FEATS

 

PREREQUISITES

Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite.

A character can’t use a feat if he or she has lost a prerequisite.

 

TYPES OF FEATS

Some feats are general, meaning that no special rules govern them as a group. Others are item creation feats, which allow spellcasters to create magic items of all sorts. A metamagic feat lets a spellcaster prepare and cast a spell with greater effect, albeit as if the spell were a higher spell level than it actually is.

 

BONUS FEATS FOR AGE

All races except human races gain one bonus feat for every 25 years over adulthood.  Humans and half humans gain one bonus feat for every 5 years over adulthood. 

 

CLASS BONUS FEATS

Any feat designated as a pirate, fighter, or knight feat can be selected as a bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet any prerequisites.

 

BONUS FEATS FOR AGE

All races except human races gain one bonus feat for every 25 years over adulthood.  Humans and half humans gain one bonus feat for every 5 years over adulthood. 

 

ITEM CREATION FEATS

An item creation feat lets a spellcaster create a magic item of a certain type. Regardless of the type of items they involve, the various item creation feats all have certain features in common.

XP Cost: Experience that the spellcaster would normally keep is expended when making a magic item. The XP cost equals 1/25 of the cost of the item in gold pieces. A character cannot spend so much XP on an item that he or she loses a level. However, upon gaining enough XP to attain a new level, he or she can immediately expend XP on creating an item rather than keeping the XP to advance a level.

Raw Materials Cost: The cost of creating a magic item equals one-half the sale cost of the item.

Using an item creation feat also requires access to a laboratory or magical workshop, special tools, and so on. A character generally has access to what he or she needs unless unusual circumstances apply.

Time: The time to create a magic item depends on the feat and the cost of the item. The minimum time is one day.

Item Cost: Brew Potion, Craft Wand, and Scribe Scroll create items that directly reproduce spell effects, and the power of these items depends on their caster level—that is, a spell from such an item has the power it would have if cast by a spellcaster of that level. The price of these items (and thus the XP cost and the cost of the raw materials) also depends on the caster level. The caster level must be high enough that the spellcaster creating the item can cast the spell at that level. To find the final price in each case, multiply the caster level by the spell level, then multiply the result by a constant, as shown below:

Scrolls: Base price = spell level x caster level x 25 gp.

Potions: Base price = spell level x caster level x 50 gp.

Wands: Base price = spell level x caster level x 750 gp.

A 0-level spell is considered to have a spell level of 1/2 for the purpose of this calculation.

Extra Costs: Any potion, scroll, or wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. For potions and scrolls, the creator must expend the material component or pay the XP cost when creating the item.

For a wand, the creator must expend fifty copies of the material component or pay fifty times the XP cost.

Some magic items similarly incur extra costs in material components or XP, as noted in their descriptions.

 

ZEN FEATS

Zen feats come from your ability to clear you head of distractions,  when you first take a Zen Feat you treat concentration as a class skill, no matter what class you take.  To use a Zen feat you must make a Concentration Check DC 15.

 

LEARNING AND TEACHING FEATS

It is possible to learn a feat from someone who has mastered it, or if you have mastered a feat and have the feat Tutor you may bestow that knowledge on another who meets the prerequisites.  You can learn a from someone who has not mastered the feat if you have the feat Scholar, To be considered a master of a feat the you must have had the feat for three levels; fighters may be considered a master of a feat after only two levels so long as the feat is a fighter bonus feat.  The base cost of teaching a feat to another character is the 1,500 xp to the student and 750 xp to the teacher times the number of feats requisite to the feat being taught plus the feat itself.  This cost (before the multiplication due to number of requisite feats) is also modified by the teacher’s intelligence and by the learner’s wisdom scores, as shown in the chart below.  Additionally, to learn a feat takes time, 3hrs of study a day for 14 days is required to learn a feat; this requires the learner to make a concentration check the DC of which is 10 – the instructor's charisma modifier + the number of requisite feats for the feat being taught but this too is modified by intelligence score of the teacher.  If the learner fails on of his concentration checks can make it up the next day but for every sequential concentration check fail the learner must expend an additional 100 xp and must spend an extra day studying, while the actual cost of learning a feat this way is only paid if the learner actually learns the feat his addition penalty xp cost is paid regardless.  Penultimately, the teacher makes a diplomacy check. Then lastly learner must make a single sense motive check DC 35 – the value of the teacher’s diplomacy check in order to understand finally learn the feat.  Ex. This means that if Helord the half orc fighter has an intelligence of 13 and charisma of 9 and is trying to teach Bobben the Halfling rogue who has a wisdom score of 11 to learn dodge would cost Helord 550 xp and Bobben at least 1,350 xp, they must study together for 11 days while Bobben makes DC 13 concentration checks.  Now when Ke’lishen the light elf fighter who has an intelligence of 19 and a charisma of the same wants to teach Nautrix the Night elf ranger with a wisdom 17 of to use whirlwind attack would cost Ke’lishen 2,800 xp and Nautrix at least 6,300 xp, they must study together for eight days while Nautrix makes DC 15 concentration checks. 

 

Teacher’s Intelligence score

Teacher’s xp cost modifier

Learner’s xp cost modifier

The DC of the concentration check

Days required to learn

 

Teacher’s Charisma score

Teacher’s xp cost modifier

Learner’s xp cost modifier

 

Learner’s Wisdom score

Teacher’s xp cost modifier

Learner’s xp cost

modifier

Days required to learn

1-2‡

+400

+1,500

+10

+50

 

1-2

+200

+400

 

1-2

+1,000

+200

+10

3-4

+300

+750

+5

+20

 

3-4

+150

+300

 

3-4

+750

+150

+7

5-6

+200

+500

+3

+10

 

5-6

+100

+200

 

5-6

+500

+100

+5

7-8

+100

+250

+1

+5

 

7-8

+50

+100

 

7-8

+250

+50

+2

9-10

+0

+0

+0

0

 

9-10

+0

+0

 

9-10

+0

+0

0

11-12

  -50†

-100†

+1

-1†

 

11-12

  -100†

-100†

 

11-12

-50†

-50†

-1†

13-14

-100

-200

+2

-2

 

13-14

-200

-200

 

13-14

-100

-100

-2

15-16

-150

-300

+3

-3

 

15-16

-300

-300

 

15-16

-150

-150

-3

17-18

-200

-400

+4

-4

 

17-18

-400

-400

 

17-18

-200

-200

-4

19-20

-250

-500

+5

-5

 

19-20

-500

-500

 

19-20

-250

-250

-5

21-22

-300

-600

+6

-6

 

21-22

-600

-600

 

21-22

-300

-300

-6

23-24

-350

-700

+7

-7

 

23-24

-700

-700

 

23-24

-350

-350

-7

25-26

-400

-800

+8

-8

 

25-26

-800

-800

 

25-26

-400

-400

-8

27-28

-450

-900

+9

-9

 

27-28

-900

-900

 

27-28

-450

-450

-9

29-30

-500

-1,000

+10

-10

 

29-30

-1,000

-1,000

 

29-30

-500

-500

-10

† Negative cost will never allow the teacher nor learner to gain xp

‡ A creature with a intelligence score less than 3 is not sentient and thus is becomes much harder to learn, but it is not impossible; look into mantis kung fu.

                                     

 

 

METAMAGIC FEATS

As a spellcaster’s knowledge of magic grows, she can learn to cast spells in ways slightly different from the ways in which the spells were originally designed or learned. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, at least it is possible.  Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up.

Wizards and Divine Spellcasters: Wizards and divine spellcasters must prepare their spells in advance. During preparation, you chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).

Sorcerers and Bards: Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. But because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell’s normal casting time is 1 action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn’t the same as a 1-round casting time.)

For a spell with a longer casting time, it takes an extra full-round action to cast the spell.

Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting a cure or inflict spell can cast a metamagic version of it instead. Extra time is also required in this case. Casting a 1-action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast.

Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast as a higher-level spell. Saving throw modifications are not changed unless stated otherwise in the feat description.

The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can’t use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.

Metamagic feats that eliminate components of a spell don’t eliminate the attack of opportunity provoked by casting a spell while threatened. However, casting a spell modified by Quicken Spell does not provoke an attack of opportunity.

Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can’t modify.

 

Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can’t apply the same metamagic feat more than once to a single spell.

 

Magic Items and Metamagic Spells: With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell’s higher spell level (after the application of the metamagic feat). A character doesn’t need the metamagic feat to activate an item storing a metamagic version of a spell.

Counterspelling Metamagic Spells: Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell.

 

FEAT DESCRIPTIONS

Here is the format for feat descriptions.

 

FEAT NAME [TYPE OF FEAT]

Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or a class level that a character must have in order to acquire this feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.

Benefit: What the feat enables you (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.

In general, having a feat twice is the same as having it once.

Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.

Special: Additional facts about the feat that may be helpful when you decide whether to acquire the feat.

 

 

Able Learner [Special]

Prerequisites: Human, or half human

Benefit: All skills including cross class skills only cost one point per rank. 

Special: This must be taken at character creation

Expert Learner [Special]

Prerequisites: Human, or half human, able learner

Benefit: your int score is treated as 2 points higher than is actually is when gaining skill points. 

Special: This feat may be taken multiple times, its affects stack

 

ACROBATIC [GENERAL]

Benefit: You get a +2 bonus on all Jump checks and Tumble checks.

 

Adept Magic Training [Special]

You have learned the art of spell enhancement

Prerequisites: charisma 15+, Ability to cast 1st-level spells without preparation

Benefit: Instead of increasing the cost of a spell you can make a spellcraft check DC 10+ the levels increased².  This cannot allow you to cast a spell which would be higher than you could normally cast, you still may use Heart of Power to boost your effective caster level.  If your spellcraft fails the spell is lost.

  Example: A level 12 Sorcerer could cast a maximized fireball as a third level spell by making a DC 19 Spellcraft check

Special you may only add one meta-magic feat. With this feat spontaneous spellcasters may take and use the quicken spell feat.

-Expert Magic Training [Special]

You are an expert in the art of spell enhancement

Prerequisites: charisma 19+, Ability to cast 4th-level spells without preparation

Benefit: You may add more than one metamagic feat while using the spellcraft check DC 10+ the original spell level+ the levels increased².  This cannot allow you to cast a spell which would be higher than you could normally cast, you still may use Heart of Power to boost your effective caster level.  If your spellcraft fails the spell is lost.

Example: A level 12 Sorcerer could cast a maximized and empower a magic missile as first level spell by making a Spellcraft check DC 24 {10+1(Spell level)+4(empower)+9(maximized)}

--Master Magic Training [Special]

You have learned to master the art of spell enhancement

Prerequisites: charisma 23+, Ability to cast 7th-level spells without preparation, Feats Craft Adept Training, Craft Expert Training

Benefit: Instead of increasing the cost of a spell you can make a spellcraft check DC 15+ the original spell level+ the total levels increased².  In order to cast a spell whose total is up to 1.5 the highest level you can cast rounded down.  If your spellcraft fails the spell is lost.

  Example: A level 12 Sorcerer could cast a maximized fireball as third level spell by making a DC 19 Spellcraft check

 

AGILE [GENERAL]

Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks.

 

Alchemic Understanding [Special, Alchemist]

 Prerequisites: 5 or more ranks in Knowledge (Alchemy), Intelligence modifier of 16 or greater

Benefit: For each level gained you can add a number of spells to your books equal to your Intelligence modifier,

 instead of the normal number of two

 

Alchemic Weapon Training [Special, Alchemist]

 Prerequisites: Intelligence +14

Benefit: you can use alchemic weapons without penalty and can make use of all the modifications.

Normal: you Suffer a -4 penalty and cannot make use of any the modifications.

 

ALERTNESS [GENERAL]

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.

 

Ambidexterity [General]

Prerequisite: Dexterity 13, Strength 13

Benefit: your Off arm is a good as you main arm, thus you add you full strength modifier if you are wielding a weapon in your off hand, and your strength Modifier is added twice if you are wielding one with both hands, as well as removing the removing the normal penalty for a weapon heavier than light in your off arm.  This also allows for the juggling of one handed melee weapons although this also increases the DC by +2.

Special: A fighter or pirate may choose this as a bonus feat

 

ANIMAL AFFINITY [GENERAL]

Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks.

 

Arcane Knowledge [Special, Wizard]

Prerequisites: 5 or more ranks in Knowledge (Arcana), Intelligence modifier of +3 or greater

Benefit: For each level gained you can add a number of spells to your spellbook equal to your Intelligence modifier (instead of the normal number of two).

 

ARCANE TRAINING [Special]

Even a sorcerer can learn a thing or two.

Prerequisites: Intelligence 13, Ability to cast 1st-level Arcane spells without preparation, must have been accepted from an accomplished school of magic.

Benefit: You learn to cast a number of cantrips equal to your intelligence score and gain a number of spells known equal to your Intelligence bonus.  You may learn a new spell of any level up to the highest spell you can cast. 

Special : You may take this feat multiple times picking different spells each time.

 

Arcane Understanding [Special]

Prerequisites: 5 or more ranks in spellcraft, Wisdom modifier of +3 or greater

Benefit: For each level gained you can add a number of spells to your spellbook equal to your Intelligence modifier (instead of the normal number of two).

 

Area Control [Metamagic

Benefit: When you cast an area spell, you can select certain spaces under the area and declare that they are not to be affected.  Creatures in these spaces avoid the spell's effect.  Takes up a spell slot two levels higher.

 

Armored Caster [General]

Prerequisites: Armor proficiency with type of armor worn, Dexterity 13

Benefit: You can reduce your chance of arcane spell failure by 10%.

Special: You may take this feat multiple times, each time gaining an additional 10% reduction. For each time beyond the first you must have a Dexterity score one point higher.  Ex. to take this feat 5 times you must have a dexterity score of 18.  This feat does not augment the failure incurred by wearing a shielding.

 

ARMOR EXPERTISE [General, Defense]

You know how to wear and use armor more effectively to block attacks.

  Prerequisite: Proficient with armor (any), base attack bonus +6 or higher, Dexterity 13, Intelligence 13

  Benefit: At the begining of the round you may chose to suffer a -2 to all attacks made this round or -2 dodge penalty to your AC in order to increase the bonus normally gained by your armor.  The armor bonus granted by worn armor is improved by +1 for light armor, +2 for medium armor, and +3 for heavy armor.  You lose this benefit if you are stunned, dazed, or held (paralyzed).

  Special: May be taken as a fighter bonus feat.

-Improved Armor Expertise [General, Defense]

You know how to wear and use armor even more effectively to block attacks.

  Prerequisite: Proficient with armor, base attack bonus +12 or higher, Armor Expertise, Combat Expertise, Dexterity 17

  Benefit: At the begining of the round you may chose to suffer a -2 to all attacks made this round or -2 dodge penalty to your AC to increase the bonus normally gained by your armor.  The bonuses and penalities last for one round.  The armor bonus granted by worn armor is improved by +2 for light armor, +4 for medium armor, and +6 for heavy armor (this does not stack with Armor Expertise).  You lose this benefit if you are stunned, dazed, or held (paralyzed).

  Special: May be taken as a fighter bonus feat.

--Greater Armor Expertise [Defense]

You know how to wear and use armor even more effectively to block attacks.

  Prerequisite: Proficient with armor, base attack bonus +18 or higher Armor Expertise, Improved Armor Expertise, Dodge Feat, Dexterity 21

  Benefit: At the begining of the round you may chose to suffer a -2 to all attacks made this round or -2 dodge penalty to your AC to increase the bonus normally gained by your armor.  The bonuses and penalities last for one round.  The armor bonus granted by worn armor is improved by +3 for light armor, +6 for medium armor, and +9 for heavy armor (this does not stack with Improved Armor Expertise nor Armor Expertise).  You lose this benefit if you are stunned, dazed, or held (paralyzed).  Also, it allows you increase the max Dexterity bonus by one.

Special: May be taken as a fighter bonus feat

---Epic Armor Expertise [Epic, Defense]

You know how to wear and use armor even more effectively to block attacks.

  Prerequisite: Proficient with armor, base attack bonus +24 or higher Armor Expertise, Greater Armor Expertise, Improved Armor Expertise, Dodge Feat, Dexterity 25

  Benefit: At the begining of the round you may chose to suffer a -2 to all attacks made this round or -2 dodge penalty to your AC to increase the bonus normally gained by your armor.  The bonuses and penalities last for one round.  The armor bonus granted by worn armor is improved by +4 for light armor, +8 for medium armor, and +12 for heavy armor (this does not stack with Improved Armor Expertise nor Armor Expertise).  You lose this benefit if you are stunned, dazed, or held (paralyzed).  Also, it allows you increase the max Dexterity bonus by one.

Special: May be taken as a fighter bonus feat

 

ARMOR PROFICIENCY (LIGHT) [GENERAL]

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, Sleight of Hand, 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.

-ARMOR PROFICIENCY (MEDIUM) [GENERAL]

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.

--ARMOR PROFICIENCY (HEAVY) [GENERAL]

Prerequisites:

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.

---Armored Agility [General]

Prerequisites: Armor proficiency with type of armor worn, Str13, Armor proficiency (Heavy) Armor Proficiency (light), Armor Proficiency (medium).

Benefit: The maximum dexterity bonus for worn armour is increased by 1.

----Determined Campaigner [General]

Prerequisites: Strength 15, Armored Agility, Run

Benefit: You can move in armor, light, medium, and heavy with no penalty to your base speed, as well as when running.  You still suffer from a maximum Dexterity bonus.

Example: A human in full plate with this feat could move 30ft as a move action and run at five times his move speed

ATHLETIC [GENERAL]

Benefit: You get a +2 bonus on all Climb checks and Swim checks.

 

ATHLETIC TRAINING [GENERAL]

You have trained your body to just function better

Benefit: You get a +1 competence bonus to your strength, dexterity, and constitution.

Special: a fighter, knight or pirate may take this feat as bonus feat.

-Endurance Training [Special]

You are willing to put in the effort to increase your constitution

Prerequisites: Athletic training, character level 3

Benefit: You may spend the time and experience points listed below to gain the listed competence bonus to your constitution.  The experience cost may be spent at any time.  The time and xp costs are cumulative but need not be all paid at once. The experience cost may be spent at any time.  To fulfill the time requirement require a full week of training at least four hours a day.  You can not endurance train for more 4 hours a day.  This bonus stacks with the bonus of Athletic Training.

Time requirement

Experience Point Cost

Level requirement

Constitution bonus

1 week

1,000

Level 3

+1

2 weeks

3,000

Level 6

+2

4 weeks

5,000

Level 9

+3

8 weeks

7,000

Level 12

+4

16 weeks

9,000

Level 15

+5

Example: Mary a level 8 barbarian has a 9 constitution, she could train for 3 weeks and spend 4,000 xp to gain a +2 competence bonus for a total of 11 constitution.  Later you could train for another 4 weeks and spend another 5,000xp and gain a +3 competence bonus to constitution for a total of 12 constitution.

Special: A fighter, knight, or pirate may choose this feat as a bonus feat.  You must have someone help you to train.  You must train for 4 hrs each week or you lose this bonus for the week,  it takes a week to regain the bonus

 

-Hand and eye training [Special]

You are willing to put in the effort to increase your dexterity

Prerequisites: Athletic training, character level 3

Benefit: You may spend the time and experience points listed below to gain the listed competence bonus to your dexterity.  The time and xp costs are cumulative but need not be all paid at once. The experience cost may be spent at any time.  To fulfill the time requirement require a full week of training at least four hours a day.  You can not hand and eye train for more 4 hours a day.  This bonus stacks with the bonus of Athletic Training.

Time requirement

Experience Point Cost

Level requirement

Dexterity bonus

1 week

1,000

Level 3

+1

2 weeks

3,000

Level 6

+2

4 weeks

5,000

Level 9

+3

8 weeks

7,000

Level 12

+4

16 weeks

9,000

Level 15

+5

Example: Mary level eight barbarian has a 9 dexterity, she could train for 3 weeks and spend 4,000 xp to gain a +2 competence bonus for a total of 11 dexterity.  Later at level nine she could train for another 4 weeks and spend another 5,000xp and gain a +3 competence bonus to dexterity for a total of 12 dexterity. 

Special: A fighter, knight, or pirate may choose this feat as a bonus feat.  You must have someone help you to train.  You must train for 4 hrs each week or you lose this bonus for the week,  it takes a week to regain the bonus

 

-Strength Training [Special]

You are willing to put in the effort to increase your strength

Prerequisites: Athletic training, character level 3

Benefit: You may spend the time and experience points listed below to gain the listed competence bonus to your strength.  You must meet the level requirement.  The time and xp costs are cumulative but need not be all paid at once. The experience cost may be spent at any time.  To fulfill the time requirement require a full week of training at least four hours a day.  You can not strength train for more 4 hours a day.  This bonus stacks with the bonus of Athletic Training.

Time requirement

Experience Point Cost

Level requirement

Strength bonus

1 week

1,000

Level 3

+1

2 weeks

3,000

Level 6

+2

4 weeks

5,000

Level 9

+3

8 weeks

7,000

Level 12

+4

16 weeks

9,000

Level 15

+5

Example: Mary a level 8 barbarian has a 9 strength, she could train for 3 weeks and spend 4,000 xp to gain a +2 competence bonus for a total of 11 strength.  Later at level 9 she could train for another 4 weeks and spend another 5,000xp and gain a +3 competence bonus to strength for a total of 12 strength. 

Special: A fighter, knight, or pirate may choose this feat as a bonus feat.  You must have someone help you to train.  You must train for 4 hrs each week or you lose this bonus for the week,  it takes a week to regain the bonus

 

AUGMENT SUMMONING [GENERAL]

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.

 

Blessed [Special, Divine]

You have a deep connection to the divine power which flows through you.

 Prerequisites: 4 ranks in Knowledge (Religion), Ability to cast level 1 divine magic, ability to turn/rebuke undead

Benefit: Subject is not subject to any curses (spells and items), similar spells such as mark of just, and Geases except those delivered by your god.   Any weapon you wield is treated as if it is under the spell bless, this effect end if you let go of the weapon.

Special: you permanently lose the use of one of your turn/rebuke undead attempts

 

BACK TO BACK [GENERAL]

Prerequisite: Charisma 13, Dexterity 13, Wisdom 13

Benefit: In melee, you can coordinate your allies so that you and a number of allies up to your charisma bonus fight together, protecting each other.  You must declare your intention to fight back to back at the beginning of your round and you must be standing next to an ally.  You may maintain the fighting for up to a number of rounds equal your charisma bonus, you must wait one full round before declaring that you will fight back to back again, but if one of your allies has this feat as well the two of you may alternate thus negating the down time.  Everyone fighting back to back must be of the same size category.  Together you take up an area of a creature one size category larger than you are, but to do this all the additional squares you take up must be unoccupied except for your allies.  While in the area you and your allies threaten squares as if you were standing in each square of the area you occupy.  An attempt to bull rush, grapple, or over run you or allies while fighting back to back is opposed by every one fighting back to back, if any of you succeed you are all treated as succeeding. The DC to tumble checks though your area or through a square you threaten is increased by +5 for each ally with you.  No one fighting back to back may be flanked.

Special: A fighter or pirate may select Back to Back as one of his bonus feats.

IMPROVED BACK TO BACK [GENERAL]

Prerequisite: Charisma 13, Dexterity 15, Wisdom 15, Back to back

Benefit: When fighting back to back you grant a +1 insight bonus to AC and a +1 insight bonus to all attack rolls to his allies fighting back to back.  While using improved back to back a character with sneak attack may make a sneak attack against a creature attempting to tumble through your spaces as if the creature tumbling where flanked and the creature tumbling adds his ranks in tumble in as a competency bonus to his AC. 

Alternatively, you can fight back to back with one ally while the two of you take up the same square the two of you still gain all the normal benefits of the feat back to back, but not the benefits of improved back to back. 

Special: A fighter or pirate may select Improved Back to Back as one of his bonus feats.

 

BLIND-FIGHT [GENERAL]

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.

 

BREW POTION [ITEM CREATION]

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.

 

Careful Brewer [General]

Prerequisites: Intelligence 13, the ability to brew first level alchemic potions

Benefits:  The Alchemist can brew alchemic potions for a cost of spell Level x stimulator Level x 50gp + any xp or material components. 

-Prudent Brewer [General]

Prerequisites: Intelligence 15, the ability to brew third level alchemic potions, Careful Brewer

Benefits:  The Alchemist can brew alchemic potions for a cost of spell Level x stimulator Level x 25gp + any xp or material components. 

--Expert Brew [General]

Prerequisites: Intelligence 17, the ability to brew fifth level alchemic potions, the feats Careful Brewer, and Prudent Brewer

Benefits:  The Alchemist can brew alchemic potions for a cost of spell Level x stimulator Level x 10gp + any xp or material components. 

 

CHOSEN [General]

Prerequisites: Paladin, Champion, or slayer level 1

Benefit:  You are meant to be a crusader of good, and nothing can hinder you for your destiny.  You may move to within one step of the normal alignment (but never true neutral) of a paladin or champion and still remain a paladin or champion, keeping all your class abilities.  You may train in other classes and freely return to the class Paladin, champion, or slayer.  Finally, in addition to any other favored classes Paladin, Champion, and Slayer becomes a favored classes.

 

COMBAT CASTING [GENERAL]

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.

-Improved Combat Casting [General]

Prerequisite: Combat Casting, Base Attack Bonus +3, shield proficiency

Benefit:  you can ignore the arcane failure of a light shield or buckler.  Additionally this provides a +7 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.  This replaces the bonus of Combat casting.

--Greater Combat Casting [General]

Prerequisite: Base Attack Bonus +7, feats shield proficiency, Combat Casting, and Improved Combat Casting

Benefit:  you can ignore the arcane failure of a heavy shield as well.  Additionally this provides a +9 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.  This replaces the bonus of Improved Combat Casting.

---Advanced Combat Casting [General]

Prerequisite: Base Attack Bonus +15, feats Shield Proficiency, Tower Shield Proficiency, Combat Casting, Improved Combat Casting, and Greater Combat Casting,

Benefit:  you can ignore the arcane failure of a Tower Shield.  .  Additionally this provides a +10 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.  This replaces the bonus of Greater Combat Casting.

 

COMBAT EXPERTISE [GENERAL]

Prerequisite: Intelligence 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.

-DEFENSIVE FIGHTER [GENERAL]

Prerequisites: Combat Expertise, Intelligence 15, Dexterity 13.

Benefit: You when fighting defensively you now suffer a –2 penalty to attack rolls and gain a +4 dodge bonus to AC.  This replaces the normal bonuses and penalties of fighting defensively.

Special: A fighter may select Defensive Fighter as one of his fighter bonus feats.

--UNERRING DEFENSE [GENERAL]

Prerequisites: Combat Expertise, Defensive Fighter, Intelligence 15, Dexterity 13.

Benefit: when taking a total defense action you add half your Bab as a dodge bonus to your AC.  In addition for taking a total defense action you gain a +6 dodge bonus to your ac, which replaces the normal +4 dodge bonus for taking a total defense action.  This replaces the normal benefits of a total defense action. 

Special: A fighter may select this feat as one of his fighter bonus feats.

This can not be used in conjunction with any other feat which grants a dodge bonus to AC.

--HUMAN BULWARK [GENERAL]

Prerequisites: Combat Expertise, Defensive Fighter, Intelligence 15, Dexterity 15,  .

Benefit: When fighting defensively you may take a penalty of –2  plus an additional penalty of as much as –5 on your attack roll and add twice the same number as the second penalty (+10 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.

Special: A fighter may select this feat as one of his fighter bonus feats.

-IMPROVED COMBAT EXPERTISE [GENERAL]

Prerequisites: Combat Expertise, Intelligence 13, bab+6.

Benefit: When you use the attack action or the full attack action in melee, you can take a penalty up to your BAB on your attack roll and add the same number 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.

Special: A fighter may select this feat as one of his fighter bonus feats.

--IMPENETRABLE DEFENSE [GENERAL]

Prerequisites: Combat Expertise, Defensive Fighter, Improved combat Expertise, Human Bulwark, Unerring Defense Intelligence 17, Dexterity 15,  Bab+11.

Benefit: when taking a total defense action you add a number equal to your BAB to your AC as a dodge bonus.  In addition for taking a total defense action you gain a +8 dodge bonus to your ac, which replaces the normal +4 dodge bonus for taking a total defense action.  This replaces the benefits of Human Bulwark. 

Special: A fighter may select this feat as one of his fighter bonus feats.

This can not be used in conjunction with any other feat which grants a dodge bonus to AC.

--MENTAL STEEL [GENERAL, ZEN]

Prerequisites: Combat Expertise, Defensive Fighter, Improved combat Expertise, Iron Will, Intelligence 15, Dexterity 13, Wisdom 15, Iron Will, Bab+6, 5 ranks in Concentration.

