\vTITLE="DnD 3.5 Feats" AUTHOR="ArcDevil" PUBLISHER="None" EISBN="" COPYRIGHT="Copyright \a129 2004 by ArcDevil"\v \xDnD 3.5 Feats [v1.1]\x \Q="0" \q="#General"General\q \q="#ItemCreation"Item Creation\q \q="#Metamagic"Metamagic\q \q="#Psionic"Psionic\q \q="#Metapsionic"Metapsionic\q \q="#Special"Special\q [includes PHB,DMG,MM,XPH] \xGeneral\x \r\Q="General"\q="#0"Back\q \r\BAbility Focus\B [MM] Choose one of the creature's special attacks. Prerequisite: Special attack. Benefit: Add +2 to the DC for all saving throws against the special attack on which the creature focuses. Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different special attack. \p\BAcrobatic\B [PHB] Benefit: You get a +2 bonus on all Jump checks and Tumble checks. \p\BAgile\B [PHB] Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks. \p\BAlertness\B [PHB] Benefit: You get a +2 bonus on all Listen checks and Spot checks. Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm's reach. \p\BAnimal Affininty\B [PHB] Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks. \p\BAntipsionic Magic\B [XPH] Your spells are more potent when used against psionic characters and creatures. Prerequisite: Spellcraft 5 ranks. Benefit: You get a get a +2 bonus on caster level checks made to overcome a psionic creature's power resistance. This bonus stacks with the bonus conferred by Spell Penetration and Greater Spell Penetration. Moreover, whenever a psionic creature attempts to dispel a spell you cast, it makes its manifester level check against a DC of 13 + its manifester level. The benefits of this feat apply only to power resistance. The bonus does not apply to spell resistance. This is an exception to the psionics-magic transparency rule. Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities). \p\BArmor Proficiency (Heavy)\B [PHB] Prerequisites: Armor Proficiency (light), Armor Proficiency (medium). Benefit: See Armor Proficiency (light). Normal: See Armor Proficiency (light). Special: Fighters, paladins, and clerics automatically have Armor Proficiency (heavy) as a bonus feat. They need not select it. \p\BArmor Proficiency (Light)\B [PHB] Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks. Normal: A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride. Special: All characters except wizards, sorcerers, and monks automatically have Armor Proficiency (light) as a bonus feat. They need not select it. \p\BArmor Proficiency (Medium)\B [PHB] Prerequisite: Armor Proficiency (light). Benefit: See Armor Proficiency (light). Normal: See Armor Proficiency (light). Special: Fighters, barbarians, paladins, clerics, druids, and bards automatically have Armor Proficiency (medium) as a bonus feat. They need not select it. \p\BAthletic\B [PHB] Benefit: You get a +2 bonus on all Climb checks and Swim checks. \p\BAugment Summoning\B [PHB] Prerequisite: Spell Focus (conjuration). Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. \p\BAutonomous\B [XPH] You have a knack for psionic self-sufficiency. Benefit: You get a +2 bonus on all Autohypnosis checks and Knowledge (psionics) checks. \p\BAwesome Blow\B [MM] Prerequisites: Str 25, Power Attack, Improved Bull Rush, size Large or larger. Benefit: As a standard action, the creature may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking creature's choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle. \p\BBlind-Fight\B [PHB] Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half. Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies. Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell. A fighter may select Blind-Fight as one of his fighter bonus feats. \p\BChaotic Mind\B [XPH] The turbulence of your thoughts prevents others from gaining insight into your actions. Prerequisite: Chaotic alignment, Cha 15. Benefit: Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks do not gain those bonuses against you. The benefit of this feat applies only to insight bonuses gained from psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule. Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities). \p\BCleave\B [PHB] Prerequisites: Str 13, Power Attack. Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round. Special: A fighter may select Cleave as one of his fighter bonus feats. \p\BCloak Dance\B [XPH] You are skilled at using optical tricks to make yourself seem to be where you are not. Prerequisites: Hide 10 ranks, Perform (dance) 2 ranks. Benefit: You can take a move action to obscure your exact position. Until your next turn, you have concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment. \p\BClosed Mind\B [XPH] Your mind is better able to resist psionics than normal. Benefit: You get a +2 bonus on all saving throws to resist powers. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule. Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities). \p\BCombat Casting\B [PHB] Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned. \p\BCombat Expertise\B [PHB] Prerequisite: Int 13. Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class. Special: A fighter may select Combat Expertise as one of his fighter bonus feats. \p\BCombat Reflexes\B [PHB] Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed. Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. A fighter may select Combat Reflexes as one of his fighter bonus feats. A monk may select Combat Reflexes as a bonus feat at 2nd level. \p\BDeadly Precision\B [XPH] You empty your mind of all distracting emotion, becoming an instrument of deadly precision. Prerequisite: Dex 15, base attack bonus +5. Benefit: You have deadly accuracy with your sneak attacks. You can reroll any result of 1 on your sneak attack's extra damage dice. You must keep the result of the reroll, even if it is another 1. \p\BDeceitful\B [PHB] Benefit: You get a +2 bonus on all Disguise checks and Forgery checks. \p\BDeflect Arrows\B [PHB] Prerequisites: Dex 13, Improved Unarmed Strike. Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted. Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can't be deflected. Special: A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites. A fighter may select Deflect Arrows as one of his fighter bonus feats. \p\BDeft Hands\B [PHB] Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks. \p\BDiehard\B [PHB] Prerequisite: Endurance. Benefit: When reduced to between -1 and -9 hit points, you automatically become stable. You don't have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die. Normal: A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying. \p\BDiligent\B [PHB] Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks. \p\BDodge\B [PHB] Prerequisite: Dex 13. Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. Special: A fighter may select Dodge as one of his fighter bonus feats. \p\BEmpower Spell-like Ability\B [MM] Prerequisite: Spell-like ability at caster level 6th or higher. Benefit: Choose one of the creature's spell-like abilities, subject to the restrictions below. The creature can use that ability as an empowered spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day). When a creature uses an empowered spell-like ability, all variable, numeric effects of the spell-like ability are increased by one half. Saving throws and opposed rolls are not affected. Spell-like abilities without random variables are not affected. The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) -2. For a summary, see the table in the description of the Quicken Spell-Like Ability feat. Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities. Spell Level / Caster Level to Empower 0 / 4th 1st / 6th 2nd / 8th 3rd / 10th 4th / 12th 5th / 14th 6th / 16th 7th / 18th 8th / 20th 9th / \p\BEndurance\B [PHB] Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued. Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day. Special: A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it. \p\BEshew Materials\B [PHB] Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal. \p\BExotic Weapon Proficiency\B [PHB] Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat. Prerequisite: Base attack bonus +1 (plus Str 13 for bastard sword or dwarven waraxe). Benefit: You make attack rolls with the weapon normally. Normal: A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls. Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword or the dwarven waraxe has an additional prerequisite of Str 13. A fighter may select Exotic Weapon Proficiency as one of his fighter bonus feats. \p\BExtra Turning\B [PHB] Prerequisite: Ability to turn or rebuke creatures. Benefit: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal. If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day. Normal: Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier. Special: You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day. \p\BFar Shot\B [PHB] Prerequisite: Point Blank Shot. Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled. Special: A fighter may select Far Shot as one of his fighter bonus feats. \p\BFlyby Attack\B [MM] Prerequisite: Fly speed. Benefit: When flying, the creature can take a move action (including a dive) and another standard 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 standard action either before or after its move. \p\BForce of Will\B [XPH] You are able to resist psionic attacks with extreme force of will. Prerequisite: Iron Will. Benefit: Once per round, when targeted by a psionic effect that allows a Reflex save or a Fortitude save, you can instead make a Will saving throw to avoid the effect. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule. Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities). \p\BGreat Cleave\B [PHB] Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4. Benefit: This feat works like Cleave, except that there is no limit to the number of times you can use it per round. Special: A fighter may select Great Cleave as one of his fighter bonus feats. \p\BGreat Fortitude\B [PHB] Benefit: You get a +2 bonus on all Fortitude saving throws. \p\BGreater Manyshot\B [XPH] You are skilled at firing many arrows at once, even at different opponents. Prerequisites: Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6. Benefit: When you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target. Your precision-based damage applies to each arrow fired, and, if you score a critical hit with more than one of the arrows, each critical hit deals critical damage. Special: A fighter may select this feat as one of his fighter bonus feats. \p\BGreater Spell Focus\B [PHB] Choose a school of magic to which you already have applied the Spell Focus feat. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat. \p\BGreater Spell Penetration\B [PHB] Prerequisite: Spell Penetration. Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration. \p\BGreater Two-Weapon Fighting\B [PHB] Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11. Benefit: You get a third attack with your off-hand weapon, albeit at a -10 penalty. Special: A fighter may select Greater Two-Weapon Fighting as one of his fighter bonus feats. An 11th-level ranger who has chosen the two-weapon combat style is treated as having Greater Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor. \p\BGreater Weapon Focus\B [PHB] Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see below). Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A fighter must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon. A fighter may select Greater Weapon Focus as one of his fighter bonus feats. \p\BGreater Weapon Specialization\B [PHB] Choose one type of weapon for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th. Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization (see below). Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A fighter may select Greater Weapon Specialization as one of his fighter bonus feats. \p\BHostile Mind\B [XPH] Your mind recoils violently against those who use psionics against you. Prerequisite: Cha 15. Benefit: Whenever you are subject to a power from the telepathy discipline (regardless of whether the power is harmful or beneficial to you), the manifester must make a Will saving throw against a DC of 10 + 1/2 your character level + your Charisma bonus or take 2d6 points of damage. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule. Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities). \p\BHover\B [MM] Prerequisite: Fly speed. Benefit: When flying, the creature can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed, regardless of its maneuverability. If a creature begins its turn hovering, it can hover in place for the turn and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so. If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature). Those caught in the cloud must succeed on a Concentration check (DC 10 + 1/2 creature's HD) to cast a spell. Normal: Without this feat, a creature must keep moving while flying unless it has perfect maneuverability. \p\BImproved Bull Rush\B [PHB] Prerequisites: Str 13, Power Attack. Benefit: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender. Special: A fighter may select Improved Bull Rush as one of his fighter bonus feats. \p\BImproved Counterspell\B [PHB] Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell. Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell. \p\BImproved Critical\B [PHB] Choose one type of weapon. Prerequisite: Proficient with weapon, base attack bonus +8. Benefit: When using the weapon you selected, your threat range is doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that expands the threat range of a weapon. A fighter may select Improved Critical as one of his fighter bonus feats. \p\BImproved Disarm\B [PHB] Prerequisites: Int 13, Combat Expertise. Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent. Normal: See the normal disarm rules. Special: A fighter may select Improved Disarm as one of his fighter bonus feats. A monk may select Improved Disarm as a bonus feat at 6th level, even if she does not meet the prerequisites. \p\BImproved Familiar\B [PHB] This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar. Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below). Benefit: When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil). Familiar / Alignment / Arcane Spellcaster Level Shocker lizard / Neutral / 5th Stirge / Neutral / 5th Formian worker / Lawful neutral / 7th Imp / Lawful evil / 7th Pseudodragon / Neutral good / 7th Quasit / Chaotic evil / 7th Improved familiars otherwise use the rules for regular familiars, with two exceptions: If the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate). The list in the table above presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the master's alignment the only possible categorization. For instance, improved familiars could be assigned by the master's creature type or subtype, as shown below. Familiar / Type / Arcane Spellcaster Level Celestial hawk* / Good / 3rd Fiendish Tiny viper snake* / Evil / 3rd Air elemental, Small / Air / 5th Earth elemental, Small / Earth / 5th Fire elemental, Small / Fire / 5th Shocker lizard / Electricity / 5th Water elemental, Small / Water / 5th Homunculus+ / Undead / 7th Ice mephit / Cold / 7th * Or other animal from the standard familiar list. + The master must first create the homunculus, substituting ichor or another part of the master's body for blood if necessary. \p\BImproved Feint\B [PHB] Prerequisites: Int 13, Combat Expertise. Benefit: You can make a Bluff check to feint in combat as a move action. Normal: Feinting in combat is a standard action. A fighter may select Improved Feint as one of his fighter bonus feats. \p\BImproved Grapple\B [PHB] Prerequisites: Dex 13, Improved Unarmed Strike. Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple. Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple. Special: A fighter may select Improved Grapple as one of his fighter bonus feats. A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not meet the prerequisites. \p\BImproved Initiative\B [PHB] Benefit: You get a +4 bonus on initiative checks. Special: A fighter may select Improved Initiative as one of his fighter bonus feats. \p\BImproved Natural Armor\B [MM] Prerequisites: Natural armor, Con 13. Benefit: The creature's natural armor bonus increases by 1. Special: A creature can gain this feat multiple times. Each time the creature takes the feat its natural armor bonus increases by another point. \p\BImproved Natural Attack\B [MM] Prerequisite: Natural weapon, base attack bonus +4. Benefit: Choose one of the creature's natural attack forms. The damage for this natural weapon increases by one step, as if the creature's size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8. \p\BImproved Overrun\B [PHB] Prerequisites: Str 13, Power Attack. Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent. Normal: Without this feat, the target of an overrun can choose to avoid you or to block you. Special: A fighter may select Improved Overrun as one of his fighter bonus feats. \p\BImproved Precise Shot\B [PHB] Prerequisites: Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11. Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen. Normal: See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes. Special: A fighter may select Improved Precise Shot as one of his fighter bonus feats. An 11th-level ranger who has chosen the archery combat style is treated as having Improved Precise Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor. \p\BImproved Shield Bash\B [PHB] Prerequisite: Shield Proficiency. Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC. Normal: Without this feat, a character who performs a shield bash loses the shield's shield bonus to AC until his or her next turn. Special: A fighter may select Improved Shield Bash as one of his fighter bonus feats. \p\BImproved Sunder\B [PHB] Prerequisites: Str 13, Power Attack. Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity (see Sunder, page 158). You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character. Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character. Special: A fighter may select Improved Sunder as one of his fighter bonus feats (see page 38). \p\BImproved Trip\B [PHB] Prerequisites: Int 13, Combat Expertise. Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt. Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. Special: At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites. A fighter may select Improved Trip as one of his fighter bonus feats. \p\BImproved Turning\B [PHB] Prerequisite: Ability to turn or rebuke creatures. Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability. \p\BImproved Two-Weapon Fighting\B [PHB] Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6. Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. Normal: Without this feat, you can only get a single extra attack with an off-hand weapon. Special: A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats. A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor. \p\BImproved Unarmed Strike\B [PHB] Benefit: You are considered to be armed even when unarmed -that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack. Special: A monk automatically gains Improved Unarmed Strike as a bonus feat at 1st level. She need not select it. A fighter may select Improved Unarmed Strike as one of his fighter bonus feats. \p\BInvestigator\B [PHB] Benefit: You get a +2 bonus on all Gather Information checks and Search checks. \p\BIron Will\B [PHB] Benefit: You get a +2 bonus on all Will saving throws. \p\BLeadership\B [DMG] Prerequisite: Character level 6th. Benefits: Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. See the table below for what sort of cohort and how many followers the character can recruit. Leadership Modifiers: Several factors can affect a character's Leadership score, causing it to vary from the base score (character level + Cha modifier). A character's reputation (from the point of view of the cohort or follower he is trying to attract) raises or lowers his Leadership score: Leader's Reputation / Modifier Great renown / +2 Fairness and generosity / +1 Special power / +1 Failure / -1 Aloofness / -1 Cruelty / -2 Other modifiers may apply when the character tries to attract a cohort: The Leader . . . / Modifier Has a familiar, special mount, or animal companion / -2 Recruits a cohort of a different alignment / -1 Caused the death of a cohort / -2* * Cumulative per cohort killed. Followers have different priorities from cohorts. When the character tries to attract a new follower, use any of the following modifiers that apply. The Leader . . . / Modifier Has a stronghold, base of operations, guildhouse, or the like / +2 Moves around a lot / -1 Caused the death of other followers / -1. Leadership Score / Cohort Level / Number of Followers by Level 1st / 2nd / 3rd / 4th / 5th / 6th 1 or lower / - 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 or higher / 17th / 135 / 13 / 7 / 4 / 2 / 2 Leadership Score: A character's base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat. Outside factors can affect a character's Leadership score, as detailed above. Cohort Level: The character can attract a cohort of up to this level. Regardless of a character's Leadership score, he can only recruit a cohort who is two or more levels lower than himself. The cohort should be equipped with gear appropriate for its level. A character can try to attract a cohort of a particular race, class, and alignment. The cohort's alignment may not be opposed to the leader's alignment on either the law-vs-chaos or good-vs-evil axis, and the leader takes a Leadership penalty if he recruits a cohort of an alignment different from his own. Cohorts earn XP as follows: The cohort does not count as a party member when determining the party's XP. Divide the cohort's level by the level of the PC with whom he or she is associated (the character with the Leadership feat who attracted the cohort). Multiply this result by the total XP awarded to the PC and add that number of experience points to the cohort's total. If a cohort gains enough XP to bring it to a level one lower than the associated PC's character level, the cohort does not gain the new level-its new XP total is 1 less than the amount needed attain the next level. Number of Followers by Level: The character can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they're generally low-level NPCs. Because they're generally five or more levels behind the character they follow, they're rarely effective in combat. Followers don't earn experience and thus don't gain levels. However, when a character with Leadership attains a new level, the player consults the table above to determine if she has acquired more followers, some of which may be higher level than the existing followers. (You don't consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.) \p\BLightning Reflexes\B [PHB] Benefit: You get a +2 bonus on all Reflex saving throws. \p\BMagical Aptitude\B [PHB] Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. \p\BManyshot\B [PHB] Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6 Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special). For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four). Damage reduction and other resistances apply separately against each arrow fired. Special: Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage. A fighter may select Manyshot as one of his fighter bonus feats. A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor. \p\BMartial Weapon Proficiency\B [PHB] Choose a type of martial weapon. You understand how to use that type of martial weapon in combat. Benefit: You make attack rolls with the selected weapon normally. Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat. You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon. A cleric who chooses the War domain automatically gains the Martial Weapon Proficiency feat related to his deity's favored weapon as a bonus feat, if the weapon is a martial one. He need not select it. \p\BMental Resistance\B [XPH] Your mind is armored against mental intrusion. Prerequisite: Base Will save bonus +2. Benefit: Against psionic attacks that do not employ an energy type to deal damage you gain damage reduction 3/-. In addition, when you are hit with ability damage (but not ability drain or ability burn damage) from a psionic attack, you take 3 points less than you would normally take. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule. Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities). \p\BMind Over Body\B [XPH] Your ability damage heals more rapidly. Prerequisite: Con 13. Benefit: You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus. Normal: You heal ability damage and ability burn damage at a rate of 1 point per day. \p\BMobility\B [PHB] Prerequisites: Dex 13, Dodge. Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses. Special: A fighter may select Mobility as one of his fighter bonus feats. \p\BMounted Archery\B [PHB] Prerequisites: Ride 1 rank, Mounted Combat. Benefit: The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running. Special: A fighter may select Mounted Archery as one of his fighter bonus feats. \p\BMounted Combat\B [PHB] Prerequisite: Ride 1 rank. Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll. (Essentially, the Ride check result becomes the mount's Armor Class if it's higher than the mount's regular AC.) Special: A fighter may select Mounted Combat as one of his fighter bonus feats. \p\BMultiattack\B [MM] Prerequisite: Three or more natural attacks. Benefit: The creature's secondary attacks with natural weapons take only a -2 penalty. Normal: Without this feat, the creature's secondary attacks with natural weapons take a -5 penalty. \p\BMultiweapon Fighting\B [MM] Prerequisites: Dex 13, three or more hands. Benefit: Penalties for fighting with multiple weapons are reduced by 2 with the primary hand and reduced by 6 with off hands. Normal: A creature without this feat takes a -6 penalty on attacks made with its primary hand and a -10 penalty on attacks made with its off hands. (It has one primary hand, and all the others are off hands.) See Two-Weapon Fighting. Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms. \p\BNatural Spell\B [PHB] Prerequisites: Wis 13, wild shape ability. Benefit: You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape. \p\BNegotiator\B [PHB] Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks. \p\BNimble Fingers\B [PHB] Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks. \p\BOpen Minded\B [XPH] You are naturally able to reroute your memory, mind, and skill expertise. Benefit: You immediately gain an extra 5 skill points. You spend these skill points as normal. If you spend them on a cross-class skills they count as 1/2 ranks. You cannot exceed the normal maximum ranks for your level in any skill. Special: You can gain this feat multiple times. Each time, you immediately gain another 5 skill points. \p\BPersuasive\B [PHB] Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks. \p\BPoint Blank Shot\B [PHB] Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Special: A fighter may select Point Blank Shot as one of his fighter bonus feats. \p\BPower Attack\B [PHB] Prerequisite: Str 13. Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.) A fighter may select Power Attack as one of his fighter bonus feats. \p\BPrecise Shot\B [PHB] Prerequisite: Point Blank Shot. Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. Special: A fighter may select Precise Shot as one of his fighter bonus feats. \p\BPsionic Affinity\B [XPH] You have a knack for psionic endeavors. Benefit: You get a +2 bonus on all Psicraft checks and Use Psionic Device checks. \p\BPsionic Hole\B [XPH] You are anathema to psionic creatures and characters. Prerequisite: Con 15. Benefit: When a foe strikes you in melee combat, the foe immediately loses its psionic focus, if any. Also, if you are the target of a power, the manifester of the power must spend an additional number of power points equal to your Wisdom bonus, or the power fails (all the power points spent on the power are still lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power. Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities). \p\BQuick Draw\B [PHB] Prerequisite: Base attack bonus +1. Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action. Special: A fighter may select Quick Draw as one of his fighter bonus feats. \p\BQuicken Spell-like Ability\B [MM] Prerequisite: Spell-like ability at caster level 10th or higher. Benefit: Choose one of the creature's spell-like abilities, subject to the restrictions described below. The creature can use that ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day). Using a quickened spell-like ability is a free action that does not provoke an attack of opportunity. The creature can perform another action-including the use of another spell-like ability-in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round. The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) -4. For a summary, see the table below. In addition, a spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened. Normal: Normally the use of a spell-like ability requires a standard action and provokes an attack of opportunity unless noted otherwise. Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities. Spell Level / Caster Level to Quicken 0 / 8th 1st / 10th 2nd / 12th 3rd / 14th 4th / 16th 5th / 18th 6th / 20th 7th / - 8th / - 9th / - \p\BRapid Reload\B [PHB] Choose a type of crossbow (hand, light, or heavy). Prerequisite: Weapon Proficiency (crossbow type chosen). Benefit: The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity. If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow. Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow. Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow. A fighter may select Rapid Reload as one of his fighter bonus feats. \p\BRapid Shot\B [PHB] Prerequisites: Dex 13, Point Blank Shot. Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat. Special: A fighter may select Rapid Shot as one of his fighter bonus feats. A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor. \p\BRapid Metabolism\B [XPH] Your wounds heal rapidly. Prerequisite: Con 13. Benefit: You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit points + double your Constitution bonus. \p\BReckless Offense\B [XPH] You can shift your focus from defense to offense. Prerequisite: Base attack bonus +1. Benefit: When you use the attack action or full attack action in melee, you can take a penalty of -4 to your Armor Class and add a +2 bonus on your melee attack roll. The bonus on attack rolls and penalty to Armor Class last until the beginning of your next turn. \p\BRide-by Attack\B [PHB] Prerequisites: Ride 1 rank, Mounted Combat. Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack. Special: A fighter may select Ride-By Attack as one of his fighter bonus feats. \p\BRun\B [PHB] Benefit: When running, you move five times your normal speed (if wearing light or no armor and carrying no more than a light load) or four times your speed (if wearing medium or heavy armor or carrying a medium or heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC. Normal: You move four times your speed while running (if wearing light or no armor and carrying no more than a light load) or three times your speed (if wearing medium or heavy armor or carrying a medium or heavy load), and you lose your Dexterity bonus to AC. \p\BSelf-sufficient\B [PHB] Benefit: You get a +2 bonus on all Heal checks and Survival checks. \p\BShield Proficiency\B [PHB] Benefit: You can use a shield and take only the standard penalties. Normal: When you are using a shield with which you are not proficient, you take the shield's armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks. Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers automatically have Shield Proficiency as a bonus feat. They need not select it. \p\BShot on the Run\B [PHB] Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4. Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Special: A fighter may select Shot on the Run as one of his fighter bonus feats. \p\BSimple Weapon Proficiency\B [PHB] Benefit: You make attack rolls with simple weapons normally. Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. Special: All characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons. They need not select this feat. \p\BSkill Focus\B [PHB] Choose a skill. Benefit: You get a +3 bonus on all checks involving that skill. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill. \p\BSnatch\B [MM] Prerequisite: Size Huge or larger. Benefits: The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature's mouth is not allowed a Reflex save against the creature's breath weapon, if it has one. The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 x 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater. \p\BSnatch Arrows\B [PHB] Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike. Benefit: When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat. Special: A fighter may select Snatch Arrows as one of his fighter bonus feats. \p\BSpell Focus\B [PHB] Choose a school of magic. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic. \p\BSpell Penetration\B [PHB] Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. \p\BSpirited Charge\B [PHB] Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack. Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance). Special: A fighter may select Spirited Charge as one of his fighter bonus feats. \p\BSpring Attack\B [PHB] Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4. Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor. You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack. Special: A fighter may select Spring Attack as one of his fighter bonus feats. \p\BStand Still\B [XPH] You can prevent foes from fleeing or closing. Prerequisite: Str 13. Benefit: When a foe's movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round. Since you use the Stand Still feat in place of your attack of opportunity, you can do so only 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 cannot halt your foes in their tracks. \p\BStealthy\B [PHB] Benefit: You get a +2 bonus on all Hide checks and Move Silently checks. \p\BStunning Fist\B [PHB] Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8. Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can't act, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk. A fighter may select Stunning Fist as one of his fighter bonus feats. \p\BToughness\B [PHB] Benefit: You gain +3 hit points. Special: A character may gain this feat multiple times. Its effects stack. \p\BTower Shield Proficiency\B [PHB] Prerequisite: Shield Proficiency. Benefit: You can use a tower shield and suffer only the standard penalties. Normal: A character who is using a shield with which he or she is not proficient takes the shield's armor check penalty on attack rolls and on all skill checks that involve moving, including Ride. Special: Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it. \p\BTrack\B [PHB] Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below: Surface / Survival DC Very soft ground / 5 Soft ground / 10 Firm ground / 15 Hard ground / 20 Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Survival check, as given on the table below. Condition / Survival DC Modifier Every three creatures in the group being tracked / -1 Size of creature or creatures being tracked:* Fine / +8 Diminutive / +4 Tiny / +2 Small / +1 Medium / +0 Large / -1 Huge / -2 Gargantuan / -4 Colossal / -8 Every 24 hours since the trail was made / +1 Every hour of rain since the trail was made / +1 Fresh snow cover since the trail was made / +10 Poor visibility:+ 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 you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature's passage using the DCs given above, but you can't use Search to follow tracks, even if someone else has already found them. Special: A ranger automatically has Track as a bonus feat. He need not select it. This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell. \p\BTrample\B [PHB] Prerequisites: Ride 1 rank, Mounted Combat. Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets. Special: A fighter may select Trample as one of his fighter bonus feats. \p\BTwo-weapon Defense\B [PHB] Prerequisites: Dex 15, Two-Weapon Fighting. Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2. Special: A fighter may select Two-Weapon Defense as one of his fighter bonus feats. \p\BTwo-Weapon Fighting\B [PHB] You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon. Prerequisite: Dex 15. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.) Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor. A fighter may select Two-Weapon Fighting as one of his fighter bonus feats. \p\BWeapon Finesse\B [PHB] Prerequisite: Base attack bonus +1. Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: A fighter may select Weapon Finesse as one of his fighter bonus feats. Natural weapons are always considered light weapons. \p\BWeapon Focus\B [PHB] Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat. Prerequisites: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon. \p\BWeapon Specialization\B [PHB] Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon. Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th. Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A fighter may select Weapon Specialization as one of his fighter bonus feats. \p\BWhirlwind Attack\B [PHB] Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4. Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. Special: A fighter may select Whirlwind Attack as one of his fighter bonus feats. \p\BWild Talent\B [XPH] Your mind wakes to a previously unrealized talent for psionics. Benefit: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat. \p\BWingover\B [MM] Prerequisite: Fly speed. Benefits: A flying creature with this feat can change direction quickly once each round as a free action. This feat allows it to turn up to 180 degrees regardless of its maneuverability, in addition to any other turns it is normally allowed. A creature cannot gain altitude during a round when it executes a wingover, but it can dive. The change of direction consumes 10 feet of flying movement. \xItem Creation\x \r\Q="ItemCreation"\q="#0"Back\q \r\BBrew Potion\B [PHB] Prerequisite: Caster level 3rd. Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x its caster level x 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell. Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion. \p\BCraft Cognizance Crystal\B [XPH] You can create psionic cognizance crystals that store power points. Prerequisite: Manifester level 3rd. Benefit: You can create a cognizance crystal. Doing so takes one day for each 1,000 gp in its base price. The base price of a cognizance crystal is equal to the highest-level power it could manifest using all its stored power points, squared, multiplied by 1,000 gp. To create a cognizance crystal, you must spend 1/25 of its base price in XP and use up raw materials costing one-half its base price. \p\BCraft Construct\B [MM] Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item. Benefit: A creature with this feat can create any construct whose prerequisites it meets. Enchanting a construct takes one day for each 1,000 gp in its market price. To enchant a construct, a spellcaster must spend 1/25 the item's price in XP and use up raw materials costing half of this price (see individual construct monster entries for details). A creature with this feat can repair constructs that have taken damage. In one day of work, the creature can repair up to 20 points of damage by expending 50 gp per point of damage repaired. A newly created construct has average hit points for its Hit Dice. \p\BCraft Dorje\B [XPH] You can create slender crystal wands called dorjes than manifest powers when charges are expended. Prerequisite: Manifester level 5th. Benefit: You can create a dorje of any psionic power you know (barring exceptions, such as bestow power, as noted in a power's description). 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. To craft a dorje, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created dorje has 50 charges. Any dorje that stores a power with an XP cost also carries a commensurate cost. In addition to the XP cost derived from the base price, you must pay fifty times the XP cost. \p\BCraft Psicrown\B [XPH] You can create psicrowns, which have multiple psionic effects. Prerequisite: Manifester level 12th. Benefit: You can create any psicrown whose prerequisites you meet. Crafting a psicrown takes one day for each 1,000 gp in its base price. To craft a psicrown, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. Some psicrowns incur extra costs in XP as noted in their descriptions. These costs are in addition to those derived from the psicrown's base price. \p\BCraft Magic Arms And Armor\B [PHB] Prerequisite: Caster level 5th. Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features' total price in XP and use up raw materials costing one-half of this total price. The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place. \p\BCraft Psionic Arms And Armor\B [XPH] You can create psionic weapons, armor, and shields. 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, you must spend 1/25 of its features' total price in XP and use up raw materials costing one-half of this total price. The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken 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 enhance that item in the first place. \p\BCraft Psionic Construct\B [XPH] You can create golems and other psionic automatons that obey your orders. Prerequisites: Craft Psionic Arms and Armor, Craft Universal Item. Benefit: You can create any psionic construct whose prerequisites you meet. Creating a construct takes one day for each 1,000 gp in its base price. To create a construct, you must spend 1/25 of the construct's base price in XP and use up raw materials costing one-half of this price. A newly created construct has average hit points for its Hit Dice. \p\BCraft Rod\B [PHB] Prerequisite: Caster level 9th. Benefit: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod's base price. \p\BCraft Staff\B [PHB] Prerequisite: Caster level 12th. Benefit: You can create any staff whose prerequisites you meet. Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges. Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff 's base price. \p\BCraft Universal Item\B [XPH] You can create universal psionic items. Prerequisite: Manifester level 3rd. Benefit: You can create any universal psionic item whose prerequisites you meet. Crafting a universal psionic item takes one day for each 1,000 gp in its base price. To craft a universal psionic item, you must spend 1/25 of the item's base price in XP and use up raw materials costing one-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 craft that item in the first place. Some universal items incur extra costs in XP, as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay such a cost to create an item or to mend a broken one. \p\BCraft Wand\B [PHB] Prerequisite: Caster level 5th. Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level x the spell level x 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges. Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost. \p\BCraft Wondrous Item\B [PHB] Prerequisite: Caster level 3rd. Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item's price in XP and use up raw materials costing half of this price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place. Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay such a cost to create an item or to mend a broken one. \p\BForge Ring\B [PHB] Prerequisite: Caster level 12th. Benefit: You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. You can also mend a broken ring if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to forge that ring in the first place. Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one. \p\BImprint Stone\B [XPH] You can create power stones to store psionic powers. 