed. Moving in this way
does not provoke an attack of opportunity from the defender the character
attacks. The character cant use this feat if the character is in heavy
armor.
Still Spell [Metamagic]
Benefit: A still spell can be cast with no somatic components. Spells without
somatic components are not affected. A still spell uses up a spell slot one
level higher than the spells actual level.
Stunning Fist [General]
Prerequisites: Dex 13+, Improved Unarmed Strike, Wis 13+, base attack bonus
+8 or higher.
Benefit: Declare that the character is using the feat before making an attack
roll (thus, a missed attack roll ruins the attempt). It forces a foe damaged
by the character's unarmed attack to make a Fortitude saving throw (DC 10
+ one-half the character's level + Wis modifier), in addition to dealing damage
normally. If the defender fails his saving throw, he is stunned for 1 round
(until just before the character's next action). A stunned character cant
act and loses any Dexterity bonus to Armor Class. Attackers get a +2 bonus
on attack rolls against a stunned opponent. The character may attempt a stunning
attack once per day for every four levels attained, and no more than once
per round.
Sunder [General]
Prerequisites: Str 13+, Power Attack.
Benefit: When the character strikes at an opponents weapon, the character
does not provoke an attack of opportunity.
Toughness [General]
Benefit: The character gains +3 hit points.
Special: A character may gain this feat multiple times.
Track [General]
Benefit: To find tracks or to follow them for one mile requires a Wilderness
Lore check. The character 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.
The character moves at half normal speed (or at normal speed with a -5 penalty
on the check). The DC depends on the surface and the prevailing conditions:
Surface DC
------- --
Very soft 5
Soft 10
Firm 15
Hard 20
Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds
deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than
wet mud or fresh snow, in which the creature leaves frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and
the like) or exceptionally soft or dirty indoor surfaces (thick rugs, very
dirty or dusty floors). The creature might leave some traces (broken branches,
tufts of hair) but leaves only occasional or partial footprints.
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 left behind are obscured or washed away. The creature leaves
only traces (scuff marks, displaced pebbles).
Condition DC Modifier
--------- -----------
Every three creatures in the group being tracked -1
Size of creature or creatures being tracked:*
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium-size 0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility:**
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5
*For a group of mixed sizes, apply only the modifier for the largest
size category.
**Apply only the largest modifier from this category.
If the character fails a Wilderness Lore check, the character can retry after
1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal: A character without this feat can use the Search skill to find tracks,
but can only follow tracks if the DC is 10 or less.
Trample [General]
Prerequisites: Ride skill, Mounted Combat.
Benefit: When the character attempts to overrun an opponent while mounted,
the target may not choose to avoid the character. If the character knocks
down the target, the character's mount may make one hoof attack against the
target, gaining the standard +4 bonus on attack rolls against prone targets.
Two-Weapon Fighting [General]
Benefit: The character's penalties for fighting with two weapons are reduced
by 2.
Weapon Finesse [General]
Prerequisite: Proficient with weapon, base attack bonus +1 or higher.
Choose one light weapon. Alternatively, the character can choose a rapier,
provided the character can use it in one hand, or a spiked chain, provided
the character is at least Medium-size.
Benefit: With the selected weapon, the character may use a Dexterity modifier
instead of a Strength modifier on attack rolls. Since the character needs
the second hand for balance, apply the armor check penalty of any shield worn
to attack rolls.
Special: The character can gain this feat multiple times. Each time the character
takes the feat, it applies to a new weapon.
Weapon Focus [General]
Prerequisites: Proficient with weapon, base attack bonus +1 or higher.
The character can choose unarmed strike or grapple
for the character's weapon for purposes of this feat. The character can choose
ray, in which case the character is especially good with rays.
Benefit: The character adds +1 to all attack rolls the character makes using
the selected weapon.
Special: The character can gain this feat multiple times. Its effects do not
stack. Each time the character takes the feat, it applies to a new weapon.
Weapon Specialization [Special]
Choose one type of weapon. The character is especially good at inflicting
damage with this weapon.