Benefit: When fighting defensively and using Combat Expertise or improved expertise add the penalty you take on your attack and add the same number as a resistance bonus to willpower save made this round.  After each willpower save you must make a concentration check DC equal to the DC of the willpower save, or lose this bonus.  The changes to attack rolls and Armor Class last until your next action.

Special: A fighter may select this feat as one of his fighter bonus feats.

--QUICK SILVER REFLEXES [GENERAL, ZEN]

Prerequisites: Combat Expertise, Defensive Fighter, Improved combat Expertise, Lightning Reflexes, Intelligence 15, Dexterity 15,  Wisdom 13, Bab+6, 5 ranks in Concentration.

Benefit: When fighting defensively and using Combat Expertise or improved expertise add the penalty you take on your attack and add the same number as a dodge bonus to reflex saves made this round.  After each reflex save you must make a concentration check DC equal to the DC of the reflex save, or lose this bonus.  The changes to attack rolls and Armor Class last until your next action.

Special: A fighter may select this feat as one of his fighter bonus feats.

--IRON BODY [GENERAL, ZEN]

Prerequisites: Combat Expertise, Defensive Fighter, Improved combat Expertise, Great Fortitude, Intelligence 15, Dexterity 13, Constitution 13, Wisdom 13, Bab+6, 5 ranks in Concentration.

Benefit: When fighting defensively and using Combat Expertise or improved expertise add the penalty you take on your attack and add the same number as a resistance bonus to fortitude saves made this round.  After each fortitude save you must make a concentration check DC equal to the DC of the fortitude save, or lose this bonus.   The changes to attack rolls and Armor Class last until your next action.

Special: A fighter may select this feat as one of his fighter bonus feats

 

COMBAT REFLEXES [GENERAL]

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.

 

COMMITTED STRIKE [GENERAL]

Prerequisite: Charisma 13, Dexterity 13.

Benefit: When you use the attack action or the full attack action with a melee attack, you can take a penalty of as much as –5 to your Armor Class and add the same number (+5 or less) on your attack roll. This number may not exceed your base attack bonus. If you are wielding a weapon with both hands you add one and a half the penalty to your AC rounded down to your BAB instead.  The changes to attack rolls and Armor Class last until your next action. You can not use this feat in conjunction with power attack, combat expertise, or similar feats. 

Normal: A character without the Committed Strike 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 Committed Strike as one of his fighter bonus feats.

-DEDICATED FIGHTER [GENERAL]

Prerequisites: Committed Strike, Charisma 15, Dexterity 15.

Benefit: When you make a melee attack against an opponent you may choose to provoke an attack of opportunity, in order to add a bonus equal to your BAB. You may only use this once per opponent. You may only use this feat once each round.

Special: A fighter may select Defensive Fighter as one of his fighter bonus feats.

--UNERRING ATTACK [GENERAL]

Prerequisites: Committed Strike, Defensive Fighter, Charisma 15, Dexterity 13.

Benefit: When you make an attack against an opponent you may choose to provoke an attack of opportunity, if the opponent takes the attack of opportunity it is considered to have rolled a natural 20, and thus threatens a critical hit which it must confirm normally. You add a bonus to your attack roll equal to your HD.  This stacks with the bonus granted by committed strike.  You may only use this once per opponent. You may only use this feat once per opponent each round.

Special: A fighter may select this feat as one of his fighter bonus feats.

--RELENTLESS FIGHTER [EPIC, GENERAL]

Prerequisites: Committed Strike, Defensive Fighter, Charisma 15, Dexterity 15,  .

Benefit: when using dedicated fighter or unerring attack you may provoke attacks of opportunity from the same opponent more than once per round.

Special: A fighter may select this feat as one of his fighter bonus feats.

--SKILLED FIGHTER [GENERAL, ZEN]

Prerequisites: Charisma 13, Dexterity 13, Intelligence 13, Strength 13, Wisdom 13, Combat Expertise, Committed Strike, Power attack, Weapon finesse, BAB +5.

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 and add the same number damage (if you are wielding a weapon with both hands you add twice this number to the damage you deal).  You may use combat expertise, committed strike, and power attack, in the same round.

Special: A fighter may select this feat as one of his fighter bonus feats.

---HUMAN JUGGERNAUT [EPIC, GENERAL, ZEN]

Prerequisites: Charisma 13, Dexterity 13, Intelligence 13, Strength 13, Wisdom 13, Combat Expertise, Committed Strike, Controlled Power Attack, Improved Combat Expertise, Improved Committed strike, Power attack,  bab+10.

Benefit:  When you take a penalty to your BAB in order to use combat expertise you add this same number to your damage as if you were using power attack.  You may use combat expertise, committed strike, and power attack, in the same round.

Special: A fighter may select this feat as one of his fighter bonus feats.

-IMPROVED COMMITTED STRIKE [GENERAL]

Prerequisites: Committed Strike, Charisma 13, bab+6.

Benefit: When you use the attack action or the full attack action in melee, you can take a penalty to your Armor Class and add the same number as a bonus to your attack roll. This number may not exceed your base attack bonus. If you are wielding a weapon with both hands you add one and a half the penalty to your AC rounded down to your BAB instead.  The changes to attack rolls and Armor Class last until your next action.

Special: A fighter may select this feat as one of his fighter bonus feats.

 

Commune with the Spirits [GENERAL]

Prerequisite: Eat Soul ability, 5 ranks in Diplomacy

Benefit: You may attempt to make a Diplomacy check during an awakening to convince Spirits to calm down.  You must have at least 10 rounds of uninterrupted concentration while you attempt to commune with spirits, after which time you must make a will save.  You can never convience all the spirits that you side with you but any you can gain help.  All the spirits start off as hostile; with a DC 20 check some are made Unfriendly granting a +1 to your save against the Awakening; with a DC 25 check some are made Indifferent granting a +2 to your save against the Awakening; with a DC 35 check some are made Friendly granting a +5 to your save against the Awakening; with a DC 50 check some are made helpful granting a +10 to your save against the Awakening.

 

CONCENTRATED AIM [GENERAL]

Prerequisite: Concentration 5 ranks, Dexterity 17.

Benefit: When you aim you may aim for a number of additional round equal your ranks in concentration, but not exceeding your BAB.

Normal: A character without the concentrated aim feat aims they may only aim for a number of rounds equal to your dexterity bonus

Special: A fighter may select concentrated aim as one of his fighter bonus feats.

 

CRAFT MAGIC ARMS AND ARMOR [ITEM CREATION]

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.

 

CRAFT ROD [ITEM CREATION]

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.

 

CRAFT STAFF [ITEM CREATION]

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.

 

CRAFT WAND [ITEM CREATION]

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.

 

CRAFT WONDROUS ITEM [ITEM CREATION]

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.

 

DECEITFUL [GENERAL]

Benefit: You get a +2 bonus on all Disguise checks and Forgery checks.

 

DEFLECT ARROWS [GENERAL]

Prerequisites: Dexterity 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, chemically propelled attacks such as fire arms, 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.

-SNATCH ARROWS [GENERAL]

Prerequisites: Dexterity 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.

--CATCH ARROWS [GENERAL]

Prerequisites: Dexterity 13, Deflect Arrows, Improved Unarmed Strike, Snatch Arrow.

Benefit: You must have at least one hand free (holding nothing) to use this feat. When you would normally be hit with a ranged weapon, you may catch it so that you take no damage from it.  You may take a number of arrows equal to your dexterity modifier times the number of free hands you have. 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, chemically propelled attacks such as fire arms, and ranged attacks generated by spell effects can’t be caught.

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.

 

DEFIANT POWER [GENERAL]

Benefit: If you lose a power the reaper’s consume power ability, you regain the ability the next round.  The reaper still keeps the power for the normal amount of time but you regain the use of it.

 

DEFT HANDS [GENERAL]

Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.

 

Destructive Force [Metamagic]

Prerequisites: +13 in the relative Ability for spellcaster class

Benefit: You can raise the damage cap of capped spells by two dice (assuming you are of sufficient level to do so).  Takes up a spell slot one level higher.

Example: Fireball is normally capped at 10d6, but could be raised to 12d16 by a 12th-level caster with this feat

 

DILIGENT [GENERAL]

Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks.

 

Divine Armor [Divine]

You can channel your positive or negative energy to make your armor more effective. 

Prerequisites: Ability to Turn/Rebuke, charisma 13+, Proficietcy with Armor, Divine Vigor

Benefit: Spend one turn/rebuke attempt to grant your shield an enhancement bonus equal to your charisma modifier.  Bonus applies to both attack and defense and lasts for a number of rounds equal to your charisma modifier.

 

DIVINITY TRAINING [Special]

Even a sorcerer can learn a thing or two.

Prerequisites: Intelligence 13, Ability to cast 1st-level Divine spells without preparation which are granted by a divine entity, must have been accepted from an accomplished Seminary School.

Benefit: You learn to cast a number of orisons equal to your intelligence score and gain a number of spells known equal to your Intelligence bonus.  You may learn a new spell of any level up to the highest spell you can cast. 

Special: You may take this feat multiple times picking different spells each time.

 

DODGE [GENERAL]

Prerequisite: Dexterity 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.

-Improved Dodge [GENERAL]

Prerequisite: Dexterity 13, Wisdom 13, Dodge.

Benefit: During your action, you designate a number of opponents equal to your Wisdom modifier as additional Dodge opponents.

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.

--The Best Defense is a Good Offense [GENERAL]

Prerequisite: Dexterity 15, Wisdom 15, Combat Reflexes, Base Reflex Save +3, Dodge, Improved Dodge.

Benefit: You may make a number of attacks of opportunity against one your dodge opponent equal to your Dexterity bonus, this only uses up one of your attacks of opportunities for the round.   Each attack suffers a cumulative –4 penalty to the attack roll. You may not exceed your dexterity bonus in attacks gain by this feat against any one opponent.  You may however still use any attacks of opportunity you have left from Combat expertise as normal. 

Special: A fighter may select Dodge as one of his fighter bonus feats.

-MOBILITY [GENERAL]

Prerequisites: Dexterity 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.

--SPRING ATTACK [GENERAL]

Prerequisites: Dexterity 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.

---WHIRLWIND ATTACK [GENERAL]

Prerequisites: Dexterity 13, Intelligence 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.

----CYCLONE ATTACK [GENERAL]

Prerequisites: Dexterity 15, Intelligence 13, Wisdom 13, Combat Expertise, Dodge, Lighting attack, Mobility, Spring Attack, Whirlwind Attack base attack bonus +8.

Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack(you cannot make juggled, thrown, or ranged attacks),  at your base attack bonus – 2 against each opponent within reach.  You may move in a straight line up to you base movement speed, attacking as you go.

When you use the Cyclone Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

Special: A fighter may select Cyclone Attack as one of his fighter bonus feats.

-----GREATER CYCLONE ATTACK [GENERAL]

Prerequisites: Dexterity 17, Intelligence 15, Wisdom 15, Combat Expertise, Cyclone Attack, Dodge, Greater lighting attack, Lighting attack, Mobility, Spring Attack, Whirlwind Attack, base attack bonus +8.

Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack(you cannot make juggled, thrown, or ranged attacks),  at your base attack bonus – 2 against each opponent within reach.  You may move in a up to you base movement speed, attacking as you go.  You no longer have to move in a straight line.

When you use the Cyclone Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

Special: A fighter may select Cyclone Attack as one of his fighter bonus feats.

----GREATER WHIRLWIND ATTACK [GENERAL]

Prerequisites: Dexterity 15, Intelligence 15, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, base attack bonus +14.

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 plus one attack at a – 10 penalty 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.

---Lighting Attack [General]

You can make your full number of attacks while moving your full speed.

Prerequisites: Dexterity 13, Dodge, Lightning Reflexes, Mobility, Spring Attack, base attack bonus +6 or higher

Benefit: As a full-round action you may move up to your base speed and still make your full number of melee attacks (you cannot make juggled, thrown, or ranged attacks), but each attack is made at a -2 penalty. You can make these melee attacks anywhere along your path of movement, deciding where and what to attack as you move.  You must move in a straight line. When you use the Lightning Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

Special: As with Spring Attack you may continue moving after each melee attack, but the total distance moved cannot exceed your speed. You may not take a five-foot step in addition to this movement. The Tumble skill may not be used for this movement. You provoke attacks of opportunity as normal. Furthermore, you suffer a -2 AC penalty until you get to act again next round. Lightning Attack may be taken as a fighter bonus feat.

----Greater lightning Attack [General]

You can make your full number of attacks while moving your full speed.

Prerequisites: Dexterity 15, Dodge, Lightning Reflexes, Mobility, Spring Attack, base attack bonus +10 or higher

Benefit: As a full-round action you may move up to your base speed and still make your full number of melee attacks (you cannot make juggled, throw, or ranged attacks), but each attack is made at a -2 penalty. You can make these melee attacks anywhere along your path of movement, deciding where and what to attack as you move.   You do not have to move in a straight line. When you use the Greater lightning Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

Special: As with Spring Attack you may continue moving after each melee attack, but the total distance moved cannot exceed your base speed. You may not take a five-foot step in addition to this movement. The Tumble skill may not be used for this movement. You provoke attacks of opportunity as normal. Furthermore, you no longer suffer a -2 AC penalty until you get to act again next round. Greater lightning Attack may be taken as a fighter bonus feat.

----Storm Attack [General]

You can make your full number of attacks while moving your full speed.

Prerequisites: Dexterity 13, Combat Reflexes, Dodge, Lightning Reflexes, Mobility, Spring Attack, base attack bonus +9 or higher

Benefit: As a full-round action you may move up to your base speed and still make your full number of melee attacks (you cannot make juggled, throw, or ranged attacks), but each attack is made at a -2 penalty. You can make these melee attacks anywhere along your path of movement, deciding where and what to attack as you move you may use your attacks of opportunity after you have used all attack normally granted to you during a full round action.   You must move in a straight line. When you use the Lightning Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. If you also have two-weapon fighting you may also make attacks with your off hand weapon but the -2 penalty for two-weapon fighting is cumulative with the penalty for Storm Attack.

Special: As with Spring Attack you may continue moving after each melee attack, but the total distance moved cannot exceed your speed. You may not take a five-foot step in addition to this movement. The Tumble skill may not be used for this movement. You provoke attacks of opportunity as normal. Furthermore, you suffer a -2 AC penalty until you get to act again next round. Storm Attack may be taken as a fighter bonus feat.

----- Hurricane Attack [Epic]

You can make your full number of attacks while moving your full speed.

Prerequisites: Dexterity 27, Intelligence 25, Wisdom 21, Combat Expertise, Combat Reflexes, Dodge, Greater lightning attack, Lightning attack, Lightning Reflexes, Mobility, Spring Attack, Storm Attack base attack bonus +30 or higher

Benefit: As a full-round action you may move up to your base speed and still and make an attack against each melee target along the way at your full attack bonus plus any bonus attacks you gain for a high BAB.  You may not target the same opponent twice.  When you use the Hurricane Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. Furthermore, you suffer a -4 AC penalty until you get to act again next round, as you do when using Storm Attack.

Special: As with Spring Attack you may continue moving after each melee attack, but the total distance moved cannot exceed your speed. You may not take a five-foot step in addition to this movement. The Tumble skill may not be used for this movement. You provoke attacks of opportunity as normal. Hurricane Attack may be taken as a fighter bonus feat.

 

-Parry  [General]
Prerequisites: Base attack bonus +1 or higher, Proficient with weapon, Dexterity 13, Dodge
  Benefit: When your dodge opponent makes a melee attack against you, you are allowed to make an opposing attack roll against the first attack, but you suffer a -2 penalty to the parry attempt.  If your attack exceeds your dodge opponent’s attack roll he loses that attack action. When wielding a reach weapons to parry, you suffer an additional -4 penalty to parry attempts.  You can not parry attacks made by weapons more than two size categories larger than the weapon you wield. You must declare that you will attempt to parry before the attack roll is made.

Special: A fighter may choose this feat as one of their bonus feats.  If you fail to parry you lose the bonus granted by the Dodge feat against your dodge opponent until the beginning of your next round.  Changing your dodge opponent does not give you the bonus back before the round is up. 

--Continual Parry [General]

Prerequisites: Base attack bonus +6 or higher, Dexterity 15, Dodge, Combat Reflexes, Parry

Benefit: You may attempt to parry any melee attack made by your dodge opponent although each attempt suffers a cumulative -2 for each attempt after the first.  You still suffer the -2 penalty for attempting to parry.

Special: A fighter may choose this feat as one of their bonus feats.

--- Parry Arrows [General]

Prerequisites: Base attack bonus +10 or higher, Dexterity 19, Dodge, Combat Reflexes, Parry, Continual Parry

Benefit: You may attempt to parry any ranged attack made by your dodge opponent although each attempt suffers a cumulative -2 penalty for each attempt after the first.  You still suffer the -2 penalty for attempting to parry.

Special: A fighter may choose this feat as one of their bonus feats.

---- Masterful Parry [Epic]

Prerequisites: Base attack bonus +21 or higher, Dexterity 23, Intelligence 15, Dodge, Combat expertise, Combat Reflexes, Parry

Benefit: You no longer suffer a penalty for making multiple parry attempts.  You still suffer the -2 penalty for attempting to parry.

Special: A fighter may choose this feat as one of their bonus feats.

--Counterstrike [General]

Prerequisites: Base attack bonus +5 or higher, Dexterity 17, Dodge, Combat Reflexes, Parry

Benefit: Whenever you have successfully avoided a melee attack through use of the Parry feat, you may make an attack of opportunity against the attacker.

Special: A fighter may choose this feat as one of their bonus feats.

---Twin Counterstrike [General]

Prerequisites: Base attack bonus +5 or higher, Dexterity 19, Two-Weapon Fighting, Dodge, Combat Reflexes, Parry

Benefit: Whenever you have successfully avoided a melee attack through use of the Parry feat, you may make an attack of opportunity against the attacker with both the weapon in your main hand and the weapon in your off hand as a single attack of opportunity.  You suffer the normal penalties for wielding two weapons.

Special: A fighter may choose this feat as one of their bonus feats.

---Twin Counterstrike Rend [General]

Prerequisites: Base attack bonus +12 or higher, Dexterity 19, Two-Weapon Fighting, Dodge, Twin Counterstrike, Combat Reflexes, Parry

Benefit: Whenever you hit with both melee weapons you can rend the creature and deal 2d6+ strength modifier and a half.

Special: A fighter may choose this feat as one of their bonus feats.

--Disabling Parry [General]

Prerequisites: Base attack bonus +8 or higher, Dexterity 17, Combat Expertise, Dodge, Parry

Benefit: whenever you successfully parry a melee attack your opponent is flat footed until his next turn.  This does not affect characters with uncanny dodge.

Special: A fighter may choose this feat as one of their bonus feats.

--Graceful Parry [General]
Prerequisites: Base attack bonus +4 or higher, Proficient with weapon, Charisma 13, Dexterity 15, Dodge, Parry
  Benefit: You may add your Charisma modifier to your attack when parrying an attack as an Circumstance bonus.

Special: A fighter may choose this feat as one of their bonus feats.

--Intuitive Parry [General]
Prerequisites: Base attack bonus +4 or higher, Proficient with weapon, Wisdom 13, Dexterity 15, Dodge, Parry
  Benefit: You may add your Wisdom modifier to your attack when parrying an attack as an insight bonus.

Special: A fighter may choose this feat as one of their bonus feats.

-- Parry Oversized Weapon [General]

Prerequisites: Base attack bonus +6 or higher, Dexterity 15, Strength 15, Dodge, Parry

Benefit: You may attempt to parry weapons up to four size categories larger than the weapon you are wielding.  You still suffer the -2 penalty for attempting to parry.

Special: A fighter may choose this feat as one of their bonus feats.

--Skilled Parry [General]
Prerequisites: Base attack bonus +4 or higher, Proficient with weapon, Intelligence 13, Dexterity 15, Dodge, Parry
  Benefit: You may add your intelligence modifier to your attack when parrying an attack as a competence bonus.

Special: A fighter may choose this feat as one of their bonus feats.

 

DUELING [General]

Prerequisites:Base Attack Bonus +3

Benefit: when wielding only one weapon, a sword and the weapon must be light enough for you one hand you gain a +1 dodge to AC and competence bonus Attack, you can not be wearing any shield heavier than a buckler.

Special: a Fighter or pirate may choose this as one of his bonus fighter or pirate feats

-Defensive Dueling [General]

Prerequisites: Dueling, Base Attack Bonus +6, Dexterity 15, Combat Expertise

Benefit: when wielding only one weapon, a sword, and the weapon must be light enough for you one hand and when fighting defensively double the dodge bonus AC granted by Dueling, Improved Dueling, Greater Dueling, Advanced Dueling, or Perfect Dueling.

Special: a Fighter or pirate may choose this as one of his bonus fighter or pirate feats

-Dueling Storm [General]

Prerequisites: Dexterity +13, Combat Reflexes, Dueling, Base Attack Bonus +6

Benefit: when wielding a sword light enough for you use with one hand, and only one sword; you may forfeit the dodge bonus granted by any dueling feats you possess to gain a bonus attack at your full attack bonus.  All attacks made this round suffer a -3.  You can not be wearing any shield heavier than a buckler.

Special: a Fighter or pirate may choose this as one of his bonus fighter or pirate feats

--Improved Dueling Storm [General]

Prerequisites: Dexterity +15, Combat Reflexes, Dueling, Dueling Storm, Base Attack Bonus +11

Benefit: when performing a dueling storm you may gain a second attack with your weapon at a – 5 penalty.  All attacks made this round still suffer a -3.  You can not be wearing any shield heavier than a buckler.

Special: a Fighter or pirate may choose this as one of his bonus fighter or pirate feats

---Greater Dueling Storm [General]

Prerequisites: Dexterity +17, Combat Reflexes, Dueling, Dueling Storm, Improved Dueling Storm, Base Attack Bonus +16

Benefit: when performing a dueling storm you may gain a third attack with your weapon at a –10 penalty.  All attacks made this round still suffer a -3.  You can not be wearing any shield heavier than a buckler.

Special: a Fighter or pirate may choose this as one of his bonus fighter or pirate feats

----Perfect Dueling Storm [epic]

Prerequisites: Dexterity +25, Combat Reflexes, Dueling, Dueling Storm, Improved Dueling Storm, Greater Dueling Storm, Base Attack Bonus +21

Benefit: when performing a dueling storm you may gain a third attack with your weapon at a –15 penalty.  All attacks made this round still suffer a -3.  You can not be wearing any shield heavier than a buckler.

Special: a Fighter or pirate may choose this as one of his bonus fighter or pirate feats

-Improved Dueling [General]

Prerequisites: Dueling, Base Attack Bonus +6

Benefit: when wielding only one weapon, a sword, and the weapon must be light enough for you one hand you gain a +2 dodge bonus to AC and competence bonus to Attack, you can not be wearing any shield heavier than a buckler. This replaces the bonuses granted by Dueling.

Special: a Fighter or pirate may choose this as one of his bonus fighter or pirate feats

--Greater Dueling [General]

Prerequisites: Dueling, Improved Dueling, Base Attack Bonus +9

Benefit: when wielding only one weapon, a sword and the weapon must be light enough for you one hand you gain a +3 dodge bonus to AC and competence bonus to Attack, you can not be wearing any shield heavier than a buckler. This replaces the bonuses granted by Improved Dueling.

Special: a Fighter or pirate may choose this as one of his bonus fighter or pirate feats

---Advanced Dueling [General]

Prerequisites: Dueling, Improved Dueling, Greater Dueling, Base Attack Bonus +12

Benefit: when wielding only one weapon, a sword and the weapon must be light enough for you one hand you gain a +4 dodge bonus to AC and competence bonus to Attack, you can not be wearing any shield heavier than a buckler. This replaces the bonuses granted by Greater Dueling.

Special: a Fighter or pirate may choose this as one of his bonus fighter or pirate feats

----Perfect Dueling [General]

Prerequisites: Dueling, Improved Dueling, Greater Dueling, Advanced Dueling, Base Attack Bonus +15

Benefit: when wielding only one weapon, a sword and the weapon must be light enough for you to wield in one hand you gain a +5 dodge bonus to AC and competence bonus to Attack, you can not be wearing any shield heavier than a buckler. This replaces the bonuses granted by Advanced Dueling.

Special: a Fighter or pirate may choose this as one of his bonus fighter or pirate feats

 

EMPOWER SPELL [METAMAGIC]

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.

 

ENDURANCE [GENERAL]

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist non-lethal damage, Constitution checks made to continue running, Constitution checks made to avoid non-lethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid non-lethal damage from starvation or thirst, Fortitude saves made to avoid non-lethal 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. You gain a +5 Resistance bonus to fort saves to avoid damage form for excessive movement while injured.

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.

-Campaigner [General]

Prerequisites: Endurance, Constitution 13+

Benefits: You gain a +8 bonus on the following checks and saves: Swim checks made to resist non-lethal damage, Constitution checks made to continue running, Constitution checks made to avoid non-lethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid non-lethal damage from starvation or thirst, Fortitude saves made to avoid non-lethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light, medium, or heavy armor without becoming fatigued.  These bonuses replace the bonuses from the endurance feat

 -DIEHARD [GENERAL]

Prerequisite: Endurance.

Benefit: When all hit points are gone, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.  You gain

+5 Moral bonus to taking additional Wound damage form for excessive movement while injured.

Normal: A character without this feat who is reduced to between –1 and –9 hit points is unconscious and dying.

--Great Vitality [General]

When your life is at risk your bodies adrenalin give you one last boost.

Prerequisites: Constitution 13, Endurance, Die Hard, Great Fortitude

Benefit:  You gain a number of additional wounds equal to your Constitution bonus.

Normal:  Normally you act injured and become disable.

--Shake it off [General]

You can ignore fatigue which would normally take down lesser men.

Prerequisites: Constitution 13, Endurance, Die Hard

Benefit:  When you have Non-lethal damage to make you faint you may choose to continue acting normally by making a fortitude save DC 10+the amount of non lethal damage exceeding your hit points.

Normal:  Normally you faint if you have as much or more non lethal damage than your HP.

--True Grit [General]

When your life is at risk your bodies adrenalin give you one last boost.

Prerequisites: Constitution 13, charisma 13, Endurance, Die Hard, Iron Will

Benefit:  If your VP drops to Zero or lower you can push through where others cannot.  You gain +10 Moral bonus to fortitudes saves to avoid taking wound damage from excessive movement while injured.  This replaces the bonus from Diehard. You gain a number of bonus LP equal to your charisma modifier.

Normal:  Normally you act injured and become disable.

---Hero’s Stand [General]

When your life is at risk your bodies adrenalin give you one last boost.

Prerequisites: Constitution 15, charisma 15 Endurance, Die Hard, True Grit, Iron Will, Great Fortitude

Benefit:  If your VP drops to Zero or lower you may take a heroic Stand during which you act normally, you need make no saves to avoid additional damage for a number or rounds equal to your Constitution bonus.  During this stand you also gain a +6 to Strength and +4 to Dexterity, and a +2 to Fort save during your Heroic Stand.  You may do this a number of times per day equal to your constitution bonus.  If you run out of wounds you drop. You gain a number of bonus LP equal to your Charisma score, this replaces the bonus LP from True grit.

Normal:  Normally you act injured and become disable.

 

ENDURING POWER CONSUMPTION [Special]

You have learned how to attempt stealing the same Strengths again.

Prerequisites: charisma 15, class ability Consume powers

Benefit: When you consume a power, you keep it for 1day per class level, after which time the power returns to its original owner.

Normal: When you consume a power, you keep it for 1hour per class level, after which time the power returns to its original owner.

-EPIC POWER CONSUMPTION [Epic, Special]

You have learned how to attempt stealing the same Strengths again.

Prerequisites: charisma 25, class ability Consume powers

Benefit: When you consume a power, you keep it for 1 year per class level, after which time the power returns to its original owner.

 

ENLARGE SPELL [METAMAGIC]

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.

 

ESCHEW MATERIALS [GENERAL]

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.

 

ETERNAL POWER [GENERAL]

Benefit: If you lose a power to a consume power ability you receive an additional a saving through every 1hr until you regain the power lost.

 

EXOTIC WEAPON PROFICIENCY [GENERAL]

Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.

Prerequisite: Base attack bonus +1 (plus Strength 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 Strength 13.

A fighter may select Exotic Weapon Proficiency as one of his fighter bonus feats.

 

EXTEND SPELL [METAMAGIC]

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.

 

Extensive Anatomical Knowledge [General]

Prerequisites: Intelligence 13

Benefit: You now can add your Intelligence modifier to the damage you deal in combat.  This damage is precision damage.  You may only deal this damage to creatures that have discernable anatomy.  This damage is applied only to the first attack in the round.  You may apply this damage to ranged attacks so long as the attack is made against a creature with in 30ft.

 

EXTRA SMITING [Special]

Prerequisites: Ability to smite, Base Attack Bonus +4

Benefit: Ability to Smite two more times a day.

Special: this came be taken multiple times the effects stack.

