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Feats


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 can’t 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 spell’s higher, metamagic level. A character doesn’t 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 can’t 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 arm’s 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 doesn’t lose a Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus. The invisible attacker’s 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 rod’s 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 staff’s 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 item’s 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 item’s 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 doesn’t count as an action. Exceptional ranged weapons can’t 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 spell’s 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 spell’s 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 spell’s 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 hadn’t 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 deity’s 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 spell’s actual level.
An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.

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 mount’s Armor Class if it’s higher than the mount’s regular AC).

Multiattack [General]
Prerequisite: Three or more natural weapons.
Benefit: The creature’s secondary attacks with natural weapons suffer only a -2 penalty.
Normal: Without this feat, the creature’s 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 Player’s 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 spell’s 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 can’t 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 shield’s 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 spell’s 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 creature’s 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 can’t 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 spell’s 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 can’t 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 opponent’s 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 doesn’t 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 character’s total power point maximum never equals the reserve power point prerequisite, the character cannot take the feat.

Metapsionic Feats

Using a metapsionic feat doesn’t 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 manifester’s 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 power’s higher, metapsionic level. The metapsionic level increases by 1 for every 2 points a metapsionic feat increases a power’s 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, he’s 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 power’s 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 capacitor’s 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 item’s 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 item’s 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 foe’s 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 doesn’t 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 opponent’s 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 power’s 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 foe’s 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 opponent’s weapon, you ignore half of the weapon’s 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 object’s 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 creature’s 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 you’ve 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 psicrystal’s 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 can’t 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 defender’s 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 opponent’s 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 can’t 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 creature’s 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 foe’s 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 foe’s ranged attack bonus (round down) + your full ranged attack bonus. Exceptional ranged weapons, such as boulders hurled by giants or Melf’s acid arrow, can’t be snatched.

Special: If you also have the Deflect Arrows feat (see the Player’s Handbook), you make return attacks at a bonus equal to your foe’s 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 foe’s movement would otherwise grant you an attack of opportunity, you may give up that attack and instead attack your foe prior to your foe’s actual movement. This is akin to a readied action, but Stand Still doesn’t 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 power’s 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 can’t 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 target’s 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 foe’s 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.

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