Benefit: The character adds +2 to all damage inflicted with the weapon the
character has specialized with. If the weapon is a ranged weapon, the target
must be within 30 feet.
Special: The character can gain this feat multiple times. Its effects do not
stack. Each time the character takes the feat, it applies to a new weapon.
Whirlwind Attack [General]
Prerequisites: Int 13+, Expertise, Dex 13+, Dodge, Mobility, base attack bonus
+4 or higher, Spring Attack.
Benefit: When the character performs the full attack action, he or she can
give up all regular attacks and instead make one melee attack at the full
base attack bonus against each opponent within 5 feet.
Psonic Feats
Only psionic characters and creatures may
take them.
Feats that have a prerequisite of reserve
power points [some number+] require the psionic character or creature
to possess a number of unused power points equal to or greater than the given
number to use the feat in any given round. Note: If a psionic characters
total power point maximum never equals the reserve power point prerequisite,
the character cannot take the feat.
Metapsionic Feats
Using a metapsionic feat doesnt take
any longer but does increase the total power point cost to manifest the power.
A psionic character can use multiple metapsionic
feats on a power, and the extra power point cost is cumulative, but a power
altered by metapsionic feats can never cost more power points than the manifesters
level minus one (minimum one).
With the proper item creation feat, you can
store a power enhanced by a metapsionic feat in a power stone (a crystal that
stores a specific power), psionic tattoo (a design that stores a specific
power), or dorje (a psionic wand), but the level limits for psionic
tattoos, power stones, and dorjes apply to the powers higher, metapsionic
level. The metapsionic level increases by 1 for every 2 points a metapsionic
feat increases a powers cost.
Important: Metapsionic feats cannot be used
to augment psionic attack and defense modes. The feats that allow direct manipulation
of psionic attack and defense mode powers are specifically noted with the
given feat.
Item Creation Feats
An item creation feat lets a psionic character
create a psionic item of a certain type. Regardless of the type of item, each
item creation feat has certain features in common.
XP Cost: Power and energy that the psionic
character would normally have is expended when making a psionic item. The
XP cost normally equals 1/25 the cost of the item in gp. A psionic character
cannot spend so much XP that he or she loses a level. However, he or she can,
on gaining enough XP to achieve a new level, immediately expend XP on creating
an item rather than keeping the XP to advance a level.
Raw Materials Cost: Creating a psionic item
requires costly components, most of which are consumed in the process. The
cost of these materials normally equals half the cost of the item.
Using an item creation feat also requires
access to a laboratory or psionic workshop, special tools, and so on. A psionic
character generally has access to what he or she needs unless unusual circumstances
apply (such as, hes traveling far from home).
Time: The time to create a psionic item depends
on the feat and the cost of the item. The minimum time is one day.
Item Cost: Craft Dorje, Encode Stone, and
Scribe Tattoo create items that directly reproduce power effects and whose
strength depends on manifester level. A power from one of these items has
the strength it would have if manifested by a psionic character of that level.
The base price of these items (and thus the base XP cost and the base cost
of the raw materials) depends on the manifester level and the power level
imprinted into the item. The manifester level must be high enough that the
psionic character creating the item can manifest the power at that level.
To find the final price in each case, multiply the manifester level by the
powers level and then multiply that figure by a cost in gold pieces
noted in each specific feat.
Extra Costs: Any dorje, power stone, or psionic
tattoo that stores a power with a costly material component or an XP cost
also carries a commensurate cost. For psionic tattoos and power stones, the
psionic character must pay the XP cost when creating the item. For a dorje,
the psionic character must pay fifty times the XP cost.
Some psionic items similarly incur extra costs
in material components or XP as noted in their descriptions.
FEAT DESCRIPTIONS
Body Fuel [Psionic]
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
burn more than 2 ability score points to gain several power points per free
action. Treat reduced ability scores as temporary ability damage.
Combat Manifestation [Psionic]
Benefit: You get a +4 bonus on Concentration
checks made to manifest a power while on the defensive. The general feat Combat
Casting is essentially the same as Combat Manifestation, and taking either
one serves the same purpose, whether for casting spells for manifesting powers.