Extended Smiting [Special]

Prerequisites: Chr 17, smite ability, Feats Extra Smiting, Improved Smiting, Base Attack Bonus +8

Benefit: From now on when you activate one smite for the day it affects all attacks you make that round including attacks of opportunity you take this round.

 

EXTRA TURNING [GENERAL]

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.

 

Favored Class [General]

Prerequisites: Multiclass character

Benefit: Select a class that is not normally favored by your race.  You advance in it without experience penalty.  The class one you have at least on level in.

Special: This does not allow you to take levels in classes such as Monk after taking levels in another class.

 

Fervent Assault [General]

Prerequisites:  charisma 13+, Base attack bonus +1, can not be true Neutral,

Benefit: You can Add you charisma modifier damage dealt by range and melee attacks instead of Strength. If wielding the weapon with both hand this is increased as the strength modifier would have been if it were used

-Zealous Assault [General]

Prerequisites: charisma 15+, Base Attack Bonus +5, can not be true Neutral, Fervent Assault

Benefit: You can add your charisma bonus in addition to your Strength bonus on damage rolls. If wielding the weapon with both hands you had half again your Charisma bonus.

Special: this stacks with abilities such as the Paladin’s smite.

 

FIGHTING SPIRIT [general]

Prerequisites:  charisma 13

Benefit:  You gain a cumulative +1 morale bonus to your attack and damage for each attack you made last round that successfully hit your current target.  This bonus cannot exceed his Charisma bonus

Special: A fighter or knight may select this feat as one of his fighter or knight bonus feats.

-WARRIOR’S SPIRIT [general]

Prerequisites:  charisma 15, Fighting spirit

Benefit:  You gain a cumulative +1 morale bonus to your attack and damage for each attack that successfully hit you  last round which was made by your target.  This bonus can exceed his Charisma bonus

Special: A fighter or knight may select this feat as one of his fighter or knight bonus feats.

--CHAMPION’S SPIRIT [general]

Prerequisites:  charisma 17, Fighting Spirit, Warrior’s Spirit

Benefit:  You gain a cumulative +1 morale bonus to your all saves, attack and damage for each opponent you can see who attempted to attack you last round.  This can not exceed your Charisma score.

Special: A fighter or knight may select this feat as one of his fighter or knight bonus feats.

---HERO’S SPIRIT [general]

Prerequisites:  charisma 19, Fighting Spirit, Warrior’s Spirit, Champion’s Spirit

Benefit:  You gain a cumulative +1 morale bonus for every 5 points of damage you have lost from your max to Attacking and saving roll, and a +1 morale for every 10 points added to your damage rolls.  This bonus cannot exceed his Charisma bonus

Special: A fighter or knight may select this feat as one of his fighter or knight bonus feats.

 

Find The Sweet Spot [General]

Everything has a weak spot, some are just harder to find, but your combat experience has taught you to find it by instinct

Prerequisites: Wisdom 13+, Base Attack Bonus +5

Benefit: You now can add your Wisdom modifier to the damage you deal in combat against creatures that are not subject to critical hits. This does not allow you to make critical hits against creature you normally could not make critically hit.

Special: fighter bonus feat

 

-FLESH REAPING [Special]

You have learned how to attempt stealing the Strengths of others.

Prerequisites: charisma 13 class ability Spiritual focus

Benefit: To use this ability the he must expend his Spiritually focus.  The Reaper may make an attempt to gain a boon from their enemies.  The use of this ability is a full round action.  A reaper makes a touch attack provoking an attack of opportunity, unless he has the improved unarmed feat.  Then if the attack succeeds the creature makes a fort save DC 10+1/2 Reaper level + Charisma modifier, if they fail they take 1d2 bonus in damage to strength, dexterity or constitution, each rolled separately.  This can not take the final point of ability from any ability score. At later levels the damage dice increases.  These points are added to the reapers own ability scores of the same names for one round per level, the points gained from the increased constitution are lost first, as normal temporary points.  The total bonus to any one ability score cannot exceed his charisma bonus, but this does not stop the reaper from using this ability to weaken his opponent.  You keep the bonus ability for one round per class level.  Those who succeed the save are immune to the same reapers Flesh Reaper ability for one month or until the reaper gains a level.  If the creature resists the reaper loses hp based the amount of ability damage he attempted to take.  Ex.  Greghurn a 12th level reaper with a charisma score of 19 fails to flesh reap a red dragon, he suffers 3d4 and becomes dazed for one round.

-IMPROVED FLESH REAPING [Special]

You have learned how to be far more adept at stealing the same Strengths.

Prerequisites: charisma 15 Flesh Reaper,

Benefit: The DC on your Flesh Reaper ability increases by +2.

--Greater Flesh Reaper [Special]

You have learned how to attempt stealing the same Strengths.

Prerequisites: charisma 19 Flesh Reaper, Improved Flesh Reaping

Benefit: The DC on your Flesh Reaping ability increases by an addition +2, for a total of +4.

---Advanced Flesh Reaper [Special, Epic]

You have learned how to attempt stealing the same Strengths again.

Prerequisites: charisma 19 Flesh Reaper, Improved Flesh Reaping

Benefit: The DC on your Flesh Reaping ability increases by an addition +2, for a total of +6.

--Dual Reaper [Special]

You have learned how to relentlessly steal powers.

Prerequisites: charisma 21, Consume powers, flesh reaper, Improved Flesh Reaping, Greater Flesh Reaping Improved Power consumption, Greater Power consumption

Benefit: You can attempt to reap flesh and power at once.  You make one touch attack but one flesh reaping and one power consumption attempt.

Special: You suffer -2 on each reaping.

--Tenacious Flesh Reaping [Special]

You have learned how to attempt stealing the same Strengths again.

Prerequisites: charisma 13, class ability Flesh Reaping Improved Flesh Reaping

Benefit: You may make another attempt to use Flesh Reaping after a failed attempt against the same creature after waiting only 1 day. 

Normal: Normally after a failed attempt a Reaper must wait 1 year after failing to attempt use this ability again.

---Vicious Flesh Reaping [Special]

You have learned how to attempt stealing the same Strengths again.

Prerequisites: charisma 15, class ability Flesh Reaping, Improved Flesh Reaping, Tenacious Flesh Reaping

Benefit: When you use the ability Flesh Reaping, you may forgo the bonus damage from your Spirit modifier to deal ability burn instead of ability damage.  The ability score bonuses from this ability last 1min per Class level.

Normal: You deal may only deal ability damage with this class ability

----Cruel Flesh Reaping [Special]

You have learned how to attempt stealing the same Strengths again.

Prerequisites: charisma 17, class ability Flesh Reaping, Improved Flesh Reaping, Tenacious Flesh Reaping, Vicious Flesh Reaping

Benefit: When you use the ability Flesh Reaping, you may forgo the bonus damage from your Spirit modifier to deal ability Drain, instead of ability damage.  The bonuses the reaper gain’s from using cruel Flesh Reaping last for 1 hour per class level.

Normal: You deal may only deal ability damage with this class ability

-----Merciless Flesh Reaping [Epic, Special]

You have learned how to attempt stealing the same Strengths again.

Prerequisites: charisma 23, class ability Flesh Reaping, Improved Flesh Reaping, Cruel Flesh Reaping, Tenacious Flesh Reaping, Vicious Flesh Reaping

Benefit: When you use the ability Flesh Reaping, you may forgo the bonus damage from your Spirit modifier to deal ability Drain, instead of ability damage.  24 hrs after a failed save the victim must make a fort save DC 5+1/2 class level + charisma Modifier to prevent the drain from becoming permanent.  The bonuses the reaper gain’s from using cruel Flesh Reaping last for 1 day per class level.

Normal: You deal may only deal ability damage with this class ability

 

FORGE RING [ITEM CREATION]

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.

 

FORGE SOUL SWORD [SPECIAL, SAWOLLIC]

Prerequisites: 4 ranks in Concentration, Charisma 13, the class ability Sawollic fire.

Benefit: You focus your sawollic fire into the shape of a burning blade of a color and shape reflecting your alignment and personality, this is your soul sword.  The soul sword is a two-handed melee weapon which you are considered proficient with. You can evoke a soul sword as a full-round action.  The weapon deals damage deals equal to your sawollic fire.  The weapon threatens to score a critical hit on a natural 20 and deals double damage if the threat is confirmed.  The weapon deals Slashing damage and is considered magical for damage reduction purposes, and must bypass spell resistance with each hit.  The damage is the same as your sawollic fire; thus, if you alter the type of damage i.e. through the bestowed power of the philosophy of the holocaust, your soul sword would deal fire damage or through the bestowed power of the philosophy of the earth, your soul sword would deal cold iron, silver, or adamantine damage as you have chosen.  Releasing/dispelling a soul sword is a free action. The soul sword weighs 4 lbs per die of damage.  Any soul sword that weighs more than 15 lbs imposes a -2 penalty to all attacks

Special: You must be Spiritually Focused to continue evoking the soul sword.  You may choose any feat such as weapon focus and improved critical which you may normally take with a real weapon.

-ENCHANTED SOUL SWORD [SPECIAL, SAWOLLIC]

Prerequisites: 7 ranks in Concentration, 7 ranks in spellcraft, forge Soul Sword, Charisma 13, Intelligence 13 the class ability Sawollic fire, forge soul sword.

Benefit: You may add an enchantment to your soul sword as if it were a magical weapon, but no single enchantment may have an enhancement bonus greater than your Intelligence bonus.  You subtract a number of dice from your soul sword equal to the total enhancement bonus.  Unlike a normal magical weapon you do not have to have +1 magical enhancement before adding any other enhancement bonuses, however you can not add have an enhancement bonus large enough to negate all your soul sword damage, you can not have more a total +10 effective enhancement bonus or an enhancement bonus +5.  The enhancement bonus can not exceed 1/3rd your evoker level.  If you fail to bypass spell resistance you deal no damage.  The concentration DC to forge an enchanted soul sword increases by a number equal to the effective enhancement bonus.

Special:  You must be Spiritually Focused to continue evoking an enchanted soul sword.  You can learn to add more enchantments, each one costs 1,000 xp and takes one week per effective enhancement bonus. 

--EPIC ENCHANTED SOUL SWORD [EPIC, SPECIAL, SAWOLLIC]

Prerequisites: 24 ranks in Concentration, 24 ranks in spellcraft, Forge Soul Sword, Charisma 25, Intelligence 23 the class ability Sawollic fire, enchanted soul sword.

Benefit: You may add an epic enchantment to your soul sword, and the total bonus is no longer limited to +10 nor is the enhancement bonus still limited to +5. The enhancement bonus can not exceed 1/3rd your evoker level.  If you fail to bypass spell resistance you deal no damage.

Special:  You must be Spiritually Focused to continue evoking an enchanted soul sword.  When you use an epic enchanted soul sword cannot become spiritually focus again for one hour. 

-CRAFT SOUL BLADE [SPECIAL, SAWOLLIC]

Prerequisites: 4 ranks in Concentration, 4 ranks in Craft Weaponsmithing, Forge Soul Sword, Charisma 13, Intelligence 13, the class ability Sawollic fire, proficiency with any melee weapon, BAB+1.

Benefit: You chose a number of melee weapons, with which you are proficient equal, to your Intelligence bonus at the time you take this feat.  You may reshape your soul sword into the shape and size of any of these chosen weapons.  Your soul blade deals the same damage type (slashing, bludgeoning, or piercing), uses the same damage dice, has the same critical threat range, uses the same critical multiplier, and has the same reach as its real counterparts.  The damage is considered magical for damage reduction purposes.  Evoking a Soul blade is a move action which may done as swift action when combined with a regular move.  Changing between weapons is a swift action.  When you craft make craft smithing check, to determine the quality of the weapon, as if you forging the actual weapon.  A soul blade not have to by pass spell resistance.

Special:  Any feats which you have such as weapon focus battle ax affects is soul blade counterpart. You must be Spiritually Focused to continue evoking a soul blade. 

--CRAFT CRUEL SOUL BLADE [SPECIAL, SAWOLLIC]

Prerequisites: 8 ranks in Concentration, 6 ranks in Craft Weaponsmithing, Forge Soul Sword, craft soul blade, Charisma 13, Intelligence 13, the class ability Sawollic fire, proficiency with any melee weapon, Serrated weapon proficiency, BAB+1.

Benefit: You may turn any Soul Blade which you may evoke and which qualifies to be made a serrated weapon as such. 

--CRAFT WICKED SOUL BLADE [SPECIAL, SAWOLLIC]

Prerequisites: 8 ranks in Concentration, 6 ranks in Craft Weapon smithing, forge Soul Sword, Craft Soul Blade, Charisma 13, Intelligence 13, the class ability Sawollic fire, proficiency with any melee weapon, Kriss weapon proficiency, BAB+1.

Benefit: You may turn any Soul Blade which you may evoke and which qualifies to be made a kriss weapon as such. 

-FORGE SOUL ARMOR [SPECIAL, SAWOLLIC]

Prerequisites: 10 ranks in Concentration, 7 ranks in Craft armor smithing, Soul Sword, Wisdom 13, Charisma 13, the class ability Sawollic fire, proficiency with light, medium and heavy armor, BAB+1.

Benefit: You may reshape your soul sword into the shape of a suit of armor suited just for you.  The soul armor has a 30% arcane failure rating, -6 armor check penalty, and a weighs 5 lbs per +1 to AC, and counts as heavy armor.  The Soul Armor grants an Armor bonus equal to your Charisma bonus.  The armor has a maximum dexterity bonus equal to your wisdom bonus.  Evoking soul armor is a standard action. 

Special:  you may use any feat which you posses such as multi-shot which affected ranged weapons. You must be Spiritually Focused to continue evoking a Soul Armor. 

--CRAFT SOUL ARMOR [SPECIAL, SAWOLLIC]

Prerequisites: 10 ranks in Concentration, 7 ranks in Craft armor smithing, Soul Sword, Wisdom 13, Charisma 13, the class ability Sawollic fire, proficiency with light, medium and heavy armor, BAB+1.

Benefit: You may reshape your soul sword into the shape of a suit of any type of armor you are proficient with.  The armor is like its corporeal counter part every way except it has no wait.  Evoking soul armor is a move action.  When you craft make craft armor smithing check, to determine the quality of the armor, as if you forging the actual armor.

Special:  you may use any feat which you posses such as multi-shot which affected ranged weapons. You must be Spiritually Focused to continue evoking a Soul Armor. 

-FORGE SPIRIT BOW [SPECIAL, SAWOLLIC]

Prerequisites: 6 ranks in Concentration, 6 ranks in Craft Weapon smithing, Forge Soul Sword, Charisma 13, Intelligence 13, the class ability Sawollic fire, proficiency with any melee weapon, BAB+1.

Benefit: You may reshape your soul sword into the shape of a bow of your design, reflecting your philosophy.  The weapon deals damage based on the damage of your Sawollic fire ability (fire=1d4, blast=1d6, inferno=1d8).  The critical damage range and multiplier is the same as your soul sword damage.  The damage is considered magical for damage reduction purposes.  Evoking ammunition is a free action (although the loading time is the same), but requires a concentration check DC 5+1 for each previous projectile set fired since you evoked your spirit bow. You may fire a number of spirit arrows equal to your spirit bonus each round.  Evoking a Spirit bow is a move action which may done as swift action when combined with a regular move. When you craft make craft armor smithing check, to determine the quality of the bow, as if you forging the actual bow.  A spirit bow does not have to by pass spell resistance.

Special:  you may use any feat which you posses such as multi-shot which affected ranged weapons. You must be Spiritually Focused to continue evoking a spirit bow. 

--CRAFT SPIRIT BOW [SPECIAL, SAWOLLIC]

Prerequisites: 10 ranks in Concentration, 6 ranks in Craft Weapon smithing, Forge spirit bow, Forge Soul Sword, Charisma 13, Intelligence 13, the class ability Sawollic fire, proficiency with any melee weapon, BAB+1.

Benefit: You chose a number of simple ranged weapons (i.e. short bow, sling, heavy crossbow), with which you are proficient equal, to your Intelligence bonus.  You may reshape your soul sword into the shape of any of these chosen weapons.  Your Spirit bow deals the same damage type (slashing, bludgeoning, or piercing), uses the same damage dice, has the same critical threat range, uses the same critical multiplier, and has the same range as its real counterparts.  The damage is considered magical for damage reduction purposes.  Evoking ammunition is a swift action (although the loading time is the same), but requires a concentration check DC 5+1 for each previous projectile fired since you evoked your spirit bow. Evoking a Spirit bow is a move action which may done as swift action when combined with a regular move.  When you craft make craft weapon smithing check, to determine the quality of the bow, as if you forging the actual bow.

Special:  you may use any feat which you posses such as multi-shot which affected ranged weapons. You must be Spiritually Focused to continue evoking a spirit bow. 

---CRAFT COMPOUND SPIRIT BOW [SPECIAL, SAWOLLIC]

Prerequisites: 15 ranks in Concentration, 10 ranks in Craft Weapon smithing, Forge spirit bow, Forge Soul Sword, Craft Spirit Bow, Charisma 13, Intelligence 13, the class ability Sawollic fire, proficiency with any ranged weapon, BAB+1.

Benefit: You chose a number of simple ranged weapons (i.e. compound long & repeating crossbow), with which you are proficient equal, to your Intelligence bonus.  You may reshape your soul sword into the shape of any of these chosen weapons.  Your Spirit bow deals the same damage type (slashing, bludgeoning, or piercing), uses the same damage dice, has the same critical threat range, uses the same critical multiplier, and has the same range as its real counterparts.  The damage is considered magical for damage reduction purposes.  If you create a compound long bow or compound short bow the maximum strength bonus can not exceed your charisma bonus.  Evoking ammunition is a swift action (although the loading time is the same), but requires a concentration check DC +1 for each previous projectile fired since you evoked your spirit bow. Evoking a Compound Spirit bow is a move action which may done as swift action when combined with a regular move. When you craft make craft weapon smithing check, to determine the quality of the bow, as if you forging the actual bow.

Special:  you may use any feat which you posses such as multi-shot which affected ranged weapons.

-FORGE SPIRIT SHIELD [SPECIAL, SAWOLLIC]

Prerequisites: 7 ranks in Concentration, 3 ranks in Craft armorsmithing, Soul Sword, Charisma 13, the class ability Sawollic fire, proficiency with shields, BAB+1.

Benefit: You may reshape your soul sword into the shape of a shield of your design, reflecting your philosophy and spiritual beliefs.  The shield offers a shield bonus based on the damage of your Sawollic fire ability (fire=+2, blast=+3, inferno=+4, conflagration +5), but the bonus is not to exceed your Charisma bonus and weighs 5lbs per point of shield bonus, any shield that weighs more than 10lbs applies a -2 penalty to all attacks, you do not have to evoke a shield to its full power.  Evoking a shield is a move action. 

Special:  You must be Spiritually Focused to continue evoking a spirit shield. 

--CRAFT SPIRIT SHIELD [SPECIAL, SAWOLLIC]

Prerequisites: 10 ranks in Concentration, 3 ranks in Craft armorsmithing, Soul Sword, Charisma 13, the class ability Sawollic fire, proficiency with shields, BAB+1.

Benefit: You may reshape your soul sword into the shape of any weapon with which you are proficient.  Evoking a shield is a move action.  The shield has all the same statistic as its real counterpart.

Special:  You must be Spiritually Focused to continue evoking a spirit shield.  When you craft make craft armor smithing check, to determine the quality of the shield, as if you forging the actual shield.

--TOWERING SPIRIT [SPECIAL, SAWOLLIC]

Prerequisites: 15 ranks in Concentration, 3 ranks in Craft armorsmithing, Soul Sword, Charisma 19, the class ability Sawollic fire (inferno), proficiency with shields, BAB+6.

Benefit: You may reshape your soul sword into a shape like a tower shield allowing you to take full cover behind it, but to do so you give up all attacks that round.  Evoking a shield is a move action.  The shield has all the same statistic as its real counterpart.

Special:  You must be Spiritually Focused to continue evoking a spirit shield. 

-FORGE IMPROVED SOUL SWORD [SPECIAL, SAWOLLIC]

Prerequisites: 8 ranks in Concentration, Soul Sword, Charisma 15, the class ability Sawollic fire, the class ability Consume Soul.

Benefit: critical threat range from 20 to 19-20.  To do this you must make a concentration check at the start of each round, DC10+1 for each round you have maintain an improved soul sword.  If he has improved critical the critical range becomes 17-20.  This can not be used at the same time as Craft Soul Sword.

--FORGE GREATER SOUL SWORD [SPECIAL, SAWOLLIC]

Prerequisites: 16 ranks in Concentration, Forge Improved Soul Sword, Forge Soul Sword, Charisma 17, the class ability Sawollic fire, the class ability Consume Soul, the class ability Devour Soul.

Benefit: You may consider your soul sword a one-handed melee weapon.  Additionally you may attempt to increase the critical multiplier from times 2 to times 3.  To do this you must make a concentration check at the start of each round, DC15+1 for each round you have maintain an improved soul sword.  If he has improved critical Soul Sword or else lose it.  This ability can not be used at the same time as improved soul sword.  If he has Dire Strike Soul Sword he the critical range the multiplier becomes times 5. This can not be used at the same time as Craft Soul Sword.

---FORGE EPIC SOUL SWORD [EPIC, SPECIAL, SAWOLLIC]

Prerequisites: 25 ranks in Concentration, Forge Improved Soul Sword, Forge Greater Soul Sword, Forge Soul Sword, Charisma 21, the class ability Sawollic fire, the class ability Consume Soul, the class ability Devour Soul.

Benefit: Your soul sword bypasses damage reduction epic.  You may use your improved soul sword and greater soul sword at the same time. To do this you must make a concentration check at the start of each round, DC15+1 for each round you have maintain an improved soul sword.  If he has improved critical Soul Sword or else lose it.  This can not be used at the same time as Craft Soul Sword.

-FRACTURE SOUL SWORD [SPECIAL, SAWOLLIC]

Prerequisites: 10 ranks in Concentration, Soul Sword, Charisma 15, Wisdom 15 the class ability Sawollic fire, any two other sawollic feats.

Benefit: You may choose to create a number of Soul Swords equal to your wisdom bonus, as a full round action.  Each soul sword deals half as many dice in damage rounded down.  Thus, a level 10 reaper with a charisma of 20 & wisdom of 15 could create pair of soul blades which dealt 2d6 20 x 2.  You may use your fractured soul swords to forge spirit shields.  If you use your fractured soul to create a forged spirit shield or soul armor the ac bonus granted is cut in half. 

Special:  You must be Spiritually Focused to continue evoking a spirit shield. 

-LEVITY OF THE UNBURDENED SOUL [SPECIAL, SAWOLLIC]

Prerequisites: 4 ranks in Concentration, Soul Sword, Charisma 13, the class ability Sawollic fire, cannot be evil.

Benefit: The purity of your soul lightens the weight of your soul forged armor, shield, and sword.  If you are neutral on the good/evil axis, you may treat the weapon as a one handed melee weapon and weighs 2 lbs per die of damage; your has a 15% arcane failure rating, -3 armor check penalty, and a weighs 3 lbs per +1 to AC, and counts as medium armor; and a shield weighs only 3lbs per point of shield bonus.  If you are good on the good/evil axis, you may treat the weapon as a light one handed melee weapon; your has a 5% arcane failure rating, -1 armor check penalty, and a weighs 1 lbs per +1 to AC, and counts as light armor; and a shield weighs only 1 lbs per point of shield bonus. 

-QUICKEN THE SPIRIT [SPECIAL, SAWOLLIC]

Prerequisites: 4 ranks in Concentration, Soul Sword, Charisma 15, the class ability Sawollic fire.

Benefit: You may evoke a soul sword as a standard action.  You make evoke a soul blade or spirit bow as a free action. You make evoke soul armor a swift action. You make evoke a spirit shield an immediate action.

Special:  You must be Spiritually Focused to continue evoking a Soul Armor. 

-THAT HIDEOUS STRENGTH [SPECIAL, SAWOLLIC]

Prerequisites: Concentration 13, knowledge religion 13, Soul Sword, Charisma 13, the class ability Sawollic fire, Forge Soul Sword, must sacrifice 13 sentient beings, must be evil.

Benefit: Your evil empowers you while you evoke a soul armor, shield, and sword. While you are evoking a soul armor, soul sword, or spirit shield you treat your strength score as if it were 13 points higher than it actually is for determining your maximum weight you can carry.  You may treat the weapon as a light one handed melee weapon; your armor has only a 5% arcane failure rating, a -1 armor check penalty, and counts as light armor; and the weight of your sword and shield never cause you to suffer a penalty to your attack. 

 

GHASTLY FLAME [SPECIAL, SAWOLLIC]

Prerequisites: 5 ranks in knowledge religion, the class ability Sawollic fire.

Benefit: Your sawollic fire is considered ghost touch.

 

Grand Slam [General]

Prerequisites: Strength 19, Weapon focus Unarmed Strike, Power Attack, Improved Unarmed Strike,  Flurry of Blows, Cleave, Base Attack Bonus +10

Benefits: you take an -2 to your to hit roll to increase the size of your damage dice for you unarmed attack. 

 

Table: for grand slam damage

Level

Damage

 (Small Monk)

Damage

 (Medium Monk)

Damage (Large Monk)

1st–3rd

1d6

1d8

2d6

4th–7th

1d8

2d6

3d6

8th–11th

1d10

2d8

3d8

12th–15th

2d6

3d6

4d6

16th–19th

2d8

3d8

4d8

20th

2d10

4d8

6d8

 

GREAT FORTITUDE [GENERAL]

Benefit: You get a +2 bonus on all Fortitude saving throws.

IRON CONSTITUTION [GENERAL, HEROIC]

Prerequisite: Great fortitude, Heroic Surge, Constitution 13

Benefit: All ability damage and ability burn to Strength, Dexterity, and Constitution is reduced by a number equal to your constitution bonus to a minimum of 1.  If your Constitution is reduced to 0 by ability burn or damage you fall unconscious instead of dying. 

Special: While your constitution is 0 you automatically fail any fortitude saves.  Any constitution drain dealt to you while your constitution is 0 kills you instantly.

 

GREAT UNDERSTANDING [GENERAL]

You have reached a great understanding in your quest for knowledge

Prerequisite: Base attack bonus +1, Wisdom 13, 5 rank in knowledge (any).

Benefit: Chose a number knowledge checks equal to your wisdom bonus.  Treat each of these as class skills no matter what class you take.

 

GREATER SPELL FOCUS [GENERAL]

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.

 

GREATER SPELL PENETRATION [GENERAL]

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.

 

GREATER WEAPON FOCUS [GENERAL]

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.

 

GREATER WEAPON SPECIALIZATION [GENERAL]

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.

 

HALF-DRAGON FORM [SPECIAL]

Prerequisites: must be a dragon with the alternate form ability.

Benefit: You may use your alternate form ability to transform into a can any half-dragon animal or half-humanoid form of Medium size or smaller as a standard action. The dragon type must be your own

-A TRUE DRAGON IN ANY FORM [SPECIAL]

Prerequisites: must be a dragon with the alternate form ability, half-dragon form.

Benefit: when you use your alternate form ability, you may choose to use your dragon strength score, dexterity score, constitution score, natural armor bonus, and any extraordinary abilities you possess in your natural form.

 

HEIGHTEN SPELL [METAMAGIC]

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.

 

HEROIC ATTACK [general, heroic]

The Heroic Attack is the devastating attack resulting from the clash of two vastly mismatched opponents.

Prerequisites: Character Level 6, BAB +6

Benefit: When attacking a creature whose individual CR you believe to be equal to no more ¼ your level you may declare any melee attack you make against such a creature to be a Heroic Attack.  If the creature’s CR is equal to or less then ¼ your level; if the maximum amount of damage which you can deal from a single attack exceeds any DR; and if your attack is capable of dealing lethal damage to the creature; then the creature is killed instantly.  If either the creature or attack fails to meet any of these conditions the attack does nothing and is consider a fumble but not a critical fumble.  This may not be used with sneak attack, power attack, or other such ability or feat which conditionally increases damage; abilities such as rage or spells like bull’s strength which do not directly affect damage still, however, may be used.  This counts as a death effect.  This can not be used on swarm creatures.  A creature killed in this manner grants far less xp, 10xp times the creature’s HD, and this xp is only earned by you.

 

HEROIC BLAST [general, heroic]

The Heroic Blast is the devastating attack resulting from the clash of two vastly mismatched opponents one of which is a mage.

Prerequisites: Character Level 6, Ability to cast level 3 arcane magic from the school of evocation.

Benefit: You choose one energy acid, cold, electricity, or fire.  As an attack action you may hurl a bolt of acid, cold, electricity, fire, or sonic energy at any creature within 30ft as a ranged touch attack against one creature.  If the creature’s CR is equal to or less then ¼ your level; if the creature does not possess an appropriate energy resistance equal to or higher than the highest spell you can cast ; and if the energy is capable of dealing lethal damage to the creature; then the creature is killed instantly.  If either the creature or attack fails to meet any of these conditions the attack does nothing.  This may not be used with sneak attack or any other ability or feat which conditionally increases damage. This counts as a death effect.  This can not be used on swarm creatures.  A creature killed in this manner grants far less xp, 5 xp times the creature’s HD, and this xp is only earned by you.