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 power x its manifester level x 25 gp. To imprint a power stone, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Any power stone 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 encoding the stone. \p\BScribe Tattoo\B [XPH] You can create psionic tattoos, which store powers within their designs. Prerequisite: Manifester level 3rd. Benefit: You can create a psionic tattoo of any power of 3rd level or lower that you know and that targets one or more creatures. 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. 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 one-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. \p\BScribe Scroll\B [PHB] Prerequisite: Caster level 1st. Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level x its caster level x 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll. \xMetamagic\x \r\Q="Metamagic"\q="#0"Back\q \r\BEmpower Spell\B [PHB] Benefit: All variable, numeric effects of an empowered spell are increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level. \p\BEnlarge Spell\B [PHB] Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell's actual level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges. \p\BExtend Spell\B [PHB] Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level. \p\BHeighten Spell\B [PHB] Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 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 lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level. \p\BMaximize Spell\B [PHB] Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result. \p\BQuicken Spell\B [PHB] Benefit: Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity. Special: This feat can't be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action. \p\BStill Spell\B [PHB] Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual level. \p\BWiden Spell\B [PHB] Benefit: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%.A widened spell uses up a spell slot three levels higher than the spell's actual level. Spells that do not have an area of one of these four sorts are not affected by this feat. \xPsionic\x \r\Q="Psionic"\q="#0"Back\q \r\BAligned Attack\B [XPH] Your melee or ranged attack overcomes your opponent's alignment-based damage reduction and deals additional damage. Prerequisite: Base attack bonus +6. Benefit: When you take this feat, choose either chaos, good, evil or law. (Your choice must match one of your alignment components. Once you've made this alignment choice, it cannot be changed. To use this feat, you must expend your psionic focus. When you make a successful melee or ranged attack, you deal an extra 1d6 points of damage, and your attack is treated as either a good, evil, chaotic, or lawful attack (depending on your original choice) for the purpose of overcoming damage reduction. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. \p\BBody Fuel\B [XPH] You can expand your power point total at the expense of your health. Benefit: You can recover 2 power points by taking 1 point of ability burn damage to each of your three ability scores: Strength, Dexterity, and Constitution. You can recover additional power points for a proportional cost to Strength, Dexterity, and Constitution. These recovered points are added to your power point reserve as if you had gained them by resting overnight. Special: Only living creatures can use this feat. You can take advantage of this feat only while in your own body. \p\BBoost Construct\B [XPH] Your astral constructs have more abilities. Benefit: When you create an astral construct, you can give it one additional special ability from any menu that the construct currently has an ability from. \p\BCombat Manifestation\B [XPH] You are adept at manifesting powers in combat. Benefit: You get a +4 bonus on Concentration checks made to manifest a power or use a psi-like ability while on the defensive or while you are grappling or pinned. \p\BDeep Impact\B [XPH] You can strike your foe with a melee weapon as if making a touch attack. Prerequisite: Str 13, Psionic Weapon, base attack bonus +5. Benefit: To use this feat, you must expend your psionic focus. You can resolve your attack with a melee weapon as a touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. \p\BExpanded Knowledge\B [XPH] You learn another power. Prerequisites: Manifester level 3rd. Benefit: Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest. You can choose any power, including powers from another discipline's list or even from another class's list. Special: You can gain this feat multiple times. Each time, you learn one new power at any level up to one less than the highest-level power you can manifest. \p\BFell Shot\B [XPH] You can strike your foe with a ranged weapon as if making a touch attack. Prerequisite: Dex 13, Point Blank Shot, Psionic Shot, base attack bonus +5. Benefit: To use this feat, you must expend your psionic focus. You can resolve your ranged attack as a ranged touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. \p\BFocused Sunder\B [XPH] You can sense the stress points on others' weapons. Prerequisite: Str 13, Power Attack, Improved Sunder. Benefit: To use this feat, you must expend your psionic focus. 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 increase its hardness. 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. \p\BGhost Attack\B [XPH] Your deadly strikes against incorporeal foes always find their mark. Prerequisite: Base attack bonus +3. Benefit: You must be psionically focused to use this feat. When you make a melee attack or a ranged attack against an incorporeal creature, you can make two rolls to check for the miss chance. If either is successful, the attack is treated as if it were made with a ghost touch weapon for the purpose of affecting the creature. Your weapon or natural weapon actually appears to become briefly incorporeal as the attack is made. \p\BGreater Power Penetration\B [XPH] Your powers are especially potent at breaking through power resistance. Prerequisite: Power Penetration. Benefit: To use this feat, you must expend your psionic focus. You get a +4 bonus on manifester level checks to overcome a creature's power resistance. This bonus stacks with the bonus from Power Penetration. \p\BGreater Power Specialization\B [XPH] You deal more damage with your powers. Prerequisites: Power Specialization, Weapon Focus (ray), manifester level 12th. Benefit: Your powers that deal damage deal an extra 2 points of damage. This damage stacks with other bonuses on damage rolls to powers, including the one from Power Specialization. The damage bonus applies only if the target or targets are within 30 feet. \p\BGreater Psionic Endowment\B [XPH] You can use meditation to focus your powers. Prerequisite: Psionic Endowment. Benefit: When you use the Psionic Endowment feat, you add +2 to the save DC of a power you manifest instead of +1. \p\BGreater Psionic Fist\B [XPH] You can charge your unarmed strike or natural weapon with additional damage potential. Prerequisite: Str 13, Psionic Fist, base attack bonus +5. Benefit: When you use the Psionic Fist feat, your unarmed attack or attack with a natural weapon deals an extra 4d6 points of damage instead of an extra 2d6 points. \p\BGreater Psionic Shot\B [XPH] You can charge your ranged attacks with additional damage potential. Prerequisite: Point Blank Shot, Psionic Shot, base attack bonus +5. Benefit: When you use the Psionic Shot feat, your ranged attack deals an extra 4d6 points of damage instead of an extra 2d6 points. \p\BGreater Psionic Weapon\B [XPH] You can charge your melee weapon with additional damage potential. Prerequisite: Str 13, Psionic Weapon, base attack bonus +5. Benefit: When you use the Psionic Weapon feat, your attack with a melee weapon deals an extra 4d6 points of damage instead of an extra 2d6 points. \p\BImproved Psicrystal\B [XPH] You can upgrade your psicrystal. Prerequisites: Psicrystal Affinity. Benefit: You can implant another personality fragment in your psicrystal. You gain the benefits of both psicrystal personalities. Your psicrystal's personality adjusts and becomes a blend between all implanted personality fragments. From now on, when determining the abilities of your psicrystal, treat your manifester level as one higher than your normal manifester level. 