Craft Crystal Capacitor [Item_Creation]
Prerequisite: Manifester level 9th+.
Benefit: You can create a crystal capacitor
that stores a number of power points equal to or less than your base power
points for your highest manifester level. The nature of power point storage,
at least in conjunction with this feat, allows a maximum of 17 power points
to be stored in a single crystal capacitor. Moreover, a crystal capacitors
maximum is always an odd number. Note that during use, a crystal capacitor
very often contains even numbers of power points, just not when fully charged.
Crafting a crystal capacitor takes one day
for each 1,000 gp in its base price. The base price of a crystal capacitor
is equal to the highest-level power it could manifest using all its stored
power points, squared, multiplied by 1,000 gp. To encode a crystal capacitor,
you must spend 1/25 of this base price in XP and use up raw materials costing
half this base price.
Craft Dorje [Item Creation]
Prerequisite: Manifester level 5th+.
Benefit: You can create a dorje of any psionic
power of 4th level or lower that you know.
Crafting a dorje takes one day for each 1,000
gp in its base price. The base price of a dorje is its manifester level X
the power level X 750 gp (treat 0-level powers as one-half level). To craft
a dorje, you must spend 1/25 of this base price in XP and use up raw materials
costing half of this base price.
A newly created dorje has enough power points
to manifest its primary power fifty times.
Any dorje that stores powers with an XP cost
also carries a commensurate cost. In addition to the cost derived from the
base cost, you must pay fifty times the XP cost.
Craft Psionic Arms and Armor [Item_Creation]
Prerequisite: Manifester level 5th+.
Benefit: You can create any psionic weapon,
armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of
armor, or shield takes one day for each 1,000 gp in the price of its psionic
features. To enhance a weapon, suit of armor, or shield, you must spend 1/25
of its features total price in XP and use up raw materials costing half
of this total price.
You can also mend a broken psionic weapon,
suit of armor, or shield if it is one that you could make. Doing so costs
half the XP, half the raw materials, and half the time it would take to empower
that item in the first place.
The weapon, armor, or shield to be enhanced
must be a masterwork item that you must provide. (Its cost is not included
in the above cost.)
Craft Universal Item [Item Creation]
Prerequisite: Manifester level 3rd+.
Benefit: You can create any miscellaneous
psionic item whose prerequisites you meet. Crafting a miscellaneous psionic
item takes one day for each 1,000 gp in its price. To empower a miscellaneous
psionic item, the psionic character must spend 1/25 of the items price
in XP and use up raw materials costing half of this price.
You can also mend a broken universal item
if it is one that you could make. Doing so costs half the XP, half the raw
materials, and half the time it would take to empower that item in the first
place.
Some universal items incur extra costs in
materials components or XP as noted in their descriptions. These costs are
in addition to those derived from the items base price. You must pay
such a cost to create an item or mend a broken one.
Deep Impact [Psionic]
Prerequisite: Str 13+, Power Attack, Psionic
Weapon, base attack bonus +3 or more.
Benefit: If you pay 5 power points per strike,
you can resolve your melee attack with a weapon as a touch attack for purposes
of assessing your foes Armor Class. You must decide whether or not to
pay the cost prior to making the melee attack. Your weapon remains charged
for a maximum number of rounds equal to your Strength modifier +1, or until
you make your next attack, whichever occurs first. If your attack misses,
the power point expenditure is wasted.
Delay Power [Metapsionic]
Benefit: A delayed power doesnt activate
until 1 to 5 rounds after you finish manifesting it. You determine the delay
when manifesting the power, and it cannot be changed once set. The power activates
just before your turn on the round you designate. Only area, personal, and
touch powers may be affected by this feat. Any decisions you would make about
the power (including attack rolls, designating targets, or determining or
shaping an area) are decided when the power is manifested, while any effects
resolved by those affected by the power (including saving throws) are decided
when the power triggers. A delayed power may be negated normally during the
delay, and can be detected normally in the area or on the target with powers
that can detect psionic effects. A delayed power costs a number of power points
equal to its standard cost +6.
Disarm Mind [Psionic]
Prerequisite: Cha 13+, Mental Adversary.