Special: you may take this feat multiple times each time choosing a different energy.

 

HEROIC DESTINY [general, heroic]

Prerequisites: Human or half human

Benefit: Once per day you may add 1d6 to one d20.

-FATED HERO[general, heroic]

Prerequisites: Human or half human, Heroic destiny

Benefit: Once per day you may add 1d6/3 hd to one d20.

--DOOMED HERO[general, heroic]

Prerequisites: Human or half human, Heroic Destiny, Fated Hero

Benefit: Once per day when the result of one d20 is your death you roll 1d6.  This roll augments the fatal roll in whatever direction is most beneficial. The augmentation to that roll is made after success or failure has been declared.  If the new results succeeds, for every point added to the d20, you suffer an equal number of points in Constitution burn.  You can still die from con loss or hp loss.

-FATED STRIKE [general, heroic]

Prerequisites: Human or half human, Heroic destiny

Benefit: Once per day you may declare that you will make a fated strike this attack hits no matter what the roll.  Whatever the attack roll you hit, but for every point below the target’s AC you take one point of damage.  If the attack is a critical threat you again automatically hit and suffer a number of points of damage equal to twice the number of points below the AC of the target to assure the critical hit confirms. 

 

HEROIC SHOT [general, heroic]

The Heroic Shot is the devastation of a skill marksman verses an unskilled target.

Prerequisites: Character Level 6, BAB +6

Benefit: When attacking a creature whose individual CR you believe to be equal to no more ¼ your level you may declare any ranged attack you make against such a creature to be a Heroic Attack.  If the creature’s CR is equal to or less then ¼ your level; if the maximum amount of damage which you can deal from a single attack exceeds any DR; and if your attack is capable of dealing lethal damage to the creature; then the creature is killed instantly.  Arrows and bolts used in a successful heroic shot are always recoverable, those used in unsuccessful heroic shots are never recoverable.  If either the creature or attack fails to meet any of these conditions the attack does nothing and is consider a fumble but not a critical fumble.  This may not be used with sneak attack or any other ability or feat which conditionally increases damage. This counts as a death effect.  This can not be used on swarm creatures.  A creature killed in this manner grants far less xp, 10xp times the creature’s HD, and this xp is only earned by you.

 

HEROIC SURGE [general, heroic]

Benefit: You may take an extra move action or attack action in a round, either before or after your regular actions. You may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round.  Activating Heroic surge is a swift action.  If you meditate for 1 hour you can regain one Heroic surge for the day, this requires a Concentration check DC 15.

Character Level

Times per Day

1st–4th

1

5th–8th

2

9th–12th

3

13th–16th

4

17th–20th

5

Special: A fighter or knight may select this feat as one of his fighter bonus feats.

-Heroic Speed [general, heroic]

Prerequisites:  Heroic Surge, Dexterity 13

Benefit:  You may use one of your heroic surges to double your distance traveled for one round.  This allows you jump twice as high and/or far with a jump check, double the distance traveled with a swim or climb check, or double you’re your base, fly, or swim speed for this one round.  You still can only use one heroic surge per round.  Using Heroic Speed is an immediate action.  It only affects actions taken after it is declared.  You double your dexterity bonus to AC and reflex saves for this round but this but bonus AC cannot exceed the bonus allowed by your armor. You take one point of Non-lethal damage when you use Heroic Speed.   

Special: A fighter or knight may select this feat as one of his fighter bonus feats.

--Heroic Vigor [general, heroic]

Prerequisites:  Heroic Surge, Heroic Speed, Base Attack Bonus +5, Dexterity 15

Benefit:  When you use Heroic Speed you may now also gain a one standard action, one swift action, and one movement action in addition to the normal full round of action you normally gain.  This stacks with effects like haste.  This must follow your normal actions taken during your turn.  For the next round you gain use of the ability Evasion (see PHB 50p.) if you already possess Evasion you gain Improved evasion instead.  You take 1d3 points of Non-lethal damage when you use Heroic Vigor.  

Special: A fighter or knight may select this feat as one of his fighter bonus feats.

--Heroic Frenzy [general, heroic]

Prerequisites:  Heroic Speed, Heroic Surge, Heroic Vigor, Base Attack Bonus +10, Dexterity 17

Benefit:  When you use Heroic Speed you may now also gain a full round of action in addition to the normal full round of action you normally gain.  This must follow your normal actions taken during your turn.  For the next round you gain use of the ability Improved Evasion (see PHB 50p.).  This replaces the bonus of Heroic Vigor when using Heroic Frenzy. You take 1d6 points of Non-lethal damage when you use Heroic Frenzy. 

Special: A fighter or knight may select this feat as one of his fighter bonus feats.

---Super Heroic Speed [epic, heroic]

Prerequisites:  Heroic Frenzy, Heroic Speed, Heroic Surge, Heroic Vigor, Base Reflex Save 15, Dexterity 25

Benefit:  You may use your heroic surge to gain 1d3 rounds of supreme speed during this time no one may act except you unless they too have Super Heroic Speed and Immediate surge.  They may activate their super heroic speed at any point during yours.  You take 1d10 points of Non-lethal damage when you use Super Heroic Speed.  This is in addition the point lost for using Heroic Speed.

Special: A fighter or knight may select this feat as one of his fighter bonus feats.

-Heroic Might [general, heroic]

Prerequisites:  Heroic Surge, Strength 13

Benefit:  You may use one of your heroic surges to double any strength based check this round.  Thus making a Climb check would be 2d20+2 times (your strength modifier)+ your ranks in climb. Add your strength modifier twice to your to hit on all melee attacks made this round (trice if using both hands, or quadruple with ambidexterity as well).  You still can only use one heroic surge per round.  Using Heroic Might is a swift action. You take one point of Non-lethal damage when you use Heroic Might. 

Special: A fighter or knight may select this feat as one of his fighter bonus feats.

--Heroic Power [general, heroic]

Prerequisites:  Heroic Surge, Heroic Might, Base Attack Bonus +5, Strength 15

Benefit:  When you use Heroic Might you may now add double your strength modifier to your melee attack rolls and add bonus damage to your damage of any weapon which uses your strength bonus for damage, (tripling your strength bonus if using both hands, or quadruple with ambidexterity as well) equal to the damage it normally deal.  This damage is not multiplied on a critical hit.    Example: Yaarg has a long sword in his main hand and a strength of 17 he would deal 2d8+6, on a critical hit he would deal 3d8+12. You take 1d3 points of Non-lethal damage when you use Heroic Power. 

Special: A fighter or knight may select this feat as one of his fighter bonus feats.

---Heroic Fury [general, heroic]

Prerequisites:  Heroic Might, Heroic Power, Heroic Surge, Base Attack Bonus +10, Strength 17

Benefit:  When you use Heroic Might you gain the benefits of Power attack, Improved Sunder, Cleave, Great Cleave, Supreme Cleave, Improved Critical and Dire Strike with any weapon you are proficient with and wielding until the end of the round. You take 1d6 points of Non-lethal damage when you use Heroic Fury. 

Special: A fighter or knight may select this feat as one of his fighter bonus feats.

----Super Heroic Might [epic, heroic]

Prerequisites:  Heroic Fury, Heroic Might, Heroic Power, Heroic Surge, Base Attack Bonus +25, Heroic Power Strength 25

Benefit:  You may use your Heroic Surge now to Ignore all DR for one round.  Each Opponent you hit with any attack that uses your strength modifier for damage must make a Balance check DC 10+ ½ your hd+ 2xStrength Modifier or fall to the ground prone.  Each successful attack also deals damage to your opponents armor or shield if any equal to your strength modifier plus whatever damage your weapon deals (this damage is not doubled by Heroic Power).  On a critical hit the opponent must make a fort save DC 10+ ½ your hd+ Strength Modifier or die. You take 1d10 points of Non-lethal damage when you use Heroic Frenzy. 

Special: A fighter or knight may select this feat as one of his fighter bonus feats.

-Heroic Resistance [general, heroic]

Prerequisites:  Heroic Surge, Constitution 13

Benefit:  You may use one of your heroic surges to gain hardness equal to your Constitution bonus for one round. You still can only use one heroic surge per round.  Using Heroic Resistance is a swift action.  You take one point of Non-lethal damage when you use Heroic Resistance. 

Special: A fighter or knight may select this feat as one of his fighter bonus feats.

--Heroic Vitality [general, heroic]

Prerequisites:  Heroic Surge, Heroic Resistance, Base Attack Bonus +5, Constitution 15

Benefit:  When you use Heroic Resistance you may now also gain fast healing equal to your Constitution bonus for a number of round equal to your constitution score.   If you use this ability again before the time runs out it only begins the count again but does increase your fast healing.  For the next round you gain a +5 on all fortitude save.  You gain immunity to poison for one round.  If you have a poison in your system and do not have Heroic Vitality when the secondary effects require a saving throw, still must make the second save.  You gain Stamina for one round and if you already have Stamina you gain Improved Stamina.  You take 1d3 points of Non-lethal damage when you use Heroic Vitality. 

Special: A fighter or knight may select this feat as one of his fighter bonus feats.

----Heroic Invulnerability [general, heroic]

Prerequisites:  Heroic Surge, Heroic Resistance, Heroic Vitality Base Attack Bonus +10, Constitution 17

Benefit:  When you use Heroic Resistance you may now also gain immunity to death, petrifaction, and would damage from Critical hits, affects and gain Improved Stamina for one round.  You take 1d6 points of Non-lethal damage when you use Heroic Invulnerability. 

Special: A fighter or knight may select this feat as one of his fighter bonus feats.

---Super Heroic Vitality [epic, heroic, special]

Prerequisites:  Heroic Surge, Heroic Resistance, Heroic Vitality, Heroic Invulnerability, Base Fortitude Save +15, Constitution 25

Benefit:  You may now use your Heroic Surge also gain Regeneration non lethal damage heals a rate equal to your Constitution bonus for a number of round equal to your constitution score.   You are dealt lethal damage by adamantine weapons, fire and acid. Body parts lost during Super Heroic Vitality grow back in 2d10 rounds.  You take 1d10 points of Non-lethal damage when you use Super Heroic Vitality. 

Special: A fighter or knight may select this feat as one of his fighter bonus feats.

-- Heroic Burst [general, heroic]

Prerequisites:  Heroic Surge, Base Attack Bonus +15, Dexterity 19, Strength 19, Constitution 19, Plus any two of the following: Heroic Resistance, Heroic Might, Heroic Speed, or Heroic Will

Benefit:  You may use more than one heroic surge per round.  The effects of Heroic Surge stack with itself, but the effects Heroic Resistance, Heroic Will, Heroic Might, and Heroic Speed only overlap with each other and do not stack.  You take 1d4 points of non-lethal damage when you use Heroic Burst in addition to any other non-lethal damage you would normally take. 

Special: A fighter or knight may select this feat as one of his fighter bonus feats.

--- Super Heroic Burst [epic, heroic]

Prerequisites:  Heroic Surge, Heroic Resistance, Heroic Might, Heroic Speed, Heroic Will, Heroic Burst, Base Attack Bonus +25, Dexterity 21, Strength 21, Constitution 21, Charisma 21

Benefit:  when you activate Heroic surge you activate Heroic Might, Heroic Resistance, Heroic Will, and Heroic Speed as a single Heroic Surge. 

Special: A fighter or knight may select this feat as one of his fighter bonus feats.

---- Epic Heroic Burst [epic, heroic]

Prerequisites:  Heroic Surge, Heroic Resistance, Heroic Might, Heroic Will, Heroic Speed, Heroic Burst, Super Heroic Vitality, Super Heroic Might, Super Heroic Speed, Heroic Burst, Base Attack Bonus +30, Dexterity 30, Strength 30, Constitution 30

Benefit:  when you activate Heroic surges you activate Super Heroic Might, Super Heroic Vitality, and Super Heroic Speed in the same round.

Special: A fighter or knight may select this feat as one of his fighter bonus feats.

---- Super Heroic Explosion [epic, heroic]

Prerequisites:  Heroic Fury, Heroic Might, Heroic Power, Heroic Will, Heroic Frenzy, Heroic Speed, Heroic Surge, Heroic Vigor, Heroic Resistance, Heroic Vitality, Heroic Invulnerability, Heroic Defiance, Heroic Will, Heroic Rebellion, Super Heroic Will, Base Fortitude Save +15, Base Reflex Save +15, Base Willpower Save +15, Base Attack Bonus +30, Dexterity 25, Strength 25, Constitution 25

Benefit:  when you activate Heroic surge you activate Heroic Might, Heroic Resistance, Heroic Will, and Heroic Speed as a single Heroic Surge.

Special: A fighter or knight may select this feat as one of his fighter bonus feats.

-Heroic Spell Surge [Special, Metamagic]

Prerequisites:  Heroic Surge, Ability to cast Level 1 spells, 13 in relevant ability score

Benefit:  You may add any meta magic feat to a spell you can cast as a free action.  You suffer 1d4 lethal damage per level the metamagic would normally increase the spells level.  You can not use this to apply more than one metamagic feat nor to heighten if above twice the highest level you can cast.  Using Heroic Spell Surge is a free action. 

--Heroic Spell Understanding [special, heroic]

Prerequisites:  Heroic Surge, Heroic Spell Surge, Ability to cast Level 2 spells, 15 in relevant ability score

Benefit:  When you use Heroic Spell Surge you may now also cast any spell you could know even if it is not in your wizard’s books, in your domain, or on your list of spells learn.  The spell can not exceed the highest level you may cast.  You take 1d6 points of lethal damage per level of the spell you are casting. 

--- Heroic Spell Burst [special, heroic]

Prerequisites:  Heroic Surge, Heroic Spell Surge, Heroic Understanding, Ability to cast Level 4 spells, 17 in relevant ability score

Benefit:  When you use Heroic Spell Surge or Heroic Understanding you may now also cast any spell you could know even if it is not in your wizard’s books, in your domain, or on your list of spells learned even if it exceeds the highest level you may cast up to level 9.  This causes 1d8 points of lethal damage per level of the spell, to you.

---Super Heroic Spell Understanding [epic, heroic, special]

Prerequisites:  Heroic Surge, Ability to cast epic Level spells, 25 in relevant ability score Heroic Spell Surge, Heroic Understanding

Benefit:  When you use Heroic Spell Surge or Heroic Understanding you may now also cast spells as an attack action for one round, also all spells even epic cast will be cast ignoring anything which might cause the spell to fail except your death. 

-Heroic Will [general, heroic]

Prerequisites:  Heroic Surge, charisma 13

Benefit:  You may use your Heroic Surge to a gain spell resistance 5+1/2 HD + Charisma Modifier. You take one point of Non-lethal damage when you use Heroic Resistance.  You still can only use one Heroic surge per round.  You may use this as an immediate action.

Special: A knight may select this feat as one of his bonus feats.

--Heroic Defiance [general, heroic]

Prerequisites:  Heroic Surge, Heroic Will, Base Willpower save +3, charisma 15

Benefit:  You use Heroic Will you also gain a resistance bonus to all saves equal to your charisma bonus for one round. You take 1d3 points of Non-lethal damage when you use Heroic Vitality.  You still can only use one Heroic surge per round.  You take 1d3 points of Non-lethal damage when you use Heroic Defiance. 

Special: A knight may select this feat as one of his bonus feats.

---Heroic Rebellion [general, heroic]

Prerequisites:  Heroic Surge, Heroic Defiance, Heroic Will, Base Willpower Save +6, charisma 17

Benefit:  When you use Heroic Will, you gain the Improved Resolved until the end of the round.  Additionally if the next spell or spell-like ability cast at you fails to penetrate your spell resistance granted by Heroic will, it is reflected back at the caster.  You take 1d6 points of Non-lethal damage when you use Heroic Rebellion.  For this round if you succeed on a willpower save and you are not the only one who has to make a willpower save against the same ability all those subject to the spell or special ability are considered to have succeeded on their saving throw. You still can only use one Heroic surge per round.  You take 1d6 points of Non-lethal damage when you use Heroic Rebellion. 

Special: A knight may select this feat as one of his bonus feats.

---Super Heroic Will [general, heroic]

Prerequisites:  Heroic Surge, Heroic Defiance, Heroic Will, Heroic Rebellion, Base Willpower Save +15, charisma 25

Benefit:  You may use a Heroic surge to gain a Resistance bonus to willpower saves for the round equal to ½ your HD.  For the next round if you succeed on a willpower save from a spell or special ability used by a creature (even an undead creature) that creature can not use that spell or special ability again for 24hrs.  You still can only use one Heroic surge per round.  You take 1d10 points of Non-lethal damage when you use Heroic Frenzy. 

Special: A knight may select this feat as one of his bonus feats.

-Heroic Heart [general, heroic]

Prerequisites:  Heroic Surge, Base Attack Bonus+1

Benefit:  You gain a number of bonus heroic surges equal to your Charisma Bonus.  You may now recover a number of Heroic surges with equal to your Charisma bonus with an hour of rest.  Alternatively, you make concentration check DC 13 to meditate and recover the same number of Heroic surges in Ten minutes.

Special: A fighter or knight may select this feat as one of his bonus feats.  Heroic Heart may be taken multiple times.   Each time the feat is taken you gain a number of bonus Heroic surges equal to your Charisma Bonus, and the amount of rest time needed to recover is reduced by 10 minutes to a minimum of 10 minutes, the amount time needed to meditate to expedite the recover is reduced by one minute to a minimum of 1 minute, and DC of the Concentration check is reduced by 2 points to a minimum of DC 5. Each time Heroic Heart is taken your Base Attack Bonus must be two points higher than the last.  This requirement is cumulative.

--Enduring Heroism [general, heroic]

Prerequisites:  Heroic Surge, Heroic Heart, Base Attack Bonus +5, Charisma 15, plus either Heroic Speed, Heroic Might, Heroic Will, or Heroic Resistance

Benefit:  When you make a heroic surge of any kind which has affect which last for one round, those affects now last for a number of rounds equal to your Charisma bonus, while you may only activate one Heroic Surge per round the effect of different heroic surges may overlap.  They can not stack.  – For example:  you have Heroic Vigor and you use it one round, the next round while you are still under the affect of Heroic Vigor you activate it again to gain the extra attack and movement you do not gain the benefit of Improved evasion; you only extend the time you are under the affect of evasion.  If you take non-lethal damage for using a Heroic Surge increase the dice one size category. 

Special: A fighter or knight may select this feat as one of his fighter bonus feats.

--Immediate Heroic Surge [general, heroic]

Prerequisites:  Heroic Surge, plus either Heroic Speed, Heroic Might, Heroic Will, or Heroic Resistance

Benefit:  You may make your Heroic Surge as free action instead of a swift action. Additionally, you may use your heroic surge in response to being made to make a saving throw or being attacked.  You must declare that you are using your immediate surge before rolling your saving throw and before an attack is declared a success or failure. The die size of any non-lethal damage taken for making a Heroic Surge is increased one size category when made as a response.  You still only get to make one Heroic Surge per round, cannot use an Immediate heroic surge to take a move action when it is not your turn.  You may use an Immediate Heroic Surge to make an attack of opportunity after you have used all attacks of opportunity for this round. 

Special: A fighter or knight may select this feat as one of his fighter bonus feats.

--- Resurging Heroism [general, heroic]

Prerequisites:  Heroic Surge, Immediate Heroic Surge, Bab+5 plus any two of either Heroic Speed, Heroic Might, Heroic Will, or Heroic Resistance

Benefit:  You may use an Immediate Heroic Surge in a round in which you have already used a Heroic Surge in order to change the heroic surge you have active.

Special: A fighter or knight may select this feat as one of his fighter bonus feats.

 

IMPROVED BULL RUSH [GENERAL]

Prerequisites: Strength 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.

 

IMPROVED COUNTERSPELL [GENERAL]

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.

 

IMPROVED CRITICAL [GENERAL]

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.

 

IMPROVED DISARM [GENERAL]

Prerequisites: Intelligence 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.

 

IMPROVED DOMAIN POWER [GENERAL]

Prerequisites: Wisdom 13, Class ability use domain granted power, the ability to turn or rebuke undead, your alignment must be the same as your deity or patron, ability to cast 2nd level divine spells.

Benefit: You can channel more of the granted power of your chosen domains.  If your domain grants you a limited number uses per day (such as once a day or three times a day) you double the number of times per day so a cleric with the sun domain would be able to use a greater turning twice a day.  If your domain grants you the ability to turn or rebuke creatures besides the undead you gain 4 additional turn or rebuke attempts per day.  If the domain granted you access to additional skills you gain a +2 profane or sacred bonus (depending on whether you turn or rebuke undead) to those skills which your domain granted you.  If your domain increased your effective caster level for certain spells this bonus is increased an additional +1 effective caster level.  If the ability your domain grants does not have a limited number of uses per day but based on your class level, then treat your class level 50% higher.  This means that a sixth level cleric with the death domain has an effective level of 6 when using the touch of death ability but has an additional use per day, but a sixth level cleric with the travel domain could use freedom of movement for nine rounds a day instead of only six times a day.  Finally if you have the war domain you gain Weapon Specialization with your deity’s favored primary weapon and Weapon Focus with your deity’s favored secondary weapon.

-GREATER DOMAIN POWER [GENERAL]

Prerequisites: Wisdom 15, ability to cast 4th level divine spells, Improved Domain Power, class ability use domain granted power, the ability to turn or rebuke undead, your alignment must be the same as your deity or patron.

Benefit: You can channel great amounts of the granted power of your chosen domains.  If your domain grants you a limited number uses per day (such as once a day or three times a day) you triple the number of times per day; thus a cleric with the sun domain would be able to use a greater turning thrice a day.  If your domain grants you the ability to turn or rebuke creatures besides the undead you gain 8 additional turn or rebuke attempts per day.  If the domain granted you access to additional skills you gain a +4 profane or sacred bonus (depending on whether you turn or rebuke undead) to those skills which your domain granted you.  If your domain increased your effective caster level for certain spells this bonus is increased an additional +2 effective caster level.  If the ability your domain grants does not have a limited number of uses per day but based on your class level, then treat your class level 100% higher.  This means that a sixth level cleric with the death domain has an effective level of 6 when using the touch of death ability but has a two additional use per day, but a sixth level cleric with the travel domain could use freedom of movement for twelve rounds a day instead of only six times a day.  Finally, if you have the war domain you gain Greater Weapon Focus with your deity’s favored primary weapon and Weapon Specialization with your deity’s favored secondary weapon.  The benefits of this feat replace those of Improved Domain Power.

--EXTRAORDINARY DOMAIN POWER [GENERAL]

Prerequisites: Wisdom 17, ability to cast 6th level divine spells, Greater Domain Power, Improved Domain Power, class ability use domain granted power, the ability to turn or rebuke undead, your alignment must be the same as your deity or patron.

Benefit: Your faith and devotion grant tremendous power.  If your domain grants you a limited number uses per day (such as once a day or three times a day) you quadruple the number of times per day; thus a cleric with the sun domain would be able to use a greater turning four times a day (assuming your charisma is high enough to use turn undead that many times a day).  If your domain grants you the ability to turn or rebuke creatures besides the undead you gain 12 additional turn or rebuke attempts per day.  If the domain granted you access to additional skills you gain a +6 profane or sacred bonus (depending on whether you turn or rebuke undead) to those skills which your domain granted you.  If your domain increased your effective caster level for certain spells this bonus is increased an additional +3 effective caster level.  If the ability your domain grants does not have a limited number of uses per day but based on your class level, then treat your class level 150% higher.  This means that a sixth level cleric with the death domain has an effective level of 6 when using the touch of death ability but has a three additional uses per day, but a sixth level cleric with the travel domain could use freedom of movement for fifteen rounds a day instead of only six times a day.  Finally, if you have the war domain you gain Greater Weapon Specialization with your deity’s favored primary weapon and Greater Weapon Focus with your deity’s favored secondary weapon.  The benefits of this feat replace those of Greater Domain Power.

---SUPREME DOMAIN POWER [GENERAL]

Prerequisites: Wisdom 19, ability to cast 8th level divine spells, Extraordinary Domain Power, Greater Domain Power, Improved Domain Power, class ability use domain granted power, the ability to turn or rebuke undead, your alignment must be the same as your deity or patron.

Benefit: Your ability to channel the power of your domains has reached their paramount.  If your domain grants you a limited number uses per day (such as once a day or three times a day) you quintuple the number of times per day; thus a cleric with the sun domain would be able to use a greater turning five times a day (assuming your charisma is high enough to use turn undead that many times a day).  If your domain grants you the ability to turn or rebuke creatures besides the undead you gain 16 additional turn or rebuke attempts per day.  If the domain granted you access to additional skills you gain a +8 profane or sacred bonus (depending on whether you turn or rebuke undead) to those skills which your domain granted you.  If your domain increased your effective caster level for certain spells this bonus is increased an additional +4 effective caster level.  If the ability your domain grants does not have a limited number of uses per day but based on your class level, then treat your class level 200% higher.  This means that a sixth level cleric with the death domain has an effective level of 6 when using the touch of death ability but has a four additional use per day, but a sixth level cleric with the travel domain could use freedom of movement for nine rounds a day instead of only eighteen times a day.  Finally, if you have the war domain when wielding your deity’s favored primary weapon you treat your BAB is equal to your cleric (priest or favored soul) level as if you had levels in fighter and not cleric and you gain Greater Weapon Specialization with your deity’s favored secondary weapon.  The benefits of this feat replace those of Extraordinary Domain Power.

 

IMPROVED FAMILIAR [GENERAL]

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/Subtype

Arcane Spellcaster Level

Celestial hawk1

Good

3rd

Fiendish Tiny viper snake2

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

Homunculus3

Construct

7th

Ice mephit

Cold

7th

1 Or other celestial animal from the standard familiar list.

2 Or other fiendish animal from the standard familiar list.

3 The master must first create the homunculus, substituting ichor or another part of the master’s body for blood if necessary.

Special: you subtract the minimum caster level from your caster level when determining the abilities granted to your familiar.

-Greater Familiar [General]

This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.

Prerequisites: Improved Familiar, Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).  Ability to cast 2nd level spells

Benefit: The spell caster’s limit to familiar types is limited only by their spell casting ability. A spell caster can now choose bigger, stronger and smarter familiars. 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

Krenshar

Neutral

3rd

Formian worker

Lawful neutral

3rd

Gargoyle

Lawful evil

7th

Worg

Neutral evil

5th

Red Dragon Wyrmling

Chaotic evil

7th

Chaos Beast

Chaotic neutral

13th

Unicorn

Chaotic good

5th

Giant Eagle

Neutral good

5th

Silver Dragon Wyrmling

Lawful good

7th

 

Greater 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 greater 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 greater 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, greater familiars could be assigned by the master’s creature type or subtype, as shown below.

 

Familiar

Type/Subtype

Arcane Spellcaster Level

Celestial hawk1

Good

1st

Half-Celestial Monkey

Good

3rd

Fiendish Wolverine

Evil

3rd

Air elemental, Medium

Air

5th

Earth elemental, Medium

Earth

5th

Gold Dragon wyrmling2

Dragon/Fire

9th

Vrock

Tanar’ri evil chaotic

17th

Water elemental, Medium

Water

5th

Ghoul Ape2

Undead

7th

Ice mephit

Cold

5th

1 Or other celestial animal from the standard familiar list.

2 any dragon must be hatched by the spell caster

3 The master must first create any undead creature

Special: you subtract the minimum caster level from your caster level when determining the abilities granted to your familiar.

 

-Soul bound Familiar [Special]

This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.

Prerequisites: Improved Familiar, a familiar, compatible alignment,

Benefit: When your familiar is within arm’s length you share hp in a pool.  Neither dying so long as your combined hp is above -10.  When you are separated, the damage is divided between the two of you for every 3 points of damage against the pooled hp you take the first two points and your familiar takes the third.  When your familiar is with in arms length, any spell or ability cast on one of you, and would normally only affect on of you, it instead affects you both; if either of you succeed on a saving throw form such a spell or ability you both succeed.  If you or your familiar dies while it is within arms length, survivor must make a will save DC 10+1/2 you class level+the charisma modifier of the deceased.

 

-Speaking Familiar [General]

This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.

Prerequisites: Improved Familiar, a Familiar

Benefit: Your familiar learns to speak new languages you know at the time you take the feat.  The Familiar learns a number equal to your intelligence bonus

 

 

IMPROVED FEINT [GENERAL]

Prerequisites: Intelligence 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 or pirate may select Improved Feint as one of his fighter or pirate bonus feats.

 

IMPROVED GRAPPLE [GENERAL]

Prerequisites: Dexterity 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 or pirate may select Improved Grapple as one of his fighter or pirate bonus feats.

A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not meet the prerequisites.