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, and you treat your level as one higher for the purpose of determining your psicrystal's abilities. \p\BInquisitor\B [XPH] You know when others lie. Prerequisite: Wis 13. Benefit: To use this feat, you must expend your psionic focus. You gain a +10 bonus on a Sense Motive check to oppose a Bluff check. You must decide whether or not to use this feat prior to making a Sense Motive check. If your check fails, or if the opponent isn't lying, you still expend your psionic focus. \p\BMental Leap\B [XPH] You can make amazing jumps. Prerequisite: Str 13, Jump 5 ranks. Benefit: To use this feat, you must expend your psionic focus. You gain a +10 bonus on a Jump check. \p\BMetamorphic Transfer\B [XPH] You can gain a supernatural ability of a metamorphed form. Prerequisite: Wis 13, manifester level 5th. Benefit: Each time you change your form, such as through the metamorphosis power, you gain one of the new form's supernatural abilities, if it has any. You gain only three uses of the metamorphic ability per day, even if the creature into which you metamorph has a higher limit on uses (You are still subject to other restrictions on the use of the ability.) The save DC to resist a supernatural ability gained through Metamorphic Transfer (if it is an attack) is 10 + your Cha modifier + 1/2 your Hit Dice. Normal: You cannot use the supernatural abilities of creatures whose form you assume. Special: You can gain this feat multiple times. Each time, you can gain one additional supernatural ability. \p\BNarrow Mind\B [XPH] Your ability to concentrate is as keen as an arrowhead, allowing you to gain your psionic focus even in the most turbulent situations. Prerequisite: Wis 13. Benefit: You gain a +4 bonus on Concentration checks you make to become psionically focused. \p\BOverchannel\B [XPH] You burn your life force to strengthen your powers. Benefit: While manifesting a power, you can increase your effective manifester level by one, but in so doing you take 1d8 points of damage. At 8th level, you can choose to increase your effective manifester level by two, but you take 3d8 points of damage. At 15th level, you can increase your effective manifester level by three, but you take 5d8 points of damage. The effective increase in manifester level increases the number of power points you can expend on a single power manifestation, as well as increasing all manifester level-dependent effects, such as range, duration, and overcoming power resistance. Normal: Your manifester level is equal to your total levels in classes that manifest powers. \p\BPower Penetration\B [XPH] Your powers are especially potent, breaking through power resistance more readily than normal. Benefit: To use this feat, you must expend your psionic focus. You get a +4 bonus on manifester level checks made to overcome a creature's power resistance. \p\BPower Specialization\B [XPH] You deal more damage with your powers. Prerequisites: Weapon Focus (ray), manifester level 4th. Benefit: With rays and ranged touch attack powers that deal damage, you deal an extra 2 points of damage. If you expend your psionic focus when you manifest a ray or a ranged touch attack power that deals damage, you add your key ability bonus to the damage (instead of adding 2). \p\BPsicrystal Affinity\B [XPH] You have created a psicrystal. Prerequisites: Manifester level 1st. Benefit: This feat allows you to gain a psicrystal. \p\BPsycristal Containment\B [XPH] Your psicrystal has advanced enough that it can hold a psionic focus that you store within it. Prerequisites: Psicrystal Affinity, manifester level 3rd. Benefit: You can spend a full-round action attempting to psionically focus your psicrystal. At any time when you need to expend your psionic focus, you can expend your psicrystal's psionic focus instead, as long as the crystal is within 5 feet of you. Psionically focusing your psicrystal works just like focusing yourself. The psicrystal cannot focus itself-only the owner can spend the time to focus the crystal. \p\BPsionic Body\B [XPH] Your mind reinforces your body. Benefit: When you take this feat, you gain 2 hit points for each psionic feat you have (including this one). Whenever you take a new psionic feat, you gain 2 more hit points. \p\BPsionic Charge\B [XPH] You can charge in a crooked line. Prerequisite: Dex 13, Speed of Thought. Benefit: To use this feat, you must expend your psionic focus. When you charge, you can make one turn of up to 90 degrees during your movement. All other restrictions on charges still apply; for instance, you cannot pass through a square that blocks or slows movement, or that contains a creature. You must have line of sight to the opponent at the start of your turn. \p\BPsionic Dodge\B [XPH] You are proficient at dodging blows. Prerequisite: Dex 13, Dodge. Benefit: You must be psionically focused to use this feat. You receive a +1 dodge bonus to your Armor Class. This bonus stacks with the bonus from the Dodge feat (but only applies on attacks made by the opponent you have designated). \p\BPsionic Endowment\B [XPH] You can endow your manifestations with more concentrated focus. Benefit: To use this feat, you must expend your psionic focus. You add 1 to the save DC of a power you manifest. \p\BPsionic Fist\B [XPH] You can charge your unarmed strike or natural weapon with additional damage potential. Prerequisite: Str 13. Benefit: To use this feat, you must expend your psionic focus. Your unarmed strike or attack with a natural weapon deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. \p\BPsionic Meditation\B [XPH] You can focus your mind faster than normal, even under duress. Prerequisite: Wis 13, Concentration 7 ranks. Benefit: You can take a move action to become psionically focused. Normal: A character without this feat must take a full-round action to become psionically focused. \p\BPsionic Shot\B [XPH] You can charge your ranged attacks with additional damage potential. Prerequisite: Point Blank Shot. Benefit: To use this feat, you must expend your psionic focus. Your ranged attack deals +2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. \p\BPsionic Talent\B [XPH] You gain additional power points to supplement those you already had. Prerequisite: Having a power point reserve. Benefit: When you take this feat for the first time, you gain 2 power points. Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of power points you gain increases by 1. \p\BPsionic Weapon\B [XPH] You can charge your melee weapon with additional damage potential. Prerequisite: Str 13. Benefit: To use this feat, you must expend your psionic focus. Your attack with a melee weapon deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. \p\BReturn Shot\B [XPH] You can return incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons. Prerequisite: Point Blank Shot, Psionic Shot, Fell Shot, base attack bonus +3. Benefit: To use this feat, you must expend your psionic focus and have at least one hand free. Once per round when you would normally be hit by a projectile or a thrown weapon no more than one size category larger than your size, you can deflect the attack so that you take no damage from it. The attack is deflected back at your attacker, using the attack bonus of the original attack on you. You must be aware of the attack and not flat-footed. Attempting to return a shot is a free action. Special: If you also have the Deflect Arrows feat, the deflected attack is made with the original attack bonus plus your Dexterity bonus. \p\BSidestep Charge\B [XPH] You are skilled at dodging past charging opponents and taking advantage when they miss. Prerequisite: Dex 13, Dodge. Benefit: You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat. \p\BSpeed Of Thought\B [XPH] The energy of your mind energizes the alacrity of your body. Prerequisite: Wis 13. Benefit: As long as you are psionically focused and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet. \p\BTalented\B [XPH] You can overchannel powers with less cost to yourself. Prerequisite: Overchannel. Benefit: To use this feat, you must expend your psionic focus. When manifesting a power of 3rd level or lower, you do not take damage from overchanneling. \p\BUnavoidable Strike\B [XPH] You can make an unarmed strike or use a natural weapon against your foe as if delivering a touch attack. Prerequisite: Str 13, Psionic Fist, base attack bonus +5. Benefit: To use this feat, you must expend your psionic focus. You can resolve your unarmed strike or attack with a natural weapon as a touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. \p\BUp The Walls\B [XPH] You can run on walls for brief distances. Prerequisite: Wis 13. Benefit: While you are psionically focused, you can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface 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 falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall. Special: You can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows you to make an attack from the wall against a foe standing on the ground who is within the area you threaten; however, if you are somehow prevented from completing your move, you fall. Likewise, you could tumble along the wall to avoid attacks of opportunity. \p\BWounding Attack\B [XPH] Your vicious attacks wound your foe. Prerequisite: Base attack bonus +8. Benefit: To use this feat, you must expend your psionic focus. You can make an attack with such vicious force that you wound your opponent. A wound deals 1 point of Constitution damage to your foe in addition to the usual damage dealt. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. \xMetapsionic\x \r\Q="Metapsionic"\q="#0"Back\q \r\BBurrowing Power\B [XPH] Your powers sometimes bypass barriers. Benefit: To use this feat, you must expend your psionic focus. You can attempt to manifest your powers against targets that are sheltered behind a wall or force effect. Your power briefly skips through the Astral Plane to bypass the barrier. The strength and thickness of the barrier determine your chance of success. To successfully bypass the barrier with your power, you make a Psicraft check against a DC equal to 10 + the hardness of the barrier + 1 per foot of thickness (minimum 1). Assign a hardness of 20 to barriers without a hardness rating, such as force effects (or a wall of ectoplasm). Force walls or walls of ectoplasm are assumed to have less than 1 foot of thickness unless noted otherwise. If a power requires line of sight (which includes most powers that affect a target or targets instead of an area), you cannot manifest it as a burrowing power unless you can somehow see the target, such as with clairvoyant sense. Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level. \p\BChain Power\B [XPH] You can manifest powers that arc to hit other targets in addition to the primary target. Benefit: To use this feat, you must expend your psionic focus. You can chain any power that affects a single target and that deals either acid, cold, electricity, fire, or sonic damage. After the primary target is struck, the power can arc to a number of secondary targets equal to your manifester level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down). Each target gets to make a saving throw, if one is allowed by the power. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example). Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level. \p\BDelay Power\B [XPH] You can manifest powers that go off up to 5 rounds later. Benefit: To use this feat, you must expend your psionic focus. You can manifest a power as a delayed power. A delayed power doesn't activate immediately. When you manifest the power, you choose one of three trigger mechanisms: (1) The power activates when you take a standard action to activate it; (2) It activates when a creature enters the area that the power will affect (only powers that affect areas can use this trigger condition); or (3) It activates on your turn after 5 rounds pass. If you choose one of the first two triggers and the conditions are not met within 5 rounds, the power activates automatically on the fifth round. Only area and personal powers can be delayed. Any decisions you would make about the delayed power, including attack rolls, designating targets, or determining or shaping an area, are decided when the power is manifested. Any effects resolved by those affected by the power, including saving throws, are decided when the delay period ends. A delayed power can be dispelled normally during the delay, and can be detected normally in the area or on the target by the use of powers that can detect psionic effects. Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level. \p\BEmpower Power\B [XPH] You can manifest powers to greater effect. Benefit: To use this feat, you must expend your psionic focus. You can empower a power. All variable, numeric effects of an empowered power are increased by one-half. An empowered power deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Augmented powers can also be empowered (multiply 1-1/2 times the damage total of the augmented power). Saving throws and opposed checks (such as the one you make when you manifest dispel psionics) are not affected, nor are powers without random variables. Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level. \p\BEnlarge Power\B [XPH] You can manifest powers farther than normal. Benefit: To use this feat, you must expend your psionic focus. You can alter a power with a range of close, medium, or long to increase its range by 100%. An enlarged power with a range of close has a range of 50 feet + 5 feet per level, a medium-range power has a range of 200 feet + 20 feet per level, and a long-range power has a range of 800 feet + 80 feet per level. Powers whose ranges are not defined by distance, as well as powers whose ranges are not close, medium, or long, are not affected. Using this feat does not increase the power point cost of the power. \p\BExtend Power\B [XPH] You can manifest powers that last longer than normal. Benefit: To use this feat, you must expend your psionic focus. You can manifest an extended power. An extended power lasts twice as long as normal. A power with a duration of concentration, instantaneous, or permanent is not affected by this feat. Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level. \p\BMaximize Power\B [XPH] You can manifest powers to maximum effect. Benefit: To use this feat, you must expend your psionic focus. You can maximize a power. All variable, numeric effects of a power modified by this feat 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. Saving throws and opposed checks are not affected, nor are powers without random variables. Augmented powers can be maximized; a maximized augmented power deals the maximum damage (or cures the maximum hit points, and so on) of the augmented power. An empowered and maximized power gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result. Using this feat increases the power point cost of the power by 4. The power's total cost cannot exceed your manifester level. \p\BOpportunity Power\B [XPH] You can make power-enhanced attacks of opportunity. Benefit: To use this feat, you must expend your psionic focus. When you make an attack of opportunity, you can use any power you know with a range of touch, if you have at least one hand free. Manifesting this power is an immediate action. You cannot use this feat with a touch power whose manifesting time is longer than 1 full-round action. Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level. Normal: Attacks of opportunity can be made only with melee weapons. \p\BQuicken Power\B [XPH] You can manifest a power with a moment's thought. Benefit: To use this feat, you must expend your psionic focus. You can quicken a power. You can perform another action, even manifest another power, in the same round that you manifest a quickened power. You can manifest only one quickened power per round. A power whose manifesting time is longer than 1 round cannot be quickened. Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level. Manifesting a quickened power does not provoke attacks of opportunity. \p\BSplit Psionic Ray\B [XPH] You can affect two targets with a single ray. Prerequisite: Any other metapsionic feat. Benefit: To use this feat, you must expend your psionic focus. You can split psionic rays you manifest. The split ray affects any two targets that are both within the power's range and within 30 feet of each other. If the ray deals damage, each target takes as much damage as a single target would take. Using this feat increases the power point cost of the power by 2. \p\BTwin Power\B [XPH] You can manifest a power simultaneously with another power just like it. Benefit: To use this feat, you must expend your psionic focus. You can twin a power. Manifesting a power altered by this feat causes the power to take effect twice on the area or 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 duration, number of targets, and so on) are the same for both of the resulting powers. The target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each. In some cases, such as a twinned psionic charm, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect). Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level. \p\BUnconditional Power\B [XPH] Disabling conditions do not hold you back. Benefit: To use this feat, you must expend your psionic focus. Your mental strength is enough to overcome some otherwise disabling conditions. You can manifest an unconditional power when you are dazed, confused, nauseated, shaken, or stunned. Only personal powers and powers that affect your person can be manifested as unconditional powers. Using this feat increases the power point cost of the power by 8. The power's total cost cannot exceed your manifester level. \p\BWiden Power\B [XPH] You can increase the area of your powers. Benefit: To use this feat, you must expend your psionic focus. You can alter a burst, emanation, line, or spread-shaped power to increase its area. (Powers that do not have an area of one of these four sorts are not affected by this feat.) Any numeric measurements of the power's area increase by 100%. Using this feat increases the power point cost of the power by 4. The power's total cost cannot exceed your manifester level. \xSpecial\x \r\Q="Special"\q="#0"Back\q \r\BSpell Mastery\B [PHB] Prerequisite: Wizard level 1st. Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook. Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.