Benefit: You deplete a number of power points
equal to your Charisma modifier X4 from your opponent on any psionic attack
that deals 1 or more ability damage, after accounting for your opponents
mental hardness. To use this feat, you must pay power points equal to the
cost of the psionic attack +3. You decide whether or not to pay the extra
cost after discovering the failure or success of your psionic attack to deal
ability damage.
Encode Stone [Item_Creation]
Prerequisite: Manifester level 1st+.
Benefit: You can create a power stone of any
power that you know. Encoding a power stone takes one day for each 1,000 gp
in its base price. The base price of a power stone is the level of the stored
psionic power x its manifester level x 25 gp (treat a 0-level power as one-half
level). To encode a power stone, you must spend 1/25 of this base price in
XP and use up raw materials costing half of this base price.
Any power stone that stores a psionic power
with an XP cost also carries a commensurate cost. In addition to the costs
derived from the base price, you must pay the XP when encoding the stone.
Enlarge Power [Metapsionic]
Benefit: An enlarged power has its range doubled.
Powers whose ranges are not defined by distance do not have their ranges increased.
Determine an enlarged powers area or effect as if you were two manifester
levels higher than you actually are. An enlarged power costs a number of power
points equal to its standard cost +2.
Extend Power [Metapsionic]
Benefit: An extended power lasts twice as
long as normal. Powers with a concentration, instantaneous, or permanent duration
are not extended. An extended power costs a number of power points equal to
its standard cost +2.
Fell Shot [Psionic]
Prerequisite: Dex 13+, Point Blank Shot, Psionic
Shot, base attack bonus +3 or more.
Benefit: If you pay 5 power points per shot,
you can resolve your ranged attack as a touch attack for purposes of assessing
your foes Armor Class. You must decide whether or not to pay the cost
prior to making the ranged attack. Your bullet, bolt, or arrow remains charged
for a maximum number of rounds equal to your Dexterity modifier +1, or until
you make your next attack, whichever occurs first. If your attack misses,
the power point expenditure is wasted.
Great Sunder [Psionic]
Prerequisite: Str 13+, Power Attack, Sunder,
reserve power points 5+.
Benefit: When you strike at an opponents
weapon, you ignore half of the weapons total hardness (round down).
Total hardness includes any magical or psionic enhancements possessed
by the weapon that normally add to its hardness. However, to strike and do
any damage to a magically or psionically enhanced weapon, you still need a
weapon of equal or better enhancement.
Special: You can also sense the stress points
in any hard construction, such as wooden doors or stone walls, and can ignore
half of the objects total hardness (round down) when attacking that
object.
Greater Power Penetration [Psionic]
Prerequisite: Power Penetration.
Benefit: You get a +4 bonus on manifester
level checks (1d20 + manifester level) to beat a creatures power resistance.
This bonus overlaps (does not stack with) the bonus from Power Penetration.
Greater Psionic Focus [Psionic]
Prerequisite: Psionic Focus.
Benefit: Add +4 to the DC for all saving throws
against powers from within your discipline if youve already taken the
Psionic Focus feat for the selected discipline. This bonus overlaps (does
not stack with) the bonus from Psionic Focus.
Special: You can gain this feat multiple times.
Its effects do not stack. Each time you take this feat, it applies to a new
discipline, but a psion must choose her primary discipline the first time
she takes this feat.
Heighten Power [Metapsionic]
Benefit: A heightened power has a higher psionic
power level than normal (up to 9th level). Unlike other metapsionic feats,
Heighten Power actually increases the effective level of the power that it
modifies. All effects dependent on power level are calculated according to
the heightened level. The heightened power costs as many power points as a
power of its effective level.
Hide Power [Metapsionic]
Benefit: A psionic power can be manifested
without one associated display characteristic chosen by you when you take
the feat: auditory, material, mental, olfactory, or visual. The hidden power
costs a number of power points equal to the standard cost +2.
Special: You can take this feat multiple times,
each time choosing a different display characteristic to hide while manifesting
a given power.