 

IMPROVED INITIATIVE [GENERAL]

Benefit: You get a +4 bonus on initiative checks.

Special: A fighter or pirate may select Improved Initiative as one of his fighter or pirate bonus feats.

 

IMPROVED OVERRUN [GENERAL]

Prerequisites: Strength 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.

 

 

IMPROVED SHIELD BASH [GENERAL]

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.

 

IMPORVED SMITE [Special]

Prerequisites: charisma 13, Smite ability

Benefit: The damage over comes DR as if it had an alignment 1d6 damage of a specific alignment.

If the smite has an alignment associated with it, the smite overcome DR for that alignment.  Example a half celestial’s smite evil, would by pass DR/good and deal an extra 1d6 holy damage.

-Greater Smite [Special]

Prerequisites: charisma 15, Smite ability, Improved Smite, Base Attack  Bonus+4

Benefit: The damage over comes DR as if it had an alignment 2d6 damage. 

If the smite has an alignment associated with it, the smite overcome DR for that alignment

Example: the smite evil of a good lawful paladin with a Charisma score 16, would by pass DR/good and deal an extra +2d6 holy damage.

--Bursting Smite [Special]

Prerequisites: charisma 17, Smite ability, Base Attack Bonus +10, Improved Smite, Greater Smite

Benefit: When you smite a creature the energy explodes out every direction extending 5ft x your Charisma bonus dealing damage to all creatures other than the smote creature of an opposing alignment to your own 1d6 this does not stack for double opposing alignments. Will save for half DC 10+1/2 levels in class that grants the smite ability+ charisma modifier.  Example: a Good lawful paladin with a spirit of 17 smites an evil neutral troll, all evil and chaotic creatures within 15ft must make a will save or take 1d6 holy/lawful damage.

--Chain Smite [Special]

Prerequisites: charisma 17, Smite ability, Base Attack Bonus +13, Improved Smite, Greater Smite

Benefit: When you smite a creature the energy seeks out the next nearest creature who would have been a viable target for the smiting, the energy move up 5ft times your Charisma bonus to a maximum number of targets equal to your Charisma bonus.  Each creature struck but the chain smite and not the actually smote is only dealt the bonus damage granted by the smite and this damage is cut in half every time the energy jumps to a new target.   The damage to additional targets does not increase with successful critical hits.  Example: a level 15 Good paladin with a long sword with a strength and spirit of 18 smites an evil neutral troll for 1d8+4 strength damage +15 smite damage+2d6, then the next nearest evil creature is dealt 15+2d6 holy damage, and the one after that would be dealt 7+1d6, and the last would be dealt 3+1d3. 

---Corrupting Smite [Special]

Prerequisites: Alignment Evil charisma 21, Smite ability, Base Attack Bonus +17, Improved Smite, Greater Smite, Bursting Smite,  Chain Smite

Benefit: The first target of your smite is deal 1d6 points of corrupt damage. 

---Harmonizing Smite [Special]

Prerequisites: Alignment Dharmic charisma 21, Smite ability, Base Attack Bonus +17, Improved Smite, Greater Smite, Bursting Smite,  Chain Smite

Benefit: The first target of your smite is deal 1d6 points of harmonious damage. 

---Righteous Smite [Special]

Prerequisites: Alignment Good charisma 21, Smite ability, Base Attack Bonus +17, Improved Smite, Greater Smite, Bursting Smite,  Chain Smite

Benefit: The first target of your smite is deal 1d6 points of righteous damage. 

---Tumultuous Smite [Special]

Prerequisites: Alignment Chaotic (any), charisma 21, Smite ability, Base Attack Bonus +17, Improved Smite, Greater Smite, Bursting Smite,  Chain Smite

Benefit: The first target of your smite is deal 1d6 points of tumultuous damage. 

 

IMPROVED SUNDER [GENERAL]

Prerequisites: Strength 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.

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.

 

IMPROVED TRIP [GENERAL]

Prerequisites: Intelligence 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 or pirate may select Improved Trip as one of his fighter or pirate bonus feats.

 

IMPROVED TURNING [GENERAL]

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.

 

IMPROVED UNARMED STRIKE [GENERAL]

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 non-lethal damage, at your option.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only non-lethal 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 this feat as one of his fighter bonus feats.

-Brawler

Prerequisites: Improved unarmed strike, base attack bonus +4.

Benefit: When making an unarmed attack, you receives a +1 competence bonus on attack rolls, and you deal damage equal to 1d6 + your Strength modifier.

Normal: Unarmed attacks normally deal non-lethal damage equal to 1d3 + Strength modifier.

Special: A fighter or pirate this feat as one of his fighter or pirate bonus feats.

--Improved Brawler

Prerequisites: Improved unarmed strike, Brawler, base attack bonus +8.

Benefit: When making an unarmed attack, you receive a +2 competence bonus on his or her attack roll, and you deal damage equal to 1d8 + your Strength modifier.

Normal: Unarmed attacks normally deal non-lethal damage equal to 1d3 + Strength modifier.

Special: A fighter or pirate this feat as one of his fighter or pirate bonus feats.

--Greater Brawler

Prerequisites: Improved unarmed strike, Brawler, Improved Brawler, base attack bonus +12.

Benefit: When making an unarmed attack, you receive a +3 competence bonus on his or her attack roll, and you deal damage equal to 1d10 + your Strength modifier.

Normal: Unarmed attacks normally deal non-lethal damage equal to 1d3 + Strength modifier.

Special: A fighter or pirate this feat as one of his fighter or pirate bonus feats.

--Knockout Punch

Prerequisites: Brawl, Improved unarmed strike, base attack bonus +6.

Benefit: When making your first unarmed attack against an opponent who is denied their dexterity bonus to their AC, treat a successful attack as a critical hit. This damage is always non-lethal damage.

Special: Even if you have the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always non-lethal.

A fighter or pirate this feat as one of his fighter or pirate bonus feats.

---Improved Knockout Punch

Prerequisites: Brawl, Improved unarmed strike, Knockout Punch, base attack bonus +10.

Benefit: When making your first unarmed attack against an opponent who is denied their dexterity bonus to their AC, treat a successful attack as a critical hit. This critical hit deals triple damage. The damage is always non-lethal damage.

Special: Even if you have the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always non-lethal.

A fighter or pirate this feat as one of his fighter or pirate bonus feats.

----Greater Knockout Punch

Prerequisites: Brawl, Improved unarmed strike, Knockout Punch, base attack bonus +14.

Benefit: When making your first unarmed attack against an opponent who is denied their dexterity bonus to their AC, treat a successful attack as a critical hit. This critical hit deals Quadruple damage. The damage is always non-lethal damage.

Special: Even if you have the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always non-lethal.

A fighter or pirate this feat as one of his fighter or pirate bonus feats.

--Streetfighting

Prerequisites: Brawl, Improved unarmed strike, base attack bonus +2.

Benefit: Once per round, if you make a successful melee attack with an unarmed strike or a light weapon, you deal an extra 1d4 points of damage.

Special: A fighter or pirate this feat as one of his fighter or pirate bonus feats.

-KENJUTSU  [General]

Prerequisite:  Improved unarmed strike, Dexterity 15, Strength 13, Base Attack  Bonus+4

Benefit: when making a full round attack with a melee weapon and not considered unarmed, you gain an extra attack as an unarmed attack at your full base attack bonus however all attacks made this round are at a -2 penalty. This is in addition to any other penalties such as from wielding two weapons.  This attack may be made with any part of the body thus all hands may be occupied while making this attack.  You add half your strength bonus (if any) to any unarmed attack made, unless you have the Ambidexterity feat

Special: a fighter may take this as one of his fighter bonus feats.  If you have a special unarmed attack you can substitute it for the unarmed attack provided by this feat such as a monk’s unarmed attack. 

--Improved Kenjutsu [General]

Prerequisite:  Kenjutsu, Base Attack Bonus +8, Dexterity 17, Strength 15, Improved unarmed strike

Benefit: when making a full round attack with a melee weapon and not considered unarmed, you gain one extra attack as an unarmed attack at a -5 all attacks made this round still suffer an additional -2 penalty. This is in addition to any other penalties such as from wielding two weapons.  This attack may be made with any part of the body thus all hands may be occupied while making this attack. 

Special: a fighter may take this as one of his fighter bonus feats

---Greater Kenjutsu [General]

Prerequisite:  Improved unarmed strike, Improved Kenjutsu, Kenjutsu, Base Attack Bonus +12, Dexterity 19, Strength 17

Benefit: when making a full round attack with a melee weapon and not considered unarmed, you gain one extra attack as an unarmed attack at a -10 all attacks made this round still suffer an additional -2 penalty. This is in addition to any other penalties such as from wielding two weapons.  This attack may be made with any part of the body thus all hands may be occupied while making this attack. 

Special: a fighter may take this as one of his fighter bonus feats

----Advanced Kenjutsu  [General]

Prerequisite:  Improved unarmed strike, Greater Kenjutsu, Improved Kenjutsu, Kenjutsu, Base Attack Bonus +16, Dexterity 21, Strength 19

Benefit: when making a full round attack with a melee weapon and not considered unarmed, you gain one extra attack as an unarmed attack at a -20 all attacks made this round still suffer an additional -2 penalty. This is in addition to any other penalties such as from wielding two weapons.  This attack may be made with any part of the body thus all hands may be occupied while making this attack. 

Special: a fighter may take this as one of his fighter bonus feats 

-----Perfect Kenjutsu  [Epic]

Prerequisite:  Improved unarmed strike, Advanced Kenjutsu, Greater Kenjutsu, Improved Kenjutsu, Kenjutsu, Base Attack Bonus +21, Dexterity 25, Strength 23

Benefit: when making a full round attack with a melee weapon and not considered unarmed, you gain one extra attack as an unarmed attack at a -20 all attacks made this round still suffer an additional -2 penalty. This is in addition to any other penalties such as from wielding two weapons.  This attack may be made with any part of the body thus all hands may be occupied while making this attack.

Special: a fighter may take this as one of his fighter bonus feats

-STUNNING FIST [GENERAL]

Prerequisites: Dexterity 13, Wisdom 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 Wisdom 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.

--STUNNING STRIKE [GENERAL]

Prerequisites: Strength 15, Dexterity 15, Wisdom 13, Improved Unarmed Strike, Improved Critical Unarmed Attack, base attack bonus +12.

Benefit: Whenever you score a successful critical hit your opponent must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wisdom 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. 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 Strike as one of his fighter bonus feats.

 

Instinctive Spell Knowledge [special]
 Prerequisites: Wisdom 13, Ability to cast 1st-level arcane spells without preparation
  Benefit: You gain bonus spells based on your Wisdom modifier.  These spells are added to your number of spells that you can cast per day; this feat does not increase the number of spells known.

 

Instinctive Spell Understanding [special]
 Prerequisites: Wisdom 13, Ability to cast 1st-level divine spells without preparation (the spontaneous casting of clerics and druid is insufficient)
  Benefit: You gain bonus spells based on your Wisdom modifier.  These spells are added to your number of spells that you can cast per day; this feat does not increase the number of spells known.

 

INSTINCTUAL ATTACK [General]

Prerequisites: Wisdom 13+,Base attack bonus +2

Benefit: You can use your Wisdom modifier or Strength modifier whichever is higher for attack rolls

Special:  Fighters may take this as a fighter bonus feat

-Warrior’s Instincts [General]

Prerequisites: Wisdom 15+, Instinctual Attack, Base attack bonus +4

Benefit: You can use your Wisdom modifier or Strength modifier whichever is higher for melee damage rolls.

Special:  Fighters may take this as a fighter bonus feat.

--Warrior’s Precision [General]

Prerequisites: Base attack bonus +8, Wisdom 17+, Instinctual Attack, Warrior’s Instinct

Benefit: You can use your Wisdom modifier in addition to your Strength modifier for attack rolls. 

Special:  Fighters may take this as a fighter bonus feat.

---Zen Swordsman [General]

Prerequisites: Base attack bonus +16, Wisdom 19+, Instinctual Attack, Warrior’s Instincts , Warrior’s Percision

Benefit: You can use your Wisdom modifier in addition Strength modifier for melee Damage rolls.

Special:  Fighters may take this as a fighter bonus feat.

---Zen Swordsman Mastery [Epic]

Prerequisites: Base attack bonus +24, Wisdom 21+, Instinctual Attack, Warrior’s Instincts, Warrior’s Precision, Zen Swordsman,

Benefit: You gain an insight bonus to your AC and all Saves equal to your wisdom score.  You lose this bonus to AC and reflex saves anytime you lose your dexterity bonus.

Special:  Fighters may take this as a fighter bonus feat.

--Zen Marksman  [General]

Prerequisites: Base attack bonus +5, Wisdom 16+, Warrior’s Instincts, Instinctual Attack

Benefit: You can use your Wisdom modifier in addition to your Dexterity modifier for ranged attack rolls

 

INVESTIGATOR [GENERAL]

Benefit: You get a +2 bonus on all Gather Information checks and Search checks.

 

Iron Skin [General]

You are a hard, hard man (or woman).

Prerequisites: Constitution 15+

Benefit:  You have a natural armor class of +1.  This is cumulative with any natural armour you may already have. 

 

IRON WILL [GENERAL]

Benefit: You get a +2 bonus on all Will saving throws.

 

Kriss (Flame) Weapon Training [General]

You have trained in the special weapon style of Kriss.  You know how slip the kriss weapon deep within the body to the vital organs.

Prerequisites: Dexterity 13

Benefit: You may now use Kriss weapon versions of any weapon with which you are proficient.  When wielding a Kriss blade the Critical hit range increases by 1, thus a Kriss long sword has a critical range of 18-20

Normal: A Kriss weapon applies a minus 1 to damage rolls.

 

Knock Down

Prerequisites: Strength 15

Benefit: When you make a critical hit with a two-handed melee weapon your opponent must make a fort save DC equal to 10+ the damage dealt or fall to the ground prone.

Special: a pirate, fighter, or knight may take this as one of his bonus feats

 

LEADERSHIP [GENERAL]

Prerequisite: Character level 6th.

Benefits: Having this feat enables you to attract loyal companions and devoted followers, subordinates who assist her. See the table below for what sort of cohort and how many followers you can recruit.

Leadership Modifiers: Several factors can affect a character’s Leadership score, causing it to vary from the base score (character level + Charisma 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 you 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 you 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 you 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: You 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 (you 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: You 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 you 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.)

Special: A pirate may select this feat as one of his pirate bonus feats.

-Improved Leadership - the character is a leader of men, respected by all who follow him, to the point where they encourage others to join their cause

Prerequisite: Cha 13+, Leadership

Benefit: the you receives a +2 to his leadership score with regards to your followers, but not your cohort.  You no longer suffer a penalty to your leadership score if you cause the death of a follower, unless you killed them with your own hands or ordered them killed.  If you caused the death of a cohort you still suffer the normal penalty.

 

--Greater Leadership - the character is a leader of men, respected by all who follow him, to the point where they encourage others to join their cause

Prerequisite: Cha 15+, Improved Leadership, Leadership

Benefit: the character is no longer capped by you own HD when determining followers.  Your Cohort’s level may equal your own

 

LEARNED [GENERAL]

You have a scholarly soul and have a knack for study

Prerequisite: Base attack bonus +1, Intelligence 13, 5 rank in knowledge (any).

Benefit: Chose a number knowledge checks equal to your Intelligence bonus.  Treat each of these as having the same number of ranks as your highest knowledge check.  Remember that ranks in cross class still have only half value so this does not allow you to exceed the reduced maximum of cross class knowledge skills.

 

LETHAL STRIKE [General]

Your prowess at striking vital areas is uncanny.

Prerequisites: Weapon Focus and Specialization with chosen weapon, Greater weapon focus, Greater Weapon Specialization, Improved Critical, Power Critical, Dire Strike, base attack bonus of +15 or higher, Fighter Level 15

Benefit:  When a threat of critical is rolled with a specific weapon, a critical is automatically scored so long as the attack roll is high enough to hit the target AC.  You need not make a secondary attack roll.

Special:  This can be taken multiple times.  Each time it is taken, it applies to a different melee weapon of the player’s choosing.  This feat may only apply to melee.  If your has an effect such as Vorpal then the roll for such effect must still be made.

 

LINGUIST [GENERAL]

Prerequisites: Intelligence 13

Benefit: you learn a number of languages equal to your intelligence modifier chosen from your bonus language list.

Special: May be chosen multiple times.

-MASTER LINGUIST [GENERAL]

Prerequisites: Intelligence 15, linguist

Benefit: you learn a number of languages equal to your intelligence modifier; they do not have to be from your bonus language list.

Special: May be chosen multiple times.  May not use this to learn secret languages like druidic.

 

Light Sleeper [General]

Benefit: You can make Listen checks even while asleep you suffer no penalty for doing so.  On a successful roll, you wake up.  You still get your needed rest even if you wake up several times per night.

-Sleep with Your Eyes Open [General]

You never shut your eyes while sleeping.

Prerequisites: Light Sleeper 

Benefit: You can make Spot checks even while asleep; though you suffer you take a –10 penalty for doing so.  On a successful roll, you wake up.  You still get needed rest even if you wake up several times per night.  Anyone who sees you must make a sense motives check verses a Bluff check using the absolute value of your Charisma modifier.

 

LIGHTNING REFLEXES [GENERAL]

Benefit: You get a +2 bonus on all Reflex saving throws.

 

LOVER [GENERAL]

Benefit: You get a +2 bonus on all Foreplay checks and Seduce checks.

 

MAGICAL APTITUDE [GENERAL]

Benefit: You get a +2 bonus on all Spell craft checks and Use Magic Device checks.

 

MAGICAL BLOOD [Special]

Your very blood is suffused with Magical power

Prerequisites: Constitution 13+, charisma 13+, Ability to cast 1st-level arcane spells without preparation

Benefit: You gain bonus spells based on your Constitution modifier.  These spells are added to your number of spells per day but not your number of spells known. 

Special: This must be taken at character creation.  You may take this feat even if you do not take a class at level one which allows for casting level one spells without preparation, but you can not benefit from the feat until you do.

-Eldritch Flesh [Special]

Even your body understands magic power

Prerequisites: Constitution 15+, charisma 15+, Ability to cast 3rd-level arcane spells without preparation, Magical blood

Benefit: You gain bonus spells based on your Constitution modifier.  These spells are added to your number of spells known but not your number of spells per day. 

--Heart of Power [Special]

You are arcane power

Prerequisites: Constitution 17+, charisma 17+, Ability to cast 5th-level arcane spells without preparation, Feats Magical blood and Eldritch Flesh

Benefit:  You can choose to take non-lethal damage in order boost your effective caster level too a maximum of ¼ your actual level in your spell casting class.  You take 1d4 per effective caster level increased.  This cannot be used to apply metamagic feats nor does it allow you cast spells at higher level spell than you can already.

Example: 10th level caster could take two points of non-lethal damage to boost to cast as a 12th level caster.

---Overwhelming Power [Special, Epic]

Your have so much power that it is a risk to yourself

Prerequisites: Constitution 19+, charisma 19+, Ability to cast 7th-level arcane spells without preparation, Feats Magical blood and Eldritch Flesh, Heart of Power

Benefit:  You can choose to take even more non-lethal damage in order boost your effective caster level to a maximum of twice your actual level in your spell casting class.  You take 1d8 points of non-lethal damage per effective caster level increased.  This cannot be used to apply metamagic feats.

Example: 14th level caster could take 6d8 points of non-lethal damage to boost to cast as a 20th level caster.

Special: Must not be using the point system

 

MARTIAL WEAPON PROFICIENCY [GENERAL]

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.

 

MASTER CRAFTSMAN [GENERAL]

Prerequisite: Base attack bonus +1, wisdom 13, 5 rank in Craft (any).

Benefit: Chose a number craft checks equal to your wisdom bonus.  Treat each of these as having the same number of ranks as your highest craft check.

 

MAXIMIZE SPELL [METAMAGIC]

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.

 

MOUNTED ARCHERY [GENERAL]

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.

 

MOUNTED COMBAT [GENERAL]

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.

 

MYSTICAL HEALTH [Special]

Your biological fortitude comes from you arcane power more than your actual body

Prerequisites: charisma 13+, Ability to spontaneously cast 1st-level arcane spells

Benefit: You may use your charisma Modifier or Constitution Modifier for determining bonus VP and for Fort Saves which ever is higher.  Your wounds are still determined by your Constitution score.

Special: You lose this ability in an antimagic field, you thus lose these bonus vp points.  These VP are not temporary and thus are lost first.

-Magical blood [Special]

Your very soul is suffused with arcane power

Prerequisites: charisma 15+, Ability to cast 2nd-level arcane spells without preparation, Feat Mystical Health

Benefit:  You may add your charisma bonus to your number of wounds.

Special: You lose these wounds in an antimagic field.

-Potent Spirit [Special]

Your very soul is suffused with arcane power

Prerequisites: charisma 15+, Ability to cast 2nd-level arcane spells without preparation, Feat Mystical Health

Benefit:  rather than pay the additional points to apply a metamagic feat you take non-lethal damage equal to the number of points cast the spell at its new level minus the cost of casting the spell.  You can not pay enough to pass highest level you can cast.

Special: must be using a spell point system.[i]

--Untempered Power [Special]

You can cast powerful magics at a high price

Prerequisites: charisma 19+, Ability to cast 3rd-level arcane spells without preparation, Feats Mystical Health and Potent Spirit

Benefit: You when using the Potent Spirit you can now lethal take damage to cast a spell as spell of a spell level 1.5 x the max spell level you can cast, rounded down. The damage is equal to price of casting a spell of that level minus the cost of the spell with out Metamagic feats apply.  This does not allow you cast metamagic you do not know.

Example: A level 12 Sorcerer could cast Maximized Chain Lighting by sacrificing 22 VP and spending 18 Spell Points.

Special: you cannot use this with Craft Adept Training nor Craft Expert Training.

 

NATURAL SPELL [GENERAL]

Prerequisites: Wisdom 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.

 

NEGOTIATOR [GENERAL]

Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks.

 

NIMBLE FINGERS [GENERAL]

Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks.

 

ORDINAL TRAINING [Special]

Even a master shaman can learn a thing or two.

Prerequisites: Intelligence 13, Ability to cast 1st-level Divine spells without preparation, you must gain your spells through your communing with the natural world, must have been accepted from an accomplished Druidic Order.

Benefit: You learn to cast a number of orisons equal to your intelligence score and gain a number of spells known equal to your Intelligence bonus.  You may learn a new spell of any level up to the highest spell you can cast. 

Special: You may take this feat multiple times picking different spells each time.

 

Passionate Strike [General]

You can channel your passions to aid your attacks

Prerequisites: charisma 13+, Base Attack Bonus +1, can not be true Neutral

Benefit: You now can add your charisma modifier or Strength Modifier to the attack roll which ever is higher

-Zealous Strike [General]

Prerequisites: charisma 15+, Base Attack Bonus +5, can not be true Neutral, Passionate Strike

Benefit: You can add your charisma modifier in addition to your Strength modifier on attack rolls

Special: this stacks with abilities such as the Paladin’s smite

 

PACIFYING STRIKE [GENERAL]

Benefit: You no longer suffer the standard penalties for attempting to make a non lethal attack.

Normal: A character who attempts to make an attack which deals non lethal damage suffers a -4 penalty to attack rolls.

Special: Fighters and knights may select pacifying strike as one of their bonus feats.

PACIFYING SMITE [GENERAL]

Prerequisite: Pacifying strike, the class ability smite

Benefit: When you make a smite you may choose to cause your extra damage as non lethal damage.

Normal: A character who attempts to make an attack which deals non lethal damage suffers a -4 penalty to attack rolls.

 

PERSUASIVE [GENERAL]

Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks.

 

PENETRATING SAWOLLIC FIRE [SPECIAL, SAWOLLIC]

Prerequisite: Sawollic fire class ability, 5 ranks in Concentration.

Benefit: you add your ranks in concentration to caster checks made to penetrate spell resistance when using your sawollic fire ability.

 

Pious Defense [Faith]

Your connection to a greater power sometimes gives you fl ashes of insight that keep you safe.

Prerequisite: Knowledge (religion) 2 ranks.

Benefit: When you would be reduced to 0 hit points or less by damage, you can spend 1 faith point to take only half damage.

Special: When chosen, this feat gives you 4 faith points, and you may earn additional faith points as outlined in the Faith Feats section.

Pious Life [Faith]

Your connection to a greater power sometimes gives you fl ashes of insight that keep you safe.

Prerequisite: Knowledge (religion) 10 ranks.

Benefit: When you would be instantly killed either by a spell such as destruction or wierd or by an affect like the death touch granted by the death do main or decapitation, you can spend 5 faith points to negate the affect.  In the case of crushing walls, falling guillotines, and the like .

Special: When chosen, this feat gives you 4 faith points, and you may earn additional faith points as outlined in the Faith Feats section.

 

Pious Soul [Faith]

By adhering to the precepts of your religion or philosophy, you gain an extra edge when you need it most.

Prerequisite: Knowledge (religion) 2 ranks.

Benefit: You can spend a faith point to add 1d6 to your d20 roll on an attack, save, or check—even after you’ve seen the d20 roll, as long as the DM hasn’t announced whether you’ve succeeded or failed. You can choose to spend more than one faith point at a time in this way.

Special: When chosen, this feat gives you 4 faith points, and you may earn additional faith points as outlined in the Faith Feats section.

 

Pious Spellsurge [Faith]

You can use the strength of your faith to augment a spell cast at a critical juncture.

Prerequisite: Knowledge (religion) 4 ranks.

Benefit: By spending 2 faith points when you cast a spell, you gain a +1d6 bonus to the DC of any save required to resist the spell or to your caster level for that spell.

Special: When chosen, this feat gives you 4 faith points, and you may earn additional faith points as outlined in the Faith Feats section.

 

Pious Strike [Faith]

By adhering to the precepts of your religion or philosophy, you gain an extra edge when you need it most.

Prerequisite: Knowledge (religion) 7 ranks.

Benefit: You can spend 2 faith point to add 1d6 to a single melee or ranged damage roll—even after you’ve seen the attack roll, as long as the DM hasn’t announced whether you’ve succeeded or failed.  This damage is not increased on a critical hit. You can choose to spend more than one faith point at a time in this way.

Special: When chosen, this feat gives you 4 faith points, and you may earn additional faith points as outlined in the Faith Feats section.

 

Pious Wrath [Faith]

By adhering to the precepts of your religion or philosophy, you gain an extra edge when you need it most.

Prerequisite: Knowledge (religion) 6 ranks.

Benefit: You can spend 3 faith points to gain a bonus +4 to your strength, dexterity, and wisdom for a number of rounds equal to your new wisdom modifier + 3.

Special: When chosen, this feat gives you 4 faith points, and you may earn additional faith points as outlined in the Faith Feats section.

 

Faith Point Awards

 

 

Circumstance

Awards

Demonstrate faith to NPCs or PCs

1 per session

Examples: Proselytizing to others, swearing an oath by your deity, using a religious chant or scripture reference.

 

Resolve significant moral/ethical dilemma in accordance with religion or philosophy                 

1

Examples: Dealing with captured foes, breaking or obeying city’s laws, choosing between two otherwise equivalent courses of action.

 

Achieve minor quest for your religion or philosophy

3

Examples: Restore blight damage in major forest (Ehlonna), bring traitorous vizier to justice (Heironeous), seize elven glade-village (Gruumsh)

 

Achieve major quest for your religion or philosophy

5

Examples: Explore the Valley of the Watchful Ancients (Fharlanghn), Recover lost mace of implacable vengeance (St. Cuthbert), create elaborate conspiracy of palace spies (Vecna).

 

Achieve critical quest for your religion or philosophy

7

Examples: Establish new homeland for wandering elves (Corellon Larethian), create artifact spark of the true sun (Pelor), sack the civilized lands with your humanoid army (Erythnul)

 

Thwart regional rival to your faith

2

Examples: Expose minor cult, sack rival temple, defeat NPC whose goals confl ict with your faith.

 

Thwart national rival to your faith

4

Examples: Stop plot against religious or allied secular leaders, defend nation against invading army, prevent infiltration of hostile monsters

 

Thwart planar rival to your faith

6

Examples: Destroy abhorrent artifact, prevent invasion of

hostile outsiders, deny divine ascension to rival NPC

 

                                               

POINT BLANK SHOT [GENERAL]

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Special: A fighter or pirate may select Point Blank Shot as one of his fighter or pirate bonus feats.

-FAR SHOT [GENERAL]

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 or pirate may select Far Shot as one of his fighter or pirate bonus feats.

-PRECISE SHOT [GENERAL]

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 or pirate may select Precise Shot as one of his fighter or pirate bonus feats.

--IMPROVED PRECISE SHOT [GENERAL]

Prerequisites: Dexterity 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 or pirate may select Improved Precise Shot as one of his fighter or pirate 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.

-RAPID SHOT [GENERAL]

Prerequisites: Dexterity 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 or pirate may select Rapid Shot as one of his fighter or pirate 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.

--MANYSHOT [GENERAL]

Prerequisites: Dexterity 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 or pirate may select Manyshot as one of his fighter or pirate 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.

-SHOT ON THE RUN [GENERAL]

Prerequisites: Dexterity 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 or pirate may select Shot on the Run as one of his fighter or pirate bonus feats.

 

POWER ATTACK [GENERAL]

Prerequisite: Strength 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.

-Drink Deep [Special]

Prerequisites: Must have the ability to drink blood as a vampire, Power Attack

Benefit: You increase the size of the die you use to drain blood. Vampires gain an additional 5 temporary Hp for each die size increased.  Dhampirs just add the additional constitution points to their Pseudo constitution.

Special: this can be taken multiple times to a max die size of d12

-CLEAVE [GENERAL]

Prerequisites: Strength 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.

--GREAT CLEAVE [GENERAL]

Prerequisites: Strength 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.

--HEAVY HANDED [General]

Prerequisites: Strength 18+, Weapon focus Unarmed Strike, Power Attack, Ki Strike, Improved Unarmed Strike, cleave, Base Attack Bonus+5

Benefits: your unarmed attack is treated as if you were wielding a weapon with two hands and thus add 1+1/2 strength bonus.

Special: this is can not be used flurry of blows.

-CONTROLED POWER ATTACK [GENERAL]

Prerequisites: Strength 15, Dexterity 13, Power Attack, BAB +6

Benefit: you may choose how much you deduct from your bab to add to your attack roll one each attack rather than all attacks for the round.

Special: A fighter may select this feat as one of his fighter bonus feats.

-Dire Strike

Prerequisites: Strength 15, Base Attack Bonus +13, Power Attack, Proficiency with chosen melee weapon.

Benefit: When wielding a chosen melee weapon the critical multiplier is increased to twice the original minus 1.  

Original Critical Multiplier

New Critical Multiplier

x  2

x 3

x 3

x 5

x 4

x 7

x 5

x 9

Thus a long sword would have a critical hit multiplier of 3 and a war ax of 5.

Special: a Fighter may choose this as one of his bonus fighter feats.  This feat can be taken multiple times each time with a different weapon.  This stakes with improved critical

-IMPALE [GENERAL]

Prerequisites: Strength 15, Power Attack, Base Attack Bonus +7

Benefit: When wielding a weapon which can be thrust into your enemy, you choose to automatically critically hit on your next successful attack.  You suffer a -4 penalty on the attack; you lose the weapon in target if you succeed.  It is a move action which provokes an attack of opportunity to retrieve the weapon.  Serrated weapons deal damage again upon removal without a heal check DC 20.  The remover fails by 5 or more points the serrated weapon deals critical damage.

Special: A fighter or knight may select Impale as one of his bonus feats.

Making an Impale attack is a standard action instead of an attack action

-TWIST THE BLADE [GENERAL]

Prerequisites: Strength 17, Power Attack, Base Attack Bonus +10, Impale, Improved Critical with any thrusting weapon (Long sword, Javelin, Trident etc.) 5 ranks in heal

Benefit: The DC of all Heal checks made on creatures you attack increases by the number of ranks you heal you possess, until the creature has been completely healed

Special: A fighter may select Twist the Blade as one of his fighter bonus feats.

 

POWER CONSUMPTION [Special]

You have learned how to attempt stealing the same Strengths again.

Prerequisites: charisma 15 class ability Consume powers

Benefit: To use this ability the he must expend his Spiritual focus.  Using this ability is a full round action.  The reaper has the ability to steal a spell like ability, psi like ability, supernatural ability, resistance (energy, spell, psi, etc), or extraordinary ability.  The reaper makes a touch attack provoking an attack of opportunity, unless he has the improved unarmed feat.  Then if the attack succeeds the creature makes a save as shown on the chart below.  The DC of the save is 10+1/2 class level+ cha modifier.  If it fails its save it loses the ability and you gain their ability.  If you gain the same ability from two different creatures or two that perform the same function then use the better of the two.  This does not allow you to take feats, spells, powers, the capacity to cast spells, or capacity to manifest powers.  If you already have an ability you can not attempt to take it from another creature, nor if you posses a greater version such as if you had an immunity to fire you could not take a creatures resistance to fire 5.  If the reaper fails the creature is immune to the same reaper’s Consume powers ability for 24 hrs, and the same reaper can not attempt to take the same ability or resistance twice from any one creature.  If you a the ability is due to an attribute you do not possess, such as an aboleth tentacle slime attack, you can not gain that ability; on the other hand, abilities such as swallow whole merely allow you to swallow things proportionally smaller than yourself.  You keep the power for 1hr per class level, after which the power returns to the original owner.  If the power has a limit per day you are treated as having all uses regardless of the number already used by the original owner. 

Consume powers Chart

Consumable “powers”

Saving throw

 

Competency bonus to saving throw

Spell like and Psi like Abilities

Willpower

+

Level of the spell or power being duplicated

+

Plus the number of times it can be used

Supernal Abilities

Willpower

+

Plus the number of times it can be used

Extraordinary Abilities

Fortitude

+

HD

Damage Resistance

Fortitude

+

Resistance Value

Energy Resistance

Fortitude

+

Resistance Value

Spell Resistance

Willpower

+

Resistance Value

† treat abilities which can be used an unlimited number of times as if they could be used 10 times per day.

‡ Immunities count as a value of 100.

 

-IMPROVED POWER CONSUMPTION [Special]

You have learned how to attempt stealing the same Strengths again.

Prerequisites: charisma 15 class ability Consume powers

Benefit: The DC on your Consume powers ability increases by +2.

--Greater Power consumption [Special]

You have learned how to attempt stealing the same Strengths again.

Prerequisites: charisma 19 Consume powers, Improved Power consumption

Benefit: The DC on your Consume powers ability increases by an addition +2, for a total of +4.

--Persistent Power consumption [Special]

You have learned how to attempt stealing the same powers again.

Prerequisites: charisma 15, Consume powers, Improved Power consumption

Benefit: After a failed attempt to use Consume powers you may attempt to steal the same power more than once, however this does not allow you make a second attempt, after a fail attempt, within the next 24 hours.

Normal: Normally after a failed attempt a Reaper can never attempt to steal that same power from the same victim again.

---Insidious Power consumption [Special]

You have learned how to relentlessly steal powers.

Prerequisites: charisma 17, Consume powers, Imporved Power consumption, Persistent Power consumption

Benefit: You may steal a power you already possess.  If the ability has a limited number of uses increase the number of uses by the amount of the ability stolen.  If the ability can be used at will the victim merely loses the ability but you gain nothing.

Normal: Normally if you have a power you can not reap it again.

---Relentless Power consumption [Special]

You have learned how to relentlessly steal powers.

Prerequisites: charisma 17, class ability Consume powers, Imporved Power consumption, Persistent Power consumption

Benefit: After a failed attempt to use Consume powers you may attempt to steal a different power from the same victim.  You may make a total number of additional attempts equal to your Charisma bonus each day.

Normal: Normally after a failed attempt a Reaper must wait 24 before attempting to steal any powers from a victim after a failed attempt.

----Ruthless Power consumption [Special]

You have learned how to ruthlessly attack another’s powers.

Prerequisites: charisma 19, class ability, Consume powers Improved Power consumption, Vicious Power consumption, Cruel Power consumption

Benefit: Now when a creature successfully saves against your Consume powers ability they still become unable to use that power for 1d3 round.

-----Master Power consumption [Epic, Special]

You have learned how to relentlessly steal powers.

Prerequisites: charisma 23, class ability Consume powers, Improved Power consumption, Persistent Power consumption, Relentless Power consumption, Vicious Power consumption, Cruel Power consumption, Ruthless Power consumption

Benefit: You can use Power consumption ability to steal class abilities.  You can not take an ability you already possess.

Special: The DC to steal class abilities gains a special bonus equal to ½ the victim’s Class level.  After one month per class level to the a max of the minimum class level at which the ability is learned the lost class ability returns

Normal: You can not steal class abilities.

-----Grand Power consumption [Epic, Special]

You have learned how to steal even feats.

Prerequisites: charisma 23, class ability Consume powers, Improved Power consumption, Improved Flesh Reaping, Persistent Power consumption, Relentless Power consumption, Ruthless Power consumption, Tenacious Flesh Reaping

Benefit: You can steal Feats learned by other creatures, they may not take a feat to replace the lost one.  You still must qualify to use the feat.  The feat counts as extraordinary ability for DC purposes.  You can not steal a power you already possess

Special: The DC to steal Feats gains a special bonus equal to the victim’s level.

Normal: You can not steal class abilities.

------Supreme Power consumption [Epic, Special]

You have learned how to steal even feats.

Prerequisites: charisma 25, class ability Consume powers, Improved Power consumption, Improved Flesh Reaping, Persistent Power consumption, Relentless Power consumption, Ruthless Power consumption, Tenacious Flesh Reaping, Grand Power consumption, Master Power consumption, Insidious Power consumption

Benefit: You may take class abilities and feat you already possess.  Unless the feat’s granted affects normally stack, they do not stack. 

Special: The DC to steal Feats gains a Perfection bonus equal to number of requirments.

Normal: You can not steal class abilities.

 

POWER SHOT [GENERAL]

Prerequisite: Strength 13 or Dexterity 13 see text.

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged 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 compound bow weapon, , instead add twice the number subtracted from your attack rolls, up to the maximum strength bonus of the bow, any penalty taken beyond this point is added normally . You must have a dexterity bonus of 13 instead of a 13 strength to use Power Shot to the damage dealt with a ranged weapon which does not rely on your muscles for power such as guns and crossbows, even though the penalty on attack rolls still applies, additionally you can't aim and power shot with such weapons.

A fighter may select Power Shot as one of his fighter bonus feats.

-DEEP SHOT [GENERAL]

Prerequisites: Strength 13, Power Shot.

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 ranged attack against another creature long the same trajectory. 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, but with the normally penalty for each range increment . You can use this ability once per round.

Special: You can only use Deep Shot with weapons that add your strength to your damage roll, unless it is specially designed to use deepshot.

A fighter may select Deep Shot as one of his fighter bonus feats.

--GREAT DEEP SHOT [GENERAL]

Prerequisites: Strength 13, Deep Shot, Power Shot, base attack bonus +4.

Benefit: This feat works like Deep Shot, except that there is no limit to the number of times you can use it per round.

Special: A fighter may select Great Deep Shot as one of his fighter bonus feats.

-Perfect Shot

Prerequisites: Dexterity 15, Base Attack Bonus +13, Power Shot, Proficiency with chosen ranged weapon.

Benefit: When wielding a chosen ranged weapon the critical multiplier is increased to twice the original minus 1.  

Original Critical Multiplier

New Critical Multiplier

x 2

x 3

x 3

x 5

x 4

x 7

x 5

x 9

Thus a light crossbow would have a critical hit multiplier of 3 and a long bow of 5.

Special: a Fighter may choose this as one of his bonus fighter feats.  This feat can be taken multiple times each time with a different weapon.  This stakes with improved critical

 

PROFESSIONAL [GENERAL]

Prerequisite: Base attack bonus +1, Intelligence 13, 5 ranks in profession (any).

Benefit: Chose a number profession checks equal to your intelligence bonus.  Treat each of these as having the same number of ranks as your highest profession check.

 

QUICK DRAW [GENERAL]

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 or pirate may select Quick Draw as one of his fighter or pirate bonus feats.

-Flick of the Wrist [General, Melee]

Prerequisites: Dexterity 17, Quick Draw, Slight Of Hand 5 Ranks

Benefit: You may draw a light weapon and make and attack, the opponent is flat-footed.

Special: You can gain this feat multiple teams; each time applies to a new weapon.   A pirate may select this feat as one of his pirate bonus feats.

 

 

QUICKEN SPELL [METAMAGIC]

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.

 

Ranged Healing Wounds  [Special]

Prerequisite: Wisdom 15, charisma 13, ability to spontaneously healing with positive magics energy, skill Heal 5 ranks

Benefit:  those who can spontaneously channel positive energies, such as the lay on hands of paladins and the way Good clerics may exchanged prepared spells for cure spells may now do so at a range with a touch attack.  The channeller can do so at range of 10ft +10ft x Spirit Modifier.

 

Ranged Inflicting Wounds  [Special]

Prerequisite: Wisdom 15, charisma 13,ability to spontaneously wound with negative energy, skill Heal 5 ranks

Benefit:  those who can spontaneously channel Negative energies, such as Evil paladins and Evil clerics can do so at a range with a touch attack.  The channeller can do so at range of 10ft + 10ft x Spirit modifier.

 

RAPID RELOAD [GENERAL]

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 or pirate may select Rapid Reload as one of his fighter or pirate bonus feats.

 

RAPID SAWOLLIC FIRE [GENERAL]

Prerequisite: Sawollic fire class ability.

Benefit: You may use your sawollic fire ability as an attack action but you use half as many dice for damage to a minimum of one.

Normal: Sawollic fire is a standard action to use.

 

RIDE-BY ATTACK [GENERAL]

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.

 

Reckless Caster [special]

Prerequisites: charisma 13+, Base Attack Bonus +2, ability to cast 2nd level spells, must be non lawful

Benefit: This has 2 effects.  First, when casting defensively, your spell will be cast regardless of whether you succeed concentration check; this means that if you fail your concentration check you provoke an attack of opportunity.  Second, when a spell has a touch attack you add your Charisma Modifier instead of your Strength Modifier to the attack modifier, which ever is better.

-Furious Caster [special]

Prerequisites: charisma 15+, Base Attack Bonus +4 ability to cast 4th level spells, Reckless caster, class ability to rage, must be non lawful, weapon focus touch attack,

Benefit:  This has 3 effects.  First you can cast spells while raging.  Second, you can make concentration, spell craft, and use magic device checks while raging. Third, when a spell has a touch attack you may add your Charisma Modifier in addition to your Strength Modifier to the attack modifier, so long as both are positive.

 

Ronin [General]

Prerequisite: Samurai, Knight, and Ninja (or other class which requires you to be Lawful)

Benefit: You no longer have to be Lawful nor pay respect to a master to continue in your class.

Note: A Samurai or Knight is now disowned by his family, most often his lord will seek to have him executed.  Among the Samurai he is the lowest of the low and has no honor.  Similarly Ninja are cast out of their clan and are usually hunted to death, or until they kill their clan.

 

RUN [GENERAL]

Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a 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 medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

-Improved Run [General]

Prerequisites: Strength 15, Dexterity 15, Run Base Attack  Bonus+7

Benefit: Add +5 to your base movement rate. When running, you move six times your normal speed (if wearing medium, light, or no armor and carrying no more than a light load), you move five times your normal speed (if wearing medium and carrying no more than a medium load), or four times your speed (if wearing heavy armor or carrying a heavy load).  If you make a jump after a running start (see the Jump skill description), you gain a +6 bonus on your Jump check. You can turn up to 45 degrees once per round.  While running, you retain your Dexterity bonus to AC.  This replaces the benefits of Run.

Special:  Stacks with other movement bonuses. 

--Greater Run [General]

Prerequisites: Strength 19, Dexterity 19, Run, Improved run, Base Attack Bonus +15

Benefit: Add +10 to your base movement rate. When running, you move seven times your normal speed (if wearing medium, light, or no armor and carrying no more than a light load), you move six times your normal speed (if wearing medium and carrying no more than a medium load), or five times your speed (if wearing heavy armor or carrying a heavy load).  If you make a jump after a running start (see the Jump skill description), you gain a +8 bonus on your Jump check. You can turn up to 45 degrees every time you cover one the distance of one base move up to a total number of turns equal to your Dexterity bonus.  While running, you retain your Dexterity bonus to AC.  This replaces the benefits of Improved run

Special:  Stacks with other movement bonuses.

---Advanced Run [Epic]

Prerequisites: Strength 25, Dexterity 25, Run, Improved run, Greater Run, Base Attack Bonus +21

Benefit: Add +20 to your base movement rate. When running, you move eight times your normal speed (if wearing medium, light, or no armor and carrying no more than a light load), you move seven times your normal speed (if wearing medium and carrying no more than a medium load), or six times your speed (if wearing heavy armor or carrying a heavy load).  If you make a jump after a running start (see the Jump skill description), you gain a +10 bonus on your Jump check. When running you can double your maximum reach for your size category.  You can turn up to 45degrees every time you cover one the distance of one base move.  While running, you retain your Dexterity bonus to AC.  This replaces the benefits of Greater run

Special:  Stacks with other movement bonuses such as the monks unarmored move bonus.

 

SAWOLLIC FIRE BURST [SPECIAL, META-SAWOLLIC]

Prerequisites: 11 ranks in Concentration, Charisma 15, Evoker level 8, the class ability Sawollic fire.

Benefit: You focus your sawollic fire into a small bursting sphere.  You can designate any point within the normal range of your sawollic fire.  The burning ball flies from your hand and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the sawollic explosion at that point. (An early impact results in an early detonation.)  If you attempt to send the ball through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the ball strikes the barrier and detonates prematurely.  The sawollic burst deals damage to an area in a spherical burst to every creature within a radius of 5ft./5 evoker levels.  Every creature in the area must make a reflex save to cut the damage in half.  The DC of the reflex save is 10+1/2 class levels in classes with the sawollic fire ability + your charisma modifier.  This is not a ray attack.

If the damage caused to an interposing barrier shatters or breaks through it, the sawollic fire may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other sawollic fire effect does.  The damage is the same as your sawollic fire; thus, if you alter the type of damage i.e. through a bestowed power of the philosophy of the holocaust, your sawollic explosion would deal fire damage.

It is a swift action to transform your sawollic fire into a sawollic bomb.  Your sawollic fire remains a sawollic bomb until you take a swift action to change it.  You must wait 1d4 rounds before using another

You must wait 1d4 rounds before you can use a META-SAWOLLIC feat.

 

SAWOLLIC FIRE CHAIN [SPECIAL, META-SAWOLLIC]

Prerequisites: 5 ranks in Concentration, Charisma 13, Evoker level 2, the class ability Sawollic fire.

Benefit: Your sawollic fire leaps from the from one target to any other you designate within 5ft x your charisma bonus of the previous target.  Each target is dealt one less die than the one before.  It is still a touch attack for each new target.   The damage is the same as your sawollic fire; thus, if you alter the type of damage i.e. through a bestowed power of the philosophy of the holocaust, your sawollic fire chain would deal fire damage.

It is a swift action to transform your sawollic fire into a sawollic bomb.  Your sawollic fire remains a sawollic bomb until you take a swift action to change it. 

You must wait 1d4 rounds before you can use a META-SAWOLLIC feat.

 

SAWOLLIC FIRE EMPOWERMENT [SPECIAL, META-SAWOLLIC]

Prerequisites: 8 ranks in Concentration, Charisma 13, Evoker level 5, the class ability Sawollic fire, one other meta-sawollic feat.

Benefit:  All variable, numeric effects of an empowered sawollic fire are increased by one-half.

You must wait +3 rounds before you can use your sawollic fire.

 

SAWOLLIC FIRE ENLARGEMENT [SPECIAL, META-SAWOLLIC]

Prerequisites: 6 ranks in Concentration, Charisma 13, Evoker level 3, the class ability Sawollic fire, one other meta-sawollic feat.

Benefit:  You can alter a sawollic fire with a range of close, medium, or long to increase its range by 100%. An enlarged sawollic fire uses up a sawollic fire slot one level higher than the sawollic fire’s actual level.

Sawollic fires whose ranges are not defined by distance, as well as sawollic fires whose ranges are not close, medium, or long, do not have increased ranges.

You must wait +2 rounds before you can use your sawollic fire.

 

SAWOLLIC FIRE EXPLOSION [SPECIAL, META-SAWOLLIC]

Prerequisites: 11 ranks in Concentration, Charisma 17, Evoker level 13, the class ability Sawollic fire.

Benefit: You focus your sawollic fire into a small explosive sphere.  You can designate any point within the normal range of your sawollic fire.  The burning ball flies from your hand  and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the sawollic explosion at that point. (An early impact results in an early detonation.)  If you attempt to send the ball through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the ball strikes the barrier and detonates prematurely.  The sawollic explosion deals damage to an area in a spherical emanation to every creature within a radius of 5ft./5 evoker levels.  Every creature in the area is expelled, being pushed out to the nearest square.  Every creature in the area must make a fortitude save to negate beginning expelled and a reflex save to cut the damage in half.  The DC of the Fortitude save is 10+1/2 class levels in classes with the sawollic fire ability + your charisma modifier.  This is not a ray attack.

If the damage caused to an interposing barrier shatters or breaks through it, the sawollic fire may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other sawollic fire effect does.  The damage is the same as your sawollic fire; thus, if you alter the type of damage i.e. through a bestowed power of the philosophy of the holocaust, your sawollic explosion would deal fire damage.

It is a swift action to transform your sawollic fire into a sawollic bomb.  Your sawollic fire remains a sawollic bomb until you take a swift action to change it.  You must wait 1d4 rounds before using another

You must wait 1d4 rounds before you can use a META-SAWOLLIC feat.

 

SAWOLLIC FIRE EXTENSION [SPECIAL, META-SAWOLLIC]

Prerequisites: 4 ranks in Concentration, Charisma 13, the class ability Sawollic fire, one other meta-sawollic feat.

Benefit: When you use a bestowed power, it remains in affect for one round per point of charisma bonus.

 

SAWOLLIC FIRE LANCE [SPECIAL, META-SAWOLLIC]

Prerequisites: 9 ranks in Concentration, Charisma 13, Evoker level 6, the class ability Sawollic fire.

Benefit: You unleash your sawollic fire into a devastating bolt.  Your sawollic fire is transformed from a ray attack into a line area attack.  The bolt extends form your hand in a straight line out to your full range of your sawollic fire unless stopped by an interposing barrier such as a wall.  A reflex save cuts the damage in half. 

If the damage caused to an interposing barrier shatters or breaks through it, the sawollic fire may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other sawollic fire effect does.  The damage is the same as your sawollic fire; thus, if you alter the type of damage i.e. through a bestowed power of the philosophy of the holocaust, your sawollic explosion would deal fire damage.

It is a swift action to transform your sawollic fire into a sawollic lance.  Your sawollic fire remains a sawollic lance until you take a swift action to change it. 

You must wait 1d4 rounds before you can use a META-SAWOLLIC feat.

 

SAWOLLIC FIRE QUICKENING [SPECIAL, META-SAWOLLIC]

Benefit: Evoking quickened sawollic fire is a free action. Evoking a quickened sawollic fire doesn’t provoke an attack of opportunity.

You must wait +5 rounds before you can use your sawollic fire.

Special: Using this feat expends your spiritual focus.

 

SAWOLLIC FIRE STORM [SPECIAL, META-SAWOLLIC]

Prerequisites: 7 ranks in Concentration, Charisma 13, Evoker level 4, the class ability Sawollic fire.

Benefit: You unleash your sawollic fire into a savage storm of spiritual damage.  Your sawollic fire is transformed from a ray attack into a 30ft cone burst area attack.  The bolts attack all creatures in the area unless stopped by an interposing barrier such as a wall.  A reflex save cuts the damage in half. 

If the damage caused to an interposing barrier shatters or breaks through it, the sawollic fire may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other sawollic fire effect does.  The damage is the same as your sawollic fire; thus, if you alter the type of damage i.e. through a bestowed power of the philosophy of the holocaust, your sawollic explosion would deal fire damage.

It is a swift action to transform your sawollic fire into a sawollic storm.  Your sawollic fire remains a sawollic storm until you take a swift action to change it. 

You must wait 1d4 rounds before you can use a META-SAWOLLIC feat.

 

SAWOLLIC FIRE WIDENING [SPECIAL, META-SAWOLLIC]

Prerequisites: 12 ranks in Concentration, Charisma 15, Evoker level 9, the class ability Sawollic fire.

Benefit: You can alter a burst, emanation, line, or spread shaped sawollic fire to increase its area. Any numeric measurements of the sawollic fire’s area increase by 100%.

Sawollic fires that do not have an area of one of these four sorts are not affected by this feat.

You must wait +4 rounds before you can use your sawollic fire.

 

SCHOLAR [GENERAL]

Benefit: You can learn skills and feats from people who have not mastered the feat, nor who have the feat tutor. If your teacher has the tutor feat and has mastered the feat you gain a +3 to all checks made to learn a feat or skill

Normal: you can only learn skills and feats from those you have the tutor feat.

 

SCOUNDREL’S LUCK [Special]

Prerequisites: Base attack bonus +1

Benefit: Gain a +1 luck bonus to All saves every day there is a 5% chance of losing this bonus for that day

Special: A pirate may select This feat as one of his pirate bonus feats. You can’t teach this feat.

-Fool’s luck [General]

Prerequisites: Scoundrel’s Luck, Base attack bonus +3

Benefit: You gain +5 luck bonus to AC against ranged attacks and on checks to resist trip attempts, every day there is a 10% chance of losing this bonus for that day

Special: A pirate may select This feat as one of his pirate bonus feats. You can’t teach this feat.

--Lucky Bastard [Special]

Prerequisites: Fool’s luck, Scoundrel’s Luck, Base attack bonus +5

Benefit: Whenever the damage from a single attack is sufficient to drop you to 0 hp or below, there is a 15% chance the attacker will fumble instead.  If it would kill you the chance is 30%.  This fumble roll is made after the attack roll and the determination of damage.  The fumbler must make a DC 15 reflex save or critically fumble.

Special: A pirate may select this feat as one of his pirate bonus feats.  You can’t teach this feat.

--Dark Luck [Special]

Prerequisites: Fool’s luck, Scoundrel’s Luck, Base attack bonus +5, must be Non Good

Benefit: Anytime there is a threat of critical against you, the confirming roll suffers a luck penalty equal to your base willpower save bonus.  If they fail to confirm they suffer a -1 luck penalty to attack rolls for the next round, every day there is a 15% chance of losing this bonus for that day.

Special: can not take Rouge’s luck or Luck of Aierish.  A pirate may select This feat as one of his pirate bonus feats.  A creature with infernal blood (must be substantial as in a tiefling) may take this feat and still take Rogue’s Luck or Luck of the Aierish. You can’t teach this feat.

---Devil’s Own Luck [Special]

Prerequisites: Fool’s luck, Scoundrel’s Luck, Base attack bonus +8, must be Evil (any)

Benefit: Whenever you roll a natural 1 on an attack there is a 50% chance that instead of automatically failing you will fail or succeed based on the raw number but the next opponent to make an attack against you will automatically fail and have to make a fumble reflex save as if they had rolled a natural 1.  Whenever you roll a natural 1 on a save there is a 50% chance that instead of automatically failing you will fail or succeed based on the raw number but the next opponent to make an attack against you will automatically fail and have to make a fumble reflex save as if they had rolled a natural 1.  Once per day you may declare that the all saves made against one spell, supernatural ability, or spell-like ability suffer a -1 luck penalty to the roll; on this roll natural 20’s do not automatically succeed.

Special: A pirate may select This feat as one of his pirate bonus feats. You can’t teach this feat.

--Rogue’s luck [Special]

Prerequisites: Scoundrel’s Luck, Base attack bonus +5, must be Non Lawful

Benefit: Gain a +5 luck bonus to all skills dexterity, wisdom, and charisma based skills and all games of chance, every day there is a 15% chance of losing this bonus for that day.

Special: can not take Dark Luck or Luck of the AierishA pirate may select this feat as one of his pirate bonus feats.  A rogue may take this feat and still take Dark Luck or Luck of the Aierish. You can’t teach this feat.

---Pirate’s Luck [Special]

Prerequisites: Scoundrel’s Luck, Fool’s luck, Rogue’s luck, Base attack bonus +8, must be Chaotic (any)

Benefit: Whenever you fail Charisma based skill check there is a 50% chance that you may reroll with a Luck bonus equal to your Hit die if the new roll succeeds the first roll is negated and treated as if it never happened.

Special: A pirate may select this feat as one of his pirate bonus feats. You can’t teach this feat.

--Luck of the Aierish [Special]

Prerequisites: Scoundrel’s Luck, Fool’s luck, Base attack bonus +5, must be Non Evil

Benefit: Whenever you Fail a save there is a 15% chance that you will get a re-roll on the failed save, a 10% chance automatically succeeding, and a 5% chance of negating all affects to you regardless normal results of success or failure. 

Special: can not take Dark Luck or Rogue’s Luck.  A pirate may select this feat as one of his pirate bonus feats.  Anyone from Aierlun may take this feat and still take Dark Luck or Rogue’s Luck. You can’t teach this feat.

 ---Divine Luck [Special]

Sometimes it is more the grace of God than the luck of Man.