Improved Psicrystal [Psionic]
Benefit: You can implant another personality
fragment in your psicrystal. You gain the benefits listed for both psicrystal
types. Your psicrystals personality adjusts and becomes a blend between
all implanted personality fragments.
Special: You can gain this feat multiple times.
Each time, you implant a new personality fragment in your psicrystal, from
which you derive the noted benefits.
Inertial Armor [Psionic]
Prerequisite: Reserve power points 1+.
Benefit: While you retain 1 or more power
points, your mind automatically generates a tangible field of force that provides
a +4 armor bonus to AC. Unlike mundane armor, Inertial Armor entails no armor
check penalty or speed reduction. Because inertial armor is composed of psychokinetic
force, incorporeal creatures cant bypass it the way they do normal armor.
Your inertial armor can be invisible or appear as a colored glow, at your
option. The armor bonus provided by Inertial Armor does not stack with the
armor bonus provided by a shield or regular armor.
Inner Strength [Psionic]
Benefit: You gain +1 power points.
Special: A character may gain this feat multiple
times, each time gaining a number of power points equal to the previous Inner
Strength gain +1.
Master Dorje [Metapsionic]
Benefit: You can manifest a power stored in
a dorje without expending a charge. Instead, you pay for the imbedded power
from your own power point reserve by spending a number of power points equal
to its standard cost +2. When all the charges of a dorje are exhausted, the
dorje becomes inert; thus, this feat no longer affects that individual dorje.
Maximize Power [Metapsionic]
Benefit: All variable, numeric effects of
a maximized power are maximized. A maximized power deals maximum damage, cures
the maximum number of hit points, affects the maximum number of targets, and
so on, as appropriate. For example, a maximized whitefire deals 20 points
of damage. Saving throws and opposed rolls (such as the one you make when
you manifest negate psionics) are not affected. Powers without random variables
are not affected. The maximized power costs a number of power points equal
to its standard cost +6.
Mental Adversary [Psionic]
Prerequisite: Cha 13+.
Benefit: You deal +1 ability damage on a successful
psionic attack when you pay the cost of the psionic attack +3 power points.
You decide whether or not to pay the extra cost after determining the failure
or success of your psionic attack to breach the defenders Will save.
Special: You can gain this feat multiple times,
each time gaining the potential to deal bonus damage equal to the previous
damage bonus +1, but at a cost equal to the previous cost plus 8 power points.
You decide what increment of bonus damage to deal within the range granted
by gaining this feat multiple times.
Mental Leap [Psionic]
Prerequisite: Str 13+, 6 ranks of the Jump
skill, reserve power points 3+.
Benefit: You jump twice as far or as high
as is indicated on your Jump check. Your maximum jump (a function of your
height) is twice normal, and extra distance jumped (above and beyond the normal
distance rolled) is not counted against your total allowed movement in the
round.
Special: You can take this feat multiple times.
Each time increases your jump multiple by one and increases your prerequisite
of reserve power points by +8.
Metacreative [Psionic]
Prerequisite: Any item creation feat.
Benefit: Each time you take this feat, choose
one item creation feat you know. When determining your cost in XP and raw
materials for creating items with this feat, multiply the base price by 75%.
Special: You may gain this feat multiple times.
Each time you take the feat, it applies to a new item creation feat.
Mind Trap [Psionic]
Prerequisite: Psychic Bastion.
Benefit: You deplete a number of power points
equal to 10 + your Charisma modifier from your attacking opponent on any psionic
attack that deals 1 or more ability damage to you. To do so, you must pay
power points equal to the cost of the psionic defense +3. You decide whether
or not to pay the extra cost after discovering the failure or success of your
opponents psionic attack to deal ability damage.
Persistent Power [Metapsionic]
Prerequisite: Extend Power.
Benefit: A persistent power has a duration
of 24 hours. The persistent power must have a personal range or a fixed range;
you cant use this feat on a power with a variable range, or on a power
with an instantaneous duration. Note that you must concentrate on some powers
to use their effects (for example, detect psionics and detect thoughts); 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 its standard cost
+8.