Prerequisites: Scoundrel’s Luck, Rogue’s luck, Luck of the Aierish, Base attack bonus +8, must be Good (any)

Benefit: Whenever an evil creature rolls a natural 20 on an attack roll there is a 50% chance the attack will not automatically hit, the attack may still hit if the attack roll is high enough.  Whenever you roll a natural 1 on an attack roll there is a 50% chance that the attack will not automatically miss but instead automatically hit, you still must make a reflex save to avoid fumbling DC 10+your attack roll, if you fail you provoke attack of opportunity from every valid creature except the one you attacked.  Whenever you roll a natural 19 or 20 on an attack roll against an evil creature you automatically hit.

Special: A pirate may select this feat as one of his pirate bonus feats. You can’t teach this feat.

---A Hero’s Luck [Special]

True heroes know luck isn’t had, it’s made, forged with hard work and an enduring spirit.

Prerequisites: Scoundrel’s Luck, Rogue’s luck, Luck of the Aierish, Heroic Surge, Base attack bonus +8, must be Good (any)

Benefit: Whenever you run out of VP there is a 10% chance you will recover with 1d100% your VP restored.  When you run out WP there is a 20% chance you will recover with 1d100% of your WP restored and 1d50% of your VP restored.  Lastly, when all your LP are gone there is 30% chance you will recover 1d100% of your LP 1d50% of your WP, and 1d25% of your VP.  This probably of recovering LP, WP, and VP doubles when you are the last man standing.  There is no chance of recovering if you are subject to a coupe de grace.  You gain cumulative +1 luck bonus to your AC, attack rolls, and damage rolls for each ally that has fallen and remained so during a particular encounter for the remainder of the encounter or until they recover, they need not be dead only wounded beyond the ability to battle.  This bonus can not exceed the number of heroic surges you have per day.  This luck bonus stacks with other luck bonuses.  You gain a +1 Moral bonus to attack rolls and  AC.

Special: A pirate may select this feat as one of his pirate bonus feats. You can’t teach this feat.

 

SCRIBE SCROLL [ITEM CREATION]

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.

 

SECOND CHANCES [Special]

Prerequisites: Character Level 6, wisdom 13, charisma 13

Benefit: a number of times per day equal to your wisdom bonus or your charisma bonus (which ever is lower), in the round directly after you fail a saving throw you may make a second save throw at the same DC, as a full round action.  If you make the saving throw this time, the effects of the failed save are negated and you suffer the normal affects of succeeding on a saving throw.  A creature with evasion still benefits form the ability if the second saving throw is successful.  This can even undo affects such as death or similar conditions so long your body has not been destroyed, as with a disintegrate spell.

“Whew, I thought that finger of death killed you.”  “So did I.”

Special: A pirate may select this feat as one of his pirate bonus feats.  You can’t teach this feat.

-Aura of Good Luck [Special]

Prerequisites: Second Chances, Character Level 6, wisdom 13, charisma 15, Good (any)

Benefit: Whenever you and at least one other ally (up to a number equal to your charisma bonus) are forced to make a saving throw against a single spell or special ability, you and your allies each make a saving throw and use the best natural roll (a natural 20 only affect the one who rolls it) but each add your own base saving throw bonus plus any relevant modifiers.

Special: A pirate may select this feat as one of his pirate bonus feats. You can’t teach this feat.

 

SELF-SUFFICIENT [GENERAL]

Benefit: You get a +2 bonus on all Heal checks and Survival checks.

 

SERENITY TRAINING [GENERAL]

You have trained your body to just function better

Benefit: You get a +1 competence bonus to your charisma, intelligence, and wisdom.

Special: a fighter, knight or pirate may take this feat as bonus feat.

-Mediation Training [Special]

You are willing to put in the effort to increase your wisdom

Prerequisites: Serenity training, character level 3

Benefit: You may spend the time and experience points listed below to gain the listed competence bonus to your wisdom.  The experience cost may be spent at any time.  The time and xp costs are cumulative but need not be all paid at once. The experience cost may be spent at any time.  To fulfill the time requirement require a full week of training at least four hours a day.  You can not mediation train for more 4 hours a day.  This bonus stacks with the bonus of Serenity Training.

Time requirement

Experience Point Cost

Level requirement

Wisdom bonus

1 week

1,000

Level 3

+1

2 weeks

3,000

Level 6

+2

4 weeks

5,000

Level 9

+3

8 weeks

7,000

Level 12

+4

16 weeks

9,000

Level 15

+5

Example: Mary a level 8 barbarian has a 9 wisdom, she could train for 3 weeks and spend 4,000 xp to gain a +2 competence bonus for a total of 11 wisdom.  Later you could train for another 4 weeks and spend another 5,000xp and gain a +3 competence bonus to wisdom for a total of 12 wisdom.

 

-Mental training [Special]

You are willing to put in the effort to increase your intelligence

Prerequisites: Serenity training, character level 3

Benefit: You may spend the time and experience points listed below to gain the listed competence bonus to your intelligence.  The time and xp costs are cumulative but need not be all paid at once. The experience cost may be spent at any time.  To fulfill the time requirement require a full week of training at least four hours a day.  You can not mentally train for more 4 hours a day.  This bonus stacks with the bonus of Serenity Training.

Time requirement

Experience Point Cost

Level requirement

Intelligence bonus

1 week

1,000

Level 3

+1

2 weeks

3,000

Level 6

+2

4 weeks

5,000

Level 9

+3

8 weeks

7,000

Level 12

+4

16 weeks

9,000

Level 15

+5

Example: Mary level eight barbarian has a 9 intelligence, she could train for 3 weeks and spend 4,000 xp to gain a +2 competence bonus for a total of 11 intelligence.  Later at level nine she could train for another 4 weeks and spend another 5,000xp and gain a +3 competence bonus to intelligence for a total of 12 intelligence.  You must have someone help you to train.  You must train for 4 hrs each week or you lose this bonus for the week,  it takes a week to regain the bonus.

Special: You must have someone help you to train.  You must train for 4 hrs each week or you lose this bonus for the week,  it takes a week to regain the bonus.

 

-Persuasiveness  Training [Special]

You are willing to put in the effort to increase your charisma

Prerequisites: Serenity training, character level 3

Benefit: You may spend the time and experience points listed below to gain the listed competence bonus to your charisma.  You must meet the level requirement.  The time and xp costs are cumulative but need not be all paid at once. The experience cost may be spent at any time.  To fulfill the time requirement require a full week of training at least four hours a day.  You can not Persuasiveness  train for more 4 hours a day.  This bonus stacks with the bonus of Serenity Training.

Time requirement

Experience Point Cost

Level requirement

Charisma bonus

1 week

1,000

Level 3

+1

2 weeks

3,000

Level 6

+2

4 weeks

5,000

Level 9

+3

8 weeks

7,000

Level 12

+4

16 weeks

9,000

Level 15

+5

Example: Mary a level 8 barbarian has a 9 charisma, she could train for 3 weeks and spend 4,000 xp to gain a +2 competence bonus for a total of 11 charisma.  Later at level 9 she could train for another 4 weeks and spend another 5,000xp and gain a +3 competence bonus to charisma for a total of 12 charisma.  You must have someone help you to train.  You must train for 4 hrs each week or you lose this bonus for the week,  it takes a week to regain the bonus.

Special: You must have someone help you to train.  You must train for 4 hrs each week or you lose this bonus for the week,  it takes a week to regain the bonus.

 

Serrated Weapon Training [General]

You have learned how to fight with Serrated weapon without damaging the blade.

Prerequisites: Strength 13

Benefit: You may now use Serrated weapon versions of any weapon with which you are proficient.  When wielding a serrated blade the Critical multiplier increases by 1, thus a serrated long sword has a critical multiplier of 3

Normal: Any attack made with a serrated weapon is treated an untrained to attack.  Damage rolls suffer a -1 penalty.

Special: A fighter or pirate may select Shot on the Run as one of his fighter or pirate bonus feats.

 

SHIELD PROFICIENCY [GENERAL]

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.

-Shield Expert [General]

Prerequisites: Base attack bonus +3, proficient with shields

Benefit: You may make an off-hand attack with your shield while retaining its AC bonus for that round.

 

SILENT SPELL [METAMAGIC]

Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.

Special: Bard spells cannot be enhanced by this metamagic feat.  Reaper’s who take this feat may ignore linguistic requirements and treat vociferous requirements as linguistic ones.  If taken a second time a reaper may ignore vociferous requirements as well, the spell only has to use one spell slot higher even when taken twice.

 

SIMPLE WEAPON PROFICIENCY [GENERAL]

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, and wizards are automatically proficient with all simple weapons. They need not select this feat.

 

SKILL FOCUS [GENERAL]

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.

 

SKILL MASTERY  [GENERAL]

Choose a number of skills equal to your Intelligence modifier.

Prerequisites: Intelligence 13, 4 ranks in chosen skills.

Benefit: Double your level for the number of ranks you can purchase for these skills

 

Special Mount [special]

Prerequisites: Must have the class ability smite (the ability granted by the death domain does not count), ability to turn or rebuke undead, Base Attack Bonus +5

Benefit: You gain the service of an unusually intelligent, strong, and loyal steed to serve you in your crusade against your opposing alignment (see below). This mount is usually a heavy warhorse (for a Medium character) or a warpony (for a Small character).

Once per day, as a full-round action, you may magically call your mount from the outer realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third your level. The mount immediately appears adjacent to the character and remains for 2 hours per character level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the character may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should your mount die, it immediately disappears, leaving behind any equipment it was carrying. The character may not summon another mount for thirty days or until you gain a level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the character takes a –1 penalty on attack and weapon damage rolls.

Your mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium character is a heavy warhorse, and the standard mount for a Small character is a warpony. Another kind of mount, such as a riding dog (for a halfling) or a Large shark (for an aquatic campaign) may be allowed as well.

Your mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).

 

Special Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.

Class Level

Bonus HD

Natural Armor Adj.

Strength Adj.

Intelligence

Special

5th–7th

+2

+4

+1

6

Empathic link, improved evasion, share spells, share saving throws

8th–10th

+4

+6

+2

7

Improved speed

11th–14th

+6

+8

+3

8

Command creatures of its kind

15th–20th

+8

+10

+4

9

Spell resistance

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.

Strength Adj.: Add this figure to the mount’s Strength score.

Intelligence: The mount’s Intelligence score.

Empathic Link (Su): You have an empathic link with your mount out to a distance of up to 1 mile. The character cannot see through the mount’s eyes, but they can communicate empathically.

Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.

Because of this empathic link, the character has the same connection to an item or place that your mount does, just as with a master and his familiar (see Familiars).

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Spells: At your option, you may have any spell (but not any spell-like ability) you casts on yourself also affect your mount.

The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the character before the duration expires. Additionally, the character may cast a spell with a target of “You” on your mount (as a touch range spell) instead of on yourself. A character and your mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).

Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or your, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Improved Speed (Ex): The mount’s speed increases by 10 feet.

Command (Sp): Once per day per two character levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 character’s level + character’s Charisma modifier) to negate the effect.

Spell Resistance (Ex): A mount’s spell resistance equals its master’s character level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.

 

SPELL FOCUS [GENERAL]

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.

 

SPELL MASTERY [SPECIAL]

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.

 

SPELL PENETRATION [GENERAL]

Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

 

SPIRITED CHARGE [GENERAL]

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.

 

STEALTHY [GENERAL]

Benefit: You get a +2 bonus on all Hide checks and Move Silently checks.

 

STILL SPELL [METAMAGIC]

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.

 

STUDIOUS [GENERAL]

Benefit: You get a +2 bonus to any two knowledge checks of your choice.

Special: this may be taken multiple times each time choosing two different knowledges.

 

Swift Fire Caster [Metamagic]

Prerequisites: Base Attack Bonus +3 ability to cast 2nd level spells

Benefit: You may cast spells with a range of touch and a cast time of one standard action, as an attack action.  This uses up a spell slot two levels higher. This does not increase the caster level of the spell.

 

THUNDERING BLOW [GENERAL]

Benefit: When you score a confirmed critical hit with a melee bludgeoning weapon your opponent must make Fort save DC 10+1/2 HD+your strength modifier, or else become dazed for 1d3 rounds.

 

TOUGHNESS [GENERAL]

Benefit: You gain +3 hit points.

Special: A character may gain this feat multiple times. Its effects stack.

-IMPROVED TOUGHNESS [GENERAL]

Prerequisites: Toughness

Benefit: You gain +1 hit points per HD.

-ROBUSTNESS [GENERAL]

Prerequisites: Toughness

Benefit: You gain +1 wound point.

Special: A character may gain this feat multiple times. Its effects stack.

-IMPROVED ROBUSTNESS [GENERAL]

Prerequisites: Toughness, Robust

Benefit: You gain +1 wound point per 3 HD.

 

TOWER SHIELD PROFICIENCY [GENERAL]

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.

 

TRACK [GENERAL]

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

Surface Survival

DC

Very soft ground

5

Firm ground

15

Soft ground

10

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:1

 

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:2

 

Overcast or moonless night

+6

Moonlight

+3

Fog or precipitation

+3

Tracked party hides trail (and moves at half speed)

+5

1 For a group of mixed sizes, apply only the modifier for the largest size category.

2 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.  A Pirate may select Trample as one of his bonus feats.

 

TRAMPLE [GENERAL]

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.

  

TUTOR [GENERAL]

You gain the ability to impart your knowledge to others.

Prerequisites: 5 ranks any skill, any other feats.

Benefit: You gain the ability to impart your knowledge to others.  You can attempt to teach any feat you have mastered (one which you have had for three levels) see above.  You can attempt to teach skills.  You can grant a competence bonus up to 1/5th your ranks in the skill to one person see skill for more information. 

Special: A Wizards and Friars may select tutor as one of their bonus feats.

 

TWO-WEAPON FIGHTING [GENERAL]

You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.

Prerequisite: Dexterity 13.

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 or pirate may select Two-Weapon Fighting as one of his fighter or pirate bonus feats.

-IMPROVED TWO-WEAPON FIGHTING [GENERAL]

Prerequisites: Dexterity 13, 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 or pirate may select Improved Two-Weapon Fighting as one of his fighter or pirate 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.

--GREATER TWO-WEAPON FIGHTING [GENERAL]

Prerequisites: Dexterity 13, 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 or pirate may select Greater Two-Weapon Fighting as one of his fighter or pirate 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.

-TWO-WEAPON DEFENSE [GENERAL]

Prerequisites: Dexterity 13, 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 or pirate may select Two-Weapon Defense as one of his fighter or pirate bonus feats.

--IMPROVED TWO-WEAPON DEFENSE [GENERAL]

Prerequisites: Dexterity 13, Two-Weapon Fighting, Two-Weapon Defense.

Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +2 shield bonus to your AC.

When you are fighting defensively or using the total defense action, this shield bonus increases to +4.

Special: A fighter or pirate may select Improved Two-Weapon Defense as one of his fighter or pirate bonus feats.

---GREATER TWO-WEAPON DEFENSE [GENERAL]

Prerequisites: Dexterity 13, Two-Weapon Fighting, Two-Weapon Defense, ImprovedTwo-Weapon Defense.

Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +3 shield bonus to your AC.

When you are fighting defensively or using the total defense action, this shield bonus increases to +6.

Special: A fighter or pirate may select Greater Two-Weapon Defense as one of his bonus feats.

----PERFECT TWO-WEAPON DEFENSE [GENERAL]

Prerequisites: Dexterity 25, Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Defense, Greater Two-Weapon Defense.

Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +4 shield bonus to your AC.

When you are fighting defensively or using the total defense action, this shield bonus increases to +8.

Special: A fighter or pirate may select Greater Two-Weapon Defense as one of his bonus feats.

 

VERSATILE PERFORMER [GENERAL]

Prerequisite: Base attack bonus +1, Intelligence 13, 5 rank in perform (any).

Benefit: Chose a number performance checks equal to your intelligence bonus.  Treat each of these as having the same number of ranks as your highest perform check.

 

VIRTUOUS [Exalted, Virtue]

Prerequisite: must be Good

Benefit:  You gain a +1 sacred bonus on saves against spells with the evil descriptor.

Special: must believe in the existence of and at least try to follow the teachings of the Light.

-Virtue of Charity [Exalted, Virtue]

Prerequisites: Virtuous, Must be Good, Wisdom 13

Benefit: you gain a +2 sacred bonus to attack rolls to deal non lethal damage.  You may add you wisdom bonus to attack rolls and damage rolls when dealing non lethal damage as a sacred bonus.

Special: Must exhibit the virtue of charity; that is love for his fellow man.

--Love’s Blessings [Exalted, Virtue, Special]

Prerequisites: Virtuous, Virtue of Charity, Must be Good, Wisdom 13, Charisma 13, 7 ranks in Heal

Benefit:  Your pure love allow you to channel positive energy through your hands. Each day you can heal a total number of hit points of damage equal to your Ranks in Heal x your Charisma bonus + your Wisdom bonus.  You may choose to divide your dealing among multiple recipients, and you doesn’t have to use it all at once.  When you have 7 HD you gain the ability to spend 15 of your healing points to remove 1 point of ability damage or ability drain, but not permanent ability drain.  At 12 HD, you gain the ability to spend 50 points to duplicate the affects of the spells remove disease or remove curse.  Finally, at when you have 17 HD you gain the ability to spend 100 points to remove one negative level or one point of permanent ability drain.  Using Love’s Blessing is a full round action.

Alternatively, a Champion can use any or all of this healing power to deal damage to undead creatures. Using Love’s Blessings in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Champion decides how many of your daily allotment of points to use as damage after successfully touching an undead creature.

--Speak with Love [Exalted, Virtue]

Prerequisites: Virtuous, Virtue of Charity, Must be Good, Wisdom 13, 7 ranks in Diplomacy

Benefit: You do not suffer a penalty for making a rushed diplomacy check to end hostilities.  You gain a sacred bonus to your diplomacy checks equal to your wisdom bonus.

Normal: You suffer a -10 to a rushed diplomacy checks.

---Aura of Peace [Exalted, Virtue]

Prerequisites: Virtuous, Virtue of Charity, Must be Good, Wisdom 13, 7 ranks in Diplomacy

Benefit: Any creature that comes within 10ft of you must make will save DC 5+1/2 HD+Cha Modifier or be affected as under the spell calm emotions.  You may suppress this ability at will.

---Aura of Love [Exalted, Virtue]

Prerequisites: Virtuous, Virtue of Charity, Must be Good, Wisdom 13, 7 ranks in Diplomacy

Benefit: Any creature that comes within 5ft of you must make will save DC 5+1/2 HD+Cha Modifier or have their attitude improve one step.  Any creature who saves is immune for one week.  You may suppress this ability at will.

-Virtue of Faith [Exalted, Virtue]

Prerequisites: Virtuous, Must be Good, Wisdom 13

Benefit: you gain the ability to turn undead as good cleric of the same level as your HD, a number of times per day equal to your Charisma bonus plus three.  Additionally, your faith is so strong that you do not need a holy symbol.  If you already possess the ability to turn undead from a class you gain the ability to perform a greater turning like that granted by the sun domain a number of times per day equal to your Charisma bonus instead.

Special: Must exhibit the virtue of faith; that is to act as the Light has taught all to act: loving the Light and His creations, in that order, and following His commands without hesitation.

--Aura of Resolve [Exalted, Virtue]

Prerequisites: Virtuous, Virtue of Faith, Must be Good, Wisdom 13

Benefit: You become immune to compulsion (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.

Special: You are a paladin who already has the Aura of resolve you grant each ally within 20 feet of yourself a +8 morale bonus on saving throws against compulsion effects instead.

-- Rewards of the Faithful [Exalted, Virtue]

Prerequisites: Virtuous, Virtue of Faith, Ability to cast level 2 divine magic, Eschew materials, 7 ranks in knowledge religion, 7 ranks in Concentration, Must be Good, Wisdom 15, Charisma 15

Benefit: this has f affects.  First, you no longer need a divine focus for any spell requiring a divine focus, your faith alone is sufficient. Secondly, you no longer need to use a material component for divine spells, if the value of the component is equal to or less than 100gp times your divine caster level.  Thirdly, whenever you cast a spell with an experience point cost, you roll a concentration check and a knowledge religion check and multiply the result, you subtract the resulting number from the experience point required.  Lastly you do not have to pay the sacrificial component of exalted spells.

--Stalwart [Exalted, Virtue]

Prerequisites: Virtuous, Virtue of Faith, Must be Good, 7 ranks in Concentration, Wisdom 13

Benefit: A number of times per day equal to number of Virtue feats you posses, when you are forced to make a willpower save you may instead make a concentration check at the same DC.

Special: You have a special ability such as Resolve which augment the results of a successful save, the ability is still effective.

-Virtue of Fortitude [Exalted, Virtue]

Prerequisites: Virtuous, Must be Good

Benefit: you gain a +3 sacred bonus to saves against Mind affect.

Special: must exhibit the virtue of fortitude; that is you must not waver in your convictions.

--Aura of Courage [Exalted, Virtue]

Prerequisites: Virtuous, Virtue of Fortitude, Must be Good, Base Willpower Bonus +2

Benefit: You become immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

Special: You are a paladin who already has the Aura of Courage you grant each ally within 20 feet of yourself a +8 morale bonus on saving throws against fear effects instead.

--Steadfast [Exalted, Virtue]

Prerequisites: Virtuous, Virtue of Fortitude, Must be Good, 7 ranks in Concentration

Benefit: A number of times per day equal to number of Virtue feats you posses, when you are forced to make a fortitude save you may instead make a concentration check at the same DC.

Special: You have a special ability such as Resolve which augment the results of a successful save, the ability is still effective.

--Heart of Steel [Exalted, Virtue]

Prerequisites: Virtuous, Virtue of Fortitude, Must be Good, 7 ranks in Concentration

Benefit: You are immune to Moral Penalties.

-Virtue of Hope [Exalted, Virtue]

Prerequisites: Virtuous, Must be Good, Charisma 13

Benefit: you gain the ability to censure evil outsiders as good cleric turns undead of the same level as your HD, a number of times per day equal to your Charisma bonus plus three.  If you already possess the ability to censure demons from a class you gain the ability to perform a greater censure a number of times per day equal to your Charisma bonus instead.  A greater censure functions like a normal censure check except any creature which would normally be censured is instead banished back to its home plane.

Censuring Checks

Censuring evil outsider is a supernatural ability that a character can perform as a standard action. It does not provoke attacks of opportunity.

You must present your holy symbol to censure evil outsider. Censuring is considered an attack.

Range: You censure the closest censureable evil outsider first, and you can’t censure evil outsider that are more than 60 feet away or that have total cover relative to you. You don’t need line of sight to a target, but you do need line of effect.

Censuring Check: The first thing you do is roll a censuring check to see how powerful an evil outsider creature you can censure. This is a Charisma check (1d20 + your Charisma modifier). Table: Censuring Evil outsider gives you the Hit Dice of the most powerful evil outsider you can affect, relative to your level. On a given censuring attempt, you can censure no evil outsider creature whose Hit Dice exceed the result on this table.

Censuring Damage: If your roll on Table: Censuring Evil outsider is high enough to let you censure at least some of the evil outsider within 60 feet, roll 2d6 + your hit dice + your Charisma modifier for censuring damage. That’s how many total Hit Dice of evil outsider you can censure.

If your Charisma score is average or low, it’s possible to roll fewer Hit Dice of evil outsider censured than indicated on Table: Censuring Evil outsiders.

You may skip over already censured evil outsiders that are still within range, so that you do not waste your censuring capacity on them.

Effect and Duration of Censuring: Censured evil outsiders flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being censured and act normally. (You can stand within 10 feet without breaking the censuring effect—you just can’t approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the censuring effect.

Banishing Evil outsiders: If you have twice as many Hit Dice (or more) as the evil outsiders have Hit Dice, you banish any that you would normally censure, sending them back to their home plane.  An outsider (evil) which would be banished but is on its own plane is instead destroyed.

 

Table: Censuring Evil outsiders

Censuring Check Result

Most Powerful Evil outsider Affected (Maximum Hit Dice)

0 or lower

Hit Dice – 4

1–3

Hit Dice – 3

4–6

Hit Dice – 2

7–9

Hit Dice – 1

10–12

Hit Dice

13–15

Hit Dice + 1

16–18

Hit Dice + 2

19–21

Hit Dice + 3

22 or higher

Hit Dice + 4

 

Special: Must exhibit the virtue of hope; that is you trust in the Light to protect and guide you

--Heart of Light [Exalted, Virtue]

Prerequisites: Virtuous, Virtue of Hope, Must be Good, Charisma 13

Benefit: When you cast out an evil outsider that creature must make a willpower save DC 10+1/2 HD+Charisma modifier or be truely destroyed and not just sent back to it home plane.

Normal: You are a paladin who already has the Aura of resolve you grant each ally within 20 feet of yourself a +8 morale bonus on saving throws against compulsion effects instead.

--Hope Springs Eternal [Exalted, Virtue]

Prerequisites: Virtuous, Virtue of Hope, Must be Good, Charisma 13

Benefit: You heal lethal and non-lethal damage at twice the normal rate. This does not affect fast healing or regeneration.  Once a day you may reroll one failed saving throw.  You must do so immediately after failure is declared.

-Virtue of Justice [Exalted, Virtue]

Prerequisites: Virtuous, Must be Good, BAB +1

Benefit: you gain a +1 sacred bonus to attack rolls made against evil creatures and your melee and ranged attacks deal 1d6 points of holy damage.

Special: Must exhibit the virtue of justice; that is to seek no more than is his rightful portion, nor allow through action or inaction another to be deprived of their due.

--Just Smite [Exalted, Virtue, Special]

Prerequisites: Virtuous, Virtue of Justice, Must be Good, BAB +1

Benefit: Once per day per Virtue feat you posses, you may attempt to smite evil with one normal melee attack. You add your Charisma bonus (if any) to your attack roll and deals 1 extra point of damage per HD. If your accidentally smite a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Special: If you have Smite Evil as a class ability when you smite your attack is now considered good aligned and magical for DR purposes.

--Swift Justice [Exalted, Virtue]

Prerequisites: Virtuous, Virtue of Justice, Virtue of Prudence, Must be Good, BAB +1

Benefit: When you are sure your target is evil you gain the use of the feat Pounce at the beginning of battle, and gain a sacred bonus to your initiative equal to your Charisma bonus as a sacred bonus.  The Pounce feat may only be used once per encounter.  If the target is not evil he does not gain that bonus.

-Virtue of Prudence [Exalted, Virtue, Special]

Prerequisites: Virtuous, Must be Good

Benefit: At will, you can use detect evil, as the spell.

Special: Must exhibit the virtue of Prudence; that is to restrain from over indulging in any virtue, never letting courage turn to foolhardiness, temperance to fanaticism, justice to vengeance, nor mercy to weakness.

--Divine Insight [Exalted, Virtue, Special]

Prerequisites: Virtuous, Virtue of Prudence, Must be Good

Benefit: Heaven guides your actions.  You can detect to evil dangers before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker, so long as the attacker is evil. However, you still lose your Dexterity bonus to AC if immobilized.  Additionally you may add your wisdom bonus to Knowledge checks as a sacred bonus.

Special:  If you have uncanny dodge from a different class you automatically gain improved uncanny dodge (see below) instead when ever the attacker is evil.

---Divine Foresight [Exalted, Virtue, Special]

Prerequisites: Virtuous, Virtue of Prudence, Divine Insight, Must be Good

Benefit: You can no longer be flanked so long as at least one of the creatures is evil.

This defense denies another an evil rogue the ability to sneak attack the character by flanking you, unless the attacker has at least four more rogue levels than the target does.

--Prudent Caution [Exalted, Virtue, Special]

Prerequisites: Virtuous, Virtue of Prudence, Must be Good, Intelligence 13

Benefit: When you are targeted by an evil creature you gain a sacred bonus to your AC equal to your Intelligence bonus

Special: You lose this bonus to your AC anytime you are denied your Dexterity bonus.

-Virtue of Temperance [Exalted, Virtue]

Prerequisites: Virtuous, Must be Good

Benefit: you gain a +3 sacred bonus to saves against Compulsions, Glamours, and Figments.

Special: Must exhibit the virtue of Prudence; that is to resist the urge to engage in excessive physical pleasures.

-- Temper Toxins [Exalted, Virtue]

Prerequisites: Virtuous, Must be Good, Virtue of Temperance, Fortitude Save Bonus +3

Benefit: When ever you suffer any kind of damage due to a poison, the damage is minimized.

Special: Must exhibit the virtue of Prudence; that is to resist the urge to engage in excessive physical pleasures.

-- Iron Constitution [Exalted, Virtue]

Prerequisites: Virtuous, Must be Good, Virtue of Temperance, Fortitude Save Bonus +3

Benefit: When ever you suffer any kind ability damage, drain, or burn to str, con, or dex, the damage is minimized.

Special: Must exhibit the virtue of Prudence; that is to resist the urge to engage in excessive physical pleasures.

-Virtuous Vitality [Exalted, Virtue]

Prerequisites: Virtuous, Must be Good, Any two other Virtue feats

Benefit: Whenever an undead creature attempts to gain hp by dealing you ability drain or level drain it is instead dealt an number points of damage equal to the number it would have normally gained.