Power Penetration [Psionic]
Benefit: You get a +2 bonus on manifester
level checks (1d20 + manifester level) to beat a creatures power resistance.
Power Touch [Psionic]
Prerequisite: Str 13+, Psionic Fist.
Benefit: You can make attacks of opportunity
using any power you know with a range of touch, if you have at least one hand
free. The Power Touch attack of opportunity does not preclude the normal manifestation
of a psionic power during the same round. The power used in conjunction with
this feat costs a number of power points equal to its standard cost +2.
Normal: Attacks of opportunity do not involve
casting spells or manifesting powers.
Special: Possession of the Quicken Power feat
reduces the extra cost of Power Touch to 0 power points (you still must pay
the standard cost for the power used in the attack of opportunity).
Psionic Body [Psionic]
Benefit: At 1st level, you may use your key
ability modifier determined by your primary discipline, if a psion, instead
of your Constitution modifier to determine bonus hit points. At higher levels,
your bonus hit points are determined by your Constitution, as normal. However,
you now gain +1 hit point every time you learn a metapsionic feat.
Special: You may only take this feat as a
1st-level character.
Psionic Charge [Psionic]
Prerequisite: Wis 13+, Speed of Thought, reserve
power points 3+.
Benefit: When taking a charge action in combat,
you can make a number of turns, each of not more than 90 degrees, equal
to your Dexterity modifier. The action still counts as a charge.
Psionic Dodge [Psionic]
Prerequisite: Dex 13+, Dodge, reserve
power points 5+.
Benefit: During your action, you designate
an opponent and receive a +1 dodge bonus to Armor Class against attacks from
that opponent. This can be the same opponent designated for the standard Dodge
feat, or a separate opponent. If the same opponent is chosen for both Dodge
and Psionic Dodge, the bonuses stack. You can select a new opponent on any
action. Note: A condition that makes you lose your Dexterity bonus to Armor
Class (if any) does not make you lose the dodge bonus from the Psionic Dodge
feat.
Psionic Fist [Psionic]
Prerequisite: Str 13+.
Benefit: Your unarmed strikes deal +1d4 points
of bludgeoning damage when you pay the cost of 1 power point. You must decide
whether or not to pay the cost prior to making the melee attack. Your hand
or foot remains charged for a maximum number of rounds equal to
your Strength modifier +1, or until you make your next attack, whichever occurs
first. If your attack misses, the power point expenditure is wasted.
Psionic Focus [Psionic]
Benefit: Add +2 to the DC for all saving throws
against powers from the selected discipline.
Special: You can gain this feat multiple times.
Its effects do not stack. Each time you take the feat, it applies to a new
discipline, but a psion must choose his primary discipline the first time
he takes this feat.
Psionic Metabolism [Psionic]
Prerequisite: Con 13+, Rapid Metabolism.
Benefit: You convert 1 point of normal damage
to 1 point of subdual damage per hour, if you pay the cost of 1 power point
per hour. If you are unconscious or dying, Psionic Metabolism does not work.
Psionic Shot [Psionic]
Prerequisite: Dex 13+, Point Blank Shot.
Benefit: Your ranged shots deal +1d4 points
of piercing damage when you pay the cost of 1 power point. You must decide
whether or not to pay the cost prior to making the ranged attack. Your arrow,
bolt, or bullet remains charged for a maximum number of rounds
equal to your Strength modifier +1, or until you make your next attack, whichever
occurs first. If your attack misses, the power point expenditure is wasted.
Psionic Weapon [Psionic]
Prerequisite: Str 13+, Power Attack.
Benefit: Your melee weapon deals +1d4 points
of damage (slashing, piercing, or bludgeoning, as appropriate to the weapon)
when you pay the cost of 1 power point. You must decide whether or not to
pay the cost prior to making the melee attack. Your weapon remains charged
for a maximum number of rounds equal to your Strength modifier +1, or until
you make your next attack, whichever occurs first. If your attack misses,
the power point expenditure is wasted.
Psychic Bastion [Psionic]
Benefit: You gain +1 mental hardness against
a foes successful psionic attack when you pay the cost of 3 power points.
You decide whether or not to pay the cost after determining the failure or
success of the psionic attack to breach your Will save.
Special: You can gain this feat multiple times,
each time gaining bonus mental hardness equal to the previous bonus +1, but
you must pay a cost equal to the previous cost + 8. You decide what mental
hardness increment to use within the range granted by gaining this feat multiple
times.
Psychic Inquisitor [Psionic]
Prerequisite: Cha 13+, Psychoanalyst.
Benefit: When a living humanoid lies directly
to you, you perceive it. You detect a maximum number of lies per conversation
equal to your Charisma modifier. A conversation with an individual, once concluded,
may not be renewed with Psychic Inquisitor active for a period of 8 hours.
You decide when, or if, to begin using this feat during a conversation.
Psychoanalyst [Psionic]
Prerequisite: Cha 13+.
Benefit: You get a +2 bonus on all Diplomacy,
Bluff, and Intimidate checks against living humanoids with an Intelligence
score of 4 or higher. You get the same +2 bonus on Charisma checks used to
influence or interact with living humanoids having an Intelligence score of
4 or higher.
Quicken Power [Metapsionic]
Benefit: Manifesting a quickened power is
a free action. You may only manifest one quickened power per round. A power
whose time to manifest is more than 1 full round cannot be quickened. The
quickened power costs a number of power points equal to its standard cost
+8.
Special: Possession of the Power Touch feat
allows the use of that feat and one quickened power in the same round.
Rapid Metabolism [Psionic]
Prerequisite: Con 13+.
Benefit: You naturally heal a number of hit
points per day of rest equal to the standard healing rate + your Constitution
modifier.
Return Shot [Psionic]
Prerequisite: Dex 13+, Point Blank Shot, Psionic
Shot, reserve power points 5+.
Benefit: You need not have a free hand (holding
nothing) to use this feat, but you must relinquish a two-handed hold on a
single item or drop a shield as a free action. Once per round when you would
normally be hit with a ranged weapon, you may make a Reflex save (DC 20; if
the ranged weapon has an enhancement bonus to attack, the DC increases by
that amount). If you succeed, you snatch the ranged weapon. You must be aware
of the attack and not flat-footed, and you cannot already have acted in the
round. You may only use this feat once in any given round.
Snatching a ranged weapon or ammunition (such
as an arrow, bolt, or sling bullet) counts as a free action. If you successfully
retrieve a bolt, arrow, or sling bullet, you can load and fire it back at
your foe if you hold the appropriate weapon. A bow requires a move-equivalent
action, a crossbow requires a standard action, and a thrown weapon such as
a spear or knife is a free action to throw back. If you are not holding a
ranged weapon suitable to the snatched ammunition in your off hand, you cannot
return the attack.
You make the return attack at a bonus equal
to half your foes ranged attack bonus (round down) + your full ranged
attack bonus. Exceptional ranged weapons, such as boulders hurled by giants
or Melfs acid arrow, cant be snatched.
Special: If you also have the Deflect Arrows
feat (see the Players Handbook), you make return attacks at a bonus
equal to your foes full ranged attack bonus + your full attack bonus.
Scribe Tattoo [Item Creation]
Prerequisite: Manifester level 3rd+.
Benefit: You can create a psionic tattoo of
any psionic power of 3rd level or lower that you know and that targets a creature
or creatures (see Special, below). Scribing a psionic tattoo takes one day.
When you create a psionic tattoo, you set the manifester level. The manifester
level must be sufficient to manifest the power in question and no higher than
your own level. The base price of a psionic tattoo is its power level x its
manifester level x 50 gp (inscribing a 0-level power costs 25 gp). To scribe
a tattoo, you must spend 1/25 of this base price in XP and use up raw materials
(special inks, masterwork needles, and so on) costing half of this base price.
When you create a psionic tattoo, you make
any choices that you would normally make when manifesting the power. When
its wearer physically activates the tattoo, the wearer is the target of the
power.
Any psionic tattoo that stores a power with
an XP cost also carries a commensurate cost. In addition to the costs derived
from the base price, you must pay the XP when creating the tattoo.
Special: All Psychometabolism powers are an
exception to the target criteria, and may be scribed into a tattoo despite
the fact that they are personal powers.
Speed of Thought [Psionic]
Prerequisite: Wis 13+, reserve power points
1+.
Benefit: Your base speed is equal to your
normal speed +10.
Special: You can take this feat multiple times.
Each time increases your base speed by 10 feet and increases your prerequisite
of reserve power points by 4.
Stand Still [Psionic]
Prerequisite: Str 13+, reserve power points
1+.
Benefit: When a foes movement would
otherwise grant you an attack of opportunity, you may give up that attack
and instead attack your foe prior to your foes actual movement. This
is akin to a readied action, but Stand Still doesnt affect your initiative
count or actual readied actions, if any. The foe must succeed at a Fortitude
save against a DC equal to 10 + the damage you deal, or be unable to move
into or out of the area you threaten-essentially, this ends the movement of
a foe who is closing, and prevents any movement of a foe who is fleeing (if
you are normally allowed an attack of opportunity against the fleeing foe).
Since you use the Stand Still feat in place of your attack of opportunity,
you may only do so a number of times per round equal to the number of times
per round you could make an attack of opportunity (normally just one).
Normal: Attacks of opportunity occur after
a foe has already moved within the area you threaten; thus, you are unable
to affect their movement with an attack.
Talented [Psionic]
Prerequisite: Inner Strength.
Benefit: You can manifest three more 0-level
powers for free per day than normal.
Trigger Power [Psionic]
Prerequisite: Inner Strength, Talented, reserve
power points (see below).
Benefit: Choose any 0-, 1st-, 2nd-, or 3rd-level
power you know. From now on you can attempt to trigger that power without
paying its cost. To trigger a power, you must first satisfy the requirement
of a power point reserve equal to or greater than what it would normally cost
you to manifest the power. Then, make an ability check appropriate for the
powers discipline (for instance, you would make a Charisma check for
charm person). If you meet or exceed the ability check DC (see below), the
power is manifested normally with no power point cost. If you fail the check,
you are forced to pay its cost, but the power is still manifested normally.
You cant use Trigger Power in conjunction with psionic attack or defense
modes.
DCs for the ability check are determined by
level: 0-level, 11; 1st level, 13; 2nd level, 15; and 3rd level, 17.
Special: You can take this feat multiple times,
each time using it for a new triggered power.
Twin Power [Metapsionic]
Benefit: Manifesting a power altered by this
feat causes the power to take effect twice on the target, as if you were simultaneously
manifesting the same power two times on the same location or target. Any variables
in the power (such as targets, shaping an area, and so on) apply to both of
the resulting powers. The target suffers all the effects of both powers individually
and receives a saving throw for each. In some cases, failure of both of the
targets saving throws results in redundant effects. A twinned power
costs a number of power points equal to its standard cost +8.
Unavoidable Strike [Psionic]
Prerequisite: Str 13+, Psionic Fist, base
attack bonus of +3 or more.
Benefit: If you pay 5 power points per unarmed
attack, you can resolve your unarmed attack as a touch attack for purposes
of assessing your foes Armor Class. You must decide whether or not to
pay the cost prior to making the unarmed melee attack. Your hand or fist remains
charged for a maximum number of rounds equal to your Strength
modifier +1 or until your next attack, whichever occurs first. If your attack
misses, the power point expenditure is wasted.
Up the Walls [Psionic]
Prerequisite: Wis 13+, Speed of Thought, Psionic
Charge, reserve power points 5+.
Benefit: You can take part of one of your
move actions on a wall if you begin and end your move on a horizontal surface.
The height you can achieve on the wall is limited only by this movement restriction.
If you do not end your move on a horizontal surface, you fall prone, taking
damage as appropriate for your height above the floor. Treat the wall as a
normal floor for the purposes of measuring your movement. Passing the boundary
between horizontal and vertical is equivalent to 5 feet of movement along
a normal floor. Opponents on the floor still get attacks of opportunity as
you move up the wall within areas they threaten.
Special: You can take other move actions in
conjunction with moving on a wall.