 

VITAL RAGE [Exalted, Virtue]

Prerequisite: Rage, Con 15

Benefit:  You gain fast healing 1 while raging.

-IMPROVED VITAL RAGE [Exalted, Virtue]

Prerequisite: Rage, Con 17, vital rage, fort save bonus +5

Benefit:  Your fast healing while raging increases to 3.

 

WEAPON FINESSE [GENERAL]

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.

-Flashy Attack [General, Melee]

Prerequisites: Base attack bonus +6 or higher, Weapon Finesse

Benefit: With a Melee weapon with which you use your Dexterity Modifier on attack roll you may as a full-round action, you can add your Charisma modifier to your attack roll as well.

--Ornate Attack [General, Melee]

Prerequisites: Base attack bonus +11 or higher, Weapon Finesse, Flashy Attack

Benefit:  You may now add your charisma modifier to all attacks made as a full round attack when attacking with a weapon with which you are adding your Dexterity Modifier

-Precision Strike [GENERAL]

Prerequisite: Base attack bonus +5, Weapon Finesse.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier in addition to 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.

--Greater Precision Strike [GENERAL]

Prerequisite: Base attack bonus +10, Weapon Finesse, Percision.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier in addition to your Strength modifier on damage 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.

-Greater Weapon Finesse [GENERAL]

Prerequisite: Base attack bonus +6, Weapon Finesse.

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 damage rolls. If you carry a shield, its armor check penalty applies to your damage rolls.

Special: A fighter may select GreaterWeapon  Finesse as one of his fighter bonus feats.

Natural weapons are always considered light weapons.

 

WEAPON FOCUS [GENERAL]

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.

 

WEAPON SPECIALIZATION [GENERAL]

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.

 

WIDEN SPELL [METAMAGIC]

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.

 

WHIPLASH  [GENERAL]

You can actually kill someone with a whip

 Prerequisites: Strength 13, exotic weapon proficiency (whip)

Benefit: When you attack with a whip you may deal lethal damage but you suffer a -4 penalty to attack rolls when making an attack to deal lethal damage.

 

Zealous Caster [special]

Prerequisites: Lightning Reflexes, dexterity 15, Base Attack Bonus +6 ability to cast 4th level spells

Benefit:  you may cast 1st level and 0 level ranged touch or melee touch spells which have a cast time of standard attack action as an attack action.  This applies to the effective spell level, if meta feats increase the spell level a Reckless caster may still cast the spell as a move action.

Special:  you may take this feat multiple times, each time you do you increase the highest level which is affected by this feat by one, thus a wizard who took zealous caster three times could cast level three spells as an attack action.

 

Zen Defense [special, zen]

Prerequisites: Wis 13, dex 15, 3 rank in concentration

Benefit: As you can make a concentration check DC 15 Plus damage taken in the previous round to gain your wisdom bonus as insight bonus to your AC for one round.  You lose this bonus any time you lose your dexterity bonus to your AC. It is a free action to make the concentration check.  You may only make one check per round, regardless of success or failure

Zen Awareness [special, zen]

Prerequisites: Wis 15, dex 13, 5 ranks in concentration

Benefit: As you can make a concentration check DC 20 Plus damage taken in the previous round to know the location of an invisible opponent, the creature must be with in 5ft of you.  It is a free action to make the concentration check. You may only make one check per round, regardless of success or failure

-Zen Sight [special, zen]

Prerequisites: Wis 13, dex 15, 7 ranks in concentration Zen Awareness

Benefit: As you can make a concentration check DC 15 Plus damage taken in the previous round plus 5 for every feet out you extend your senses to know the location of an invisible opponent, the creature must be with in 5ft of you.  It is a free action to make the concentration check. You may only make one check per round, regardless of success or failure

Zen Fighter [special, zen]

Prerequisites: Wis 13, str 15, 3 ranks in concentration

Benefit: As you can make a concentration check DC 10 Plus damage taken in the previous round to gain your wisdom bonus as insight bonus to your initiative and reflex saves. It is a free action to make the concentration check. You may only make one check per round, regardless of success or failure

-Zen State [special, zen]

Prerequisites: Wis 13, Str 15, 9 ranks in concentration, Plus either Zen Defense, Zen Awareness, or Zen Fighter

Benefit: you can make a concentration check for one Zen feat already possessed, the DC is the same as the base DC for the Zen feat you can remain a Zen State for a number of rounds equal to your Wisdom score.  If you suffer damage you must remake the Concentration check with the old DC + the damage suffered.  While in a Zen state you are treated being actively searching for traps and Secret doors, you use your wisdom bonus instead of your intelligence bonus for these checks unless you are actively searching. It is a move action to make the concentration check. You may only make one check per round, regardless of success or failure

 

 

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

EPIC FEATS

 

ACQUIRING EPIC FEATS

Characters gain epic feats in the following ways:

At 21st level, and every three levels thereafter, you may select an epic feat in place of a nonepic feat.

Each character class gains bonus epic feats according to the class description. These feats must be selected from the list of bonus epic feats for that class.

 

PREREQUISITES

Most epic feats have prerequisites. A character must have the listed ability score, feat, skill, class feature, or base attack modifier in order to select or use that feat. A character can gain an epic feat at the same level at which he or she gains the prerequisite, just as with regular feats. A prerequisite expressed as a numerical value is a minimum; any value higher than the one given also meets the prerequisite. A character can’t use an epic feat if he or she has lost a prerequisite.

 

TYPES OF EPIC FEATS

Most epic feats are general, meaning that no special rules govern them as a group. Others may be item creation feats or metamagic feats, which follow all the normal rules for such feats, except as specified in the feat’s description. In addition, some feats are defined as divine feats or as wild feats. Such feats are described below.

 

DIVINE FEATS

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

 

WILD FEATS

The feats in this category share youistic of relating to the ability to use wild shape as a druid. These feats require you to have the ability to use wild shape before acquiring the feat.

 

EPIC PSIONIC FEATS

Psionic characters can acquire epic “psionically flavored” feats.  Some feats require so much translation that converted feats are provided. Whenever a feat concerns conferring or altering a spell in some fashion, some translation must be done to use it with psionics. Sometimes this translation is as straightforward as changing a few names. Translating epic metamagic feats to epic metapsionic feats requires that Spellcraft prerequisites be replaced with Psicraft. It also requires a little math—instead of casting a spell at a higher level, a psionic character pays more power points. For every spell slot one level higher than the spell’s actual level the metamagic feat requires, the metapsionic feat requires a character to pay a power point cost equal to its standard cost +2. Likewise, when a feat allows a spellcaster to “pay” one less level to use a metamagic feat, the psionic version allows a character to pay 2 power points less for a given metapsionic feat.

 
FEATS

 

ADDITIONAL MAGIC ITEM SPACE [EPIC]

Benefit: Choose one type of magic item that has a limit on the number a character can simultaneously wear and gain its benefit. You can now wear one more magic item of this type and also gain its benefit.

Normal: Without this feat, a character is limited to one headband, hat, or helmet; one pair of eye lenses or goggles; one cloak, cape, or mantle; one amulet, brooch, medallion, necklace, periapt, or scarab; one suit of armor; one robe; one vest, vestment, or shirt; one pair of bracers or bracelets; one pair of gloves or gauntlets; two rings; one belt; and one pair of boots.

Special: A character can gain this feat multiple times. Each time you takes the feat, it applies to a new type of wearable magic item.

 

ARMOR SKIN [EPIC]

Benefit: You gain a +1 natural armor bonus to Armor Class, or his or her existing natural armor bonus increases by 1.

Special: A character can gain this feat multiple times. Its effects stack.

 

AUGMENTED ALCHEMY [EPIC]

Prerequisites: Intelligence 21, Craft(alchemy) 24 ranks.

Benefit: Whenever creating an alchemical item or substance, you can choose to make it more powerful than normal by adding +20 to the DC required to create it and multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn’t deal damage, double the duration of its effect. If the item or substance doesn’t deal damage and doesn’t have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn’t fit any of these categories, then it cannot be affected by this feat. See the Craft (alchemy) skill description.

 

AUTOMATIC QUICKEN SPELL [EPIC]

Prerequisites: Quicken Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells.

Benefit: You may cast all 0-, 1st-, 2nd-, and 3rd-level spells as quickened spells without using higher-level spell slots. The normal limit to the number of quickened spells a character may cast per round applies. Spells with a casting time of more than 1 full round can’t be quickened.

Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be quickened with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form.

 

AUTOMATIC SILENT SPELL [EPIC]

Prerequisites: Silent Spell, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells.

Benefit: You may cast all 0-, 1st-, 2nd-, and 3rd-level spells as silent spells without using higher-level spell slots.

Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be silenced with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form. However, since bard spells can’t be enhanced with the Silent Spell feat, they can’t be affected by this feat either.

 

AUTOMATIC STILL SPELL [EPIC]

Prerequisites: Still Spell, Spellcraft 27 ranks, ability to cast 9th-level arcane or divine spells.

Benefit: You may cast all 0-, 1st-, 2nd-, and 3rd-level spells as stilled spells without using higher-level spell slots.

Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be stilled with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form.

 

BANE OF ENEMIES [EPIC]

Prerequisites: Survival 24 ranks, five or more favored enemies.

Benefit: Any weapon you wields against one of his or her favored enemies is treated as a bane weapon for that creature type (thus, its enhancement bonus is increased by +2 and it deals +2d6 points of damage). This ability doesn’t stack with similar abilities.

 

BLINDING SPEED [EPIC]

Prerequisite: Dexterity 25.

Benefit: You can act as if hasted for 5 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.

Special: A character can gain this feat multiple times. Each time he or she takes the feat, it grants an additional 5 rounds of haste per day.

 

BONUS DOMAIN [EPIC]

Prerequisites: Wisdom 21, ability to cast 9th-level divine spells.

Benefit: Choose an additional domain from your deity’s domain list. You now has access to that domain’s spells as normal for his or her domain spells and the domain’s granted powers.

Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different domain.

 

BULWARK OF DEFENSE [EPIC]

Prerequisites: Constitution 25, defensive stance 3/day.

Benefit: Your defensive stance bonuses increase to +4 Strength, +6 Constitution, +4 resistance bonus on all saves, and +6 dodge bonus to AC.

 

CHAOTIC RAGE [EPIC]

Prerequisites: Rage 5/day, chaotic alignment.

Benefit: Any weapon you wields while in a rage is treated as an anarchic weapon (it is chaos-aligned and deals an extra 2d6 points of damage against creatures of lawful alignment). This ability does not stack with similar abilities.

 

COLOSSAL WILD SHAPE [WILD][EPIC]

Prerequisite: The ability to wild shape into a Gargantuan creature.

Benefit: You can use his or her wild shape to take the shape of a Colossal animal.

Normal: Without this feat, a character cannot wild shape into an animal of greater than Huge size.

 

COMBAT ARCHERY [EPIC]

Prerequisites: Dodge, Mobility, Point Blank Shot.

Benefit: You does not incur any attacks of opportunity for firing a bow when threatened.

Normal: Without this feat, a character incurs an attack of opportunity from all opponents who threaten him or her whenever he or she uses a bow.

 

CRAFT EPIC MAGIC ARMS AND ARMOR [ITEM CREATION] [EPIC]

Prerequisites: Craft Magic Arms and Armor, Knowledge (arcana) 28 ranks, Spellcraft 28 ranks.

Benefit: You can craft magic arms and armor which exceed the normal limits for such items

 

CRAFT EPIC ROD [ITEM CREATION][EPIC]

Prerequisites: Craft Rod, Knowledge (arcana) 32 ranks, Spellcraft 32 ranks.

Benefit: You can craft rods that exceed the normal limits for such items.

 

CRAFT EPIC STAFF [ITEM CREATION][EPIC]

Prerequisites: Craft Staff, Knowledge (arcana) 35 ranks, Spellcraft 35 ranks.

Benefit: You can craft staffs that exceed the normal limits for such items.

 

CRAFT EPIC WONDROUS ITEM [ITEM CREATION][EPIC]

Prerequisites: Craft Wondrous Item, Knowledge (arcana) 26 ranks, Spellcraft 26 ranks.

Benefit: You can craft wondrous items that exceed the normal limits for such items.

 

DAMAGE REDUCTION [EPIC]

Prerequisite: Constitution 21.

Benefit: You gain damage reduction 3/–. This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, or this feat itself.

Special: A character can gain this feat multiple times. Each time he or she gains the feat, his or her damage reduction increases by 3.

 

DEAFENING SONG [EPIC]

Prerequisites: Perform 24 ranks, bardic music class feature.

Benefit: You can use song or poetics to temporarily deafen all enemies within a 30-foot spread from him or her. A successful Fortitude save (DC 10 + 1/2 your class level + your Charisma modifier) negates the effect. The deafening effect lasts for as long as you continues the deafening song. You can choose to exclude any characters from this effect. You may sing, play, or recite a deafening song while taking other mundane actions, but not magical ones (see the bard’s inspire courage ability for more details). You may keep up the deafening song for a maximum of 10 rounds. Using the deafening song counts as one of your uses of song or poetics for the day.

 

DEATH OF ENEMIES [EPIC]

Prerequisites: Bane of Enemies, Survival 30 ranks, five or more favored enemies.

Benefit: Any time you scores a critical hit against one of his or her favored enemies, it must make a Fortitude save (DC 10 + 1/2 character’s ranger class level + character’s Wisdom modifier) or die instantly.

Special: Creatures immune to critical hits can’t be affected by this feat.

 

DEVASTATING CRITICAL [EPIC]

Prerequisites: Strength 25, Cleave, Great Cleave, Improved Critical (chosen weapon), Overwhelming Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon).

Benefit: Whenever you scores a critical hit with the chosen weapon, the target must make a Fortitude save (DC 10 + 1/2 character level + character’s Strength modifier) or die instantly. (Creatures immune to critical hits can’t be affected by this feat.)

Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of weapon.

 

DEXTEROUS FORTITUDE [EPIC]

Prerequisites: Dexterity 25, slippery mind class feature.

Benefit: Once per round, when targeted by an effect that requires a Fortitude saving throw, you may make a Reflex save instead to avoid the effect (evasion is not applicable).

 

DEXTEROUS WILL [EPIC]

Prerequisites: Dexterity 25, slippery mind class feature.

Benefit: Once per round, when targeted by an effect that requires a Will saving throw, you may make a Reflex save instead to avoid the effect (evasion is not applicable).

 

DIMINUTIVE WILD SHAPE [WILD][EPIC]

Prerequisite: Ability to wild shape into a Huge animal.

Benefit: You can use wild shape to take the shape of a Diminutive animal.

Normal: Without this feat, a character cannot wild shape into an animal of smaller than Tiny size.

 

DIRE CHARGE [EPIC]

Prerequisite: Improved Initiative.

Benefit: If you charges a foe during the first round of combat (or the surprise round, if you is allowed to act in it), he or she can make a full attack against the opponent charged.

Normal: Without this feat, a character may only make a single attack as part of a charge.

 

DISTANT SHOT [EPIC]

Prerequisites: Dexterity 25, Far Shot, Point Blank Shot, Spot 20 ranks.

Benefit: You may throw or fire a ranged weapon at any target within line of sight, with no penalty for range.

 

DRAGON WILD SHAPE [WILD][EPIC]

Prerequisites: Wisdom 30, Knowledge (nature) 30 ranks, wild shape 6/day.

Benefit: You may use wild shape to change into a dragon (black, blue, green, red, white, brass, bronze, copper, gold, or silver). The size limitation is the same as your limitation on animal size. You gain all extraordinary and supernatural abilities of the dragon whose form he or she takes.

 

EFFICIENT ITEM CREATION [EPIC]

Prerequisites: Item creation feat to be selected, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks.

Benefit: Select an item creation feat. Creating a magic item using that feat requires one day per 10,000 gp of the item’s market price, with a minimum of one day.

Normal: Without this feat, creating a magic item requires one day for each 1,000 gp of the item’s market price.

Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different item creation feat.

 

ENERGY RESISTANCE [EPIC]

Benefit: Choose a type of energy (acid, cold, electricity, fire, or sonic). You gain resistance 10 to that type of energy, or your existing resistance to that type of energy increases by 10. This feat does not stack with energy resistance granted by magic items or nonpermanent magical effects.

Special: A character can gain this feat multiple times. If the same type of energy is chosen, the effects stack.

 

ENHANCE SPELL [METAMAGIC][EPIC]

Prerequisite: Maximize Spell.

Benefit: The damage cap for your spells increases by 10 dice (for spells that deal a number of dice of damage equal to caster level) or by 5 dice (for spells that deal a number of dice of damage equal to half caster level). An enhanced spell uses up a spell slot four levels higher than the spell’s actual level. This feat has no effect on spells that don’t specifically deal a number of dice of damage equal to the caster’s level or half level, even if the spell’s effect is largely dictated by the caster’s level.

Normal: Without this feat, use the damage dice caps indicated in the spell’s description.

Special: A character may gain this feat multiple times. Each time he or she selects this feat, the damage cap increases by 10 dice or 5 dice, as appropriate to the spell, and the enhanced spell takes up a spell slot an additional four levels higher.

 

EPIC DODGE [EPIC]

Prerequisites: Dexterity 25, Dodge, Tumble 30 ranks, improved evasion, defensive roll class feature.

Benefit: Once per round, when struck by an attack from an opponent you have designated as the object of his or her dodge, you may automatically avoid all damage from the attack.

 

EPIC ENDURANCE [EPIC]

Prerequisites: Constitution 25, Endurance.

Benefit: Whenever you makes a check for performing a physical action that extends over a period of time, he or she gets a +10 bonus on the check.

 

EPIC EXPANDED KNOWLEDGE [EPIC, PSIONIC]

You learn another power.

Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class.

Benefit: You learn one additional power at any level up to the highest level of power you can manifest. You can choose any power, even one that is part of another discipline’s list or another class’s list.

Special: You can gain this feat multiple times. Each time, you learn one new power at any level up to the highest level of power you can manifest.

 

EPIC FORTITUDE [EPIC]

Benefit: You gain a +4 bonus on all Fortitude saving throws.

 

EPIC INSPIRATION [EPIC]

Prerequisites: Charisma 25, Perform 30 ranks, bardic music class feature.

Benefit: All competence bonuses, dodge bonuses, and moralee bonuses granted by your bardic music ability increase by +1.  If you have the inspire greatness bardic music ability, it grants one additional bonus HD.

Special: A character can gain this feat multiple times. Its effects stack.

 

EPIC LEADERSHIP [EPIC]

Prerequisites: Charisma 25, Leadership, Leadership score 25.

Benefit: You attracts a cohort and followers as shown below on Table: Epic Leadership.  In all other ways Epic Leadership functions as the Leadership feat.

Normal: The Leadership feat provides no benefit for leadership scores beyond 25.

 

Table: Epic Leadership

Leadership Score

Cohort Level

——————————Number of Followers by Level —————————

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

10th

25

17th

135

13

7

4

2

2

1

26

18th

160

16

8

4

2

2

1

27

18th

190

19

10

5

3

2

1

28

19th

220

22

11

6

3

2

1

29

19th

260

26

13

7

4

2

1

30

20th

300

30

15

8

4

2

1

31

20th

350

35

18

9

5

3

2

1

32

21st

400

40

20

10

5

3

2

1

33

21st

460

46

23

12

6

3

2

1

34

22nd

520

52

26

13

6

3

2

1

35

22nd

590

59

30

15

8

4

2

1

36

23rd

660

66

33

17

9

5

3

2

1

37

23rd

740

74

37

19

10

5

3

2

1

38

24th

820

82

41

21

11

6

3

2

1

39

24th

910

91

46

23

12

6

3

2

1

40

25th

1000

100

50

25

13

7

4

2

1

per +1

+1/2*

+100**

 

Leadership Score: A character’s Leadership score equals his or her level plus any Charisma modifier. Outside factors can affect a character’s Leadership score, as detailed in the Leadership feat.

Cohort Level: You can attract a cohort of up to this level. Regardless of your Leadership score, he or she can’t recruit a cohort of his or her level or higher.

Number of Followers by Level: You can lead up to the indicated number of characters of each level.

*The maximum cohort level increases by 1 for every 2 points of Leadership above 40. **The number of 1st-level followers increases by 100 for every point of Leadership above 40.

†A character can command one-tenth as many 2nd-level followers as 1st-level followers. A character can command one-half as many 3rd-level followers as 2nd-level followers, one-half as many 4th-level followers as 3rd-level followers, and so on (round fractions up, except any fraction less than 1 rounds to 0). A character can’t have a follower of higher than 20th level.

Table: Example Special Epic Cohorts presents some creatures that make good cohorts for epic characters.

 

Table: Example Special Epic Cohorts

Creature

Alignment

Level Equivalent

Angel, astral deva

Any good

20nd

Dragon, ancient silver

Lawful good

42nd

Couatl

Lawful good

16th

Giant, cloud

Neutral good

24th

Ghaele

Chaotic good

20st

Giant, storm

Chaotic good

28th

Dragon, wyrm brass

Chaotic good

42th

Dragon turtle

Neutral

21st

Hydra, 12-headed

Neutral

19th

Roc

Neutral

23rd

Dragon, ancient green

Lawful evil

40th

Devil, ice (gelugon)

Lawful evil

21st

Giant, cloud

Neutral evil

24th

Demon, glabrezu

Chaotic evil

23rd

Demon, succubus

Chaotic evil

12th

Dragon, wyrm white

Chaotic evil

41th

 

EPIC PROWESS [EPIC]

Benefit: Gain a +1 bonus on all attacks.

Special: A character can gain this feat multiple times. Its effects stack.

 

EPIC PSIONIC FOCUS [EPIC, PSIONIC]

You can expend your psionic focus to greater effect.

Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class.

Benefit: When you expend your psionic focus, you can simultaneously use two feats that require a psionic focus to be expended, instead of just one. The feats must be stackable. You must still spend the requisite power points required to use each metapsionic feat, and you cannot exceed the power point limit set by your manifester level.

Special: You can take this feat multiple times. Each time you do so, you can simultaneously use one additional feat that requires a psionic focus to be expended.

 

EPIC REFLEXES [EPIC]

Benefit: You gain a +4 bonus on all Reflex saving throws.

 

EPIC REPUTATION [EPIC]

Benefit: You gain a +4 bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks.

 

EPIC SKILL FOCUS [EPIC]

Prerequisite: 20 ranks in the skill selected.

Benefit: You gain a +10 bonus on all skill checks with that skill.

Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different skill.

 

EPIC SPEED [EPIC]

Prerequisites: Dexterity 21, Run.

Benefit: Your speed increases by 30 feet. This benefit does not stack with increased speed granted by magic items or nonpermanent magical effects.

Special: This feat only functions when you is wearing medium armor, light armor, or no armor.

 

EPIC SPELL FOCUS [EPIC]

Prerequisites: Greater Spell Focus and Spell Focus in the school selected, ability to cast at least one 9th-level spell of the school to be chosen.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you selects to focus on. This stacks with the bonuses from Spell Focus and Greater Spell Focus.

Special: A character can gain this feat multiple times. Its effects do not stack. Each time you takes the feat, it applies to a different school of magic.

 

EPIC SPELL PENETRATION [EPIC]

Prerequisites: Greater Spell Penetration, Spell Penetration.

Benefit: You gets a +2 bonus on caster level checks to beat a creature’s spell resistance. This stacks with the bonuses from Spell Penetration and Greater Spell Penetration.

 

EPIC SPELLCASTING [EPIC]

Prerequisite: Spellcraft 24 ranks, Knowledge (arcana) 24 ranks, ability to cast 9th-level arcane spells. OR Spellcraft 24 ranks, Knowledge (religion) 24 ranks, ability to cast 9th-level divine spells. OR Spellcraft 24 ranks, Knowledge (nature) 24 ranks, ability to cast 9th-level divine spells.

Benefit: You may develop and cast epic spells.  If you is an arcane spellcaster, he or she may cast a number of epic spells per day equal to his or her ranks in Knowledge (arcana) divided by 10. If you is a divine spellcaster, he or she may cast a number of epic spells per day equal to his or her ranks in Knowledge (religion) or Knowledge (nature) divided by 10.

Special: If you meets more than one set of prerequisites, the limit on the number of spells he or she may cast per day is cumulative.

 

EPIC TOUGHNESS [EPIC]

Benefit: You gain +30 hit points.

Special: A character can gain this feat multiple times. Its effects stack.

 

EPIC WEAPON FOCUS [EPIC]

Prerequisite: Weapon Focus in the chosen weapon.

Benefit: Add a +2 bonus to all attack rolls you makes using the selected weapon.

Special: A character can gain this feat multiple times. Its effects do not stack. Each time you takes the feat it applies to a different type of weapon.

 

EPIC WEAPON SPECIALIZATION [EPIC]

Prerequisites: Epic Weapon Focus, Weapon Focus, Weapon Specialization (all in the chosen weapon).

Benefit: Add +4 to all damage you deal using the selected weapon. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet.

Special: A character can gain this feat multiple times. Its effects do not stack. Each time you takes the feat, it applies to a different type of weapon.

 

EPIC WILL [EPIC]

Benefit: You gain a +4 bonus on all Will saving throws.

 

EXCEPTIONAL DEFLECTION [EPIC]

Prerequisites: Dexterity 21, Wisdom 19, Deflect Arrows, Improved Unarmed Strike.

Benefit: You can deflect any ranged attacks (including spells that require ranged touch attacks) as if they were arrows.

 

EXTENDED LIFE SPAN [EPIC]

Benefit: Add one-half the maximum result of your race’s maximum age modifier to your normal middle age, old, and venerable age categories. Calculate your maximum age using the new venerable number. This feat can’t lower your current age category.

Special: A character can gain this feat multiple times. Its effects stack.

 

FAMILIAR SPELL [EPIC]

Prerequisite: Intelligence 25 (if your spellcasting is controlled by Intelligence) or Charisma 25 (if your spellcasting is controlled by Charisma).

Benefit: Choose one arcane spell you knows of 8th level or lower. Your familiar can now use this spell once per day as a spell-like ability, at a caster level equal to your caster level. A character cannot bestow a spell to his or her familiar if the spell normally has a material component cost of more than 1 gp or an XP cost.

Special: A character can gain this feat multiple times. Each time you takes the feat, he or she can give his or her familiar a different spell-like ability or another daily use of the same spell-like ability.

 

FAST HEALING [EPIC]

Prerequisite: Constitution 25.

Benefit: You gain fast healing 3, or your existing fast healing increases by 3. This feat does not stack with fast healing granted by magic items or nonpermanent magical effects.

Special: This feat may be taken multiple times. Its effects stack.

 

FINE WILD SHAPE [WILD][EPIC]

Prerequisite: Ability to wild shape into a Diminutive creature.

Benefit: You can use his or her wild shape to take the shape of a Fine animal.

Normal: Without this feat, a character cannot wild shape into an animal smaller than Tiny size.

 

FORGE EPIC RING [ITEM CREATION][EPIC]

Prerequisites: Forge Ring, Knowledge (arcana) 35 ranks, Spellcraft 35 ranks.

Benefit: You can forge magic rings that exceed the normal limits for such items.

 

GARGANTUAN WILD SHAPE [WILD][EPIC]

Prerequisite: Ability to wild shape into a Huge animal.

Benefit: You can use your wild shape to take the shape of a Gargantuan animal.

Normal: Without this feat, a character cannot wild shape into an animal greater than Huge size.

 

GREAT CHARISMA [EPIC]

Benefit: Your Charisma increases by 1 point.

Special: A character can gain this feat multiple times. Its effects stack.

 

GREAT CONSTITUTION [EPIC]

Benefit: Your Constitution increases by 1 point.

Special: A character can gain this feat multiple times. Its effects stack.

 

GREAT DEXTERITY [EPIC]

Benefit: Your Dexterity increases by 1 point.

Special: A character can gain this feat multiple times. Its effects stack.

 

GREAT INTELLIGENCE [EPIC]

Benefit: Your Intelligence increases by 1 point.

Special: A character can gain this feat multiple times. Its effects stack.

 

GREAT SMITING [EPIC]

Prerequisites: Charisma 25, smite ability (from class feature or domain granted power).

Benefit: Whenever you makes a successful smite attack, add twice the appropriate level to damage (rather than just your level).

Special: A character may select this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

 

GREAT STRENGTH [EPIC]

Benefit: Your Strength increases by 1 point.

Special: A character can gain this feat multiple times. Its effects stack.

 

GREAT WISDOM [EPIC]

Benefit: Your Wisdom increases by 1 point.

Special: A character can gain this feat multiple times. Its effects stack.

 

GROUP INSPIRATION [EPIC]

Prerequisite: Perform 30 ranks, bardic music class feature.

Benefit: The number of allies you can affect with his or her inspire competence or inspire greatness bardic music ability doubles. When inspiring competence in multiple allies, you can choose different skills to inspire for different allies.

Special: A character can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

 

HINDERING SONG [EPIC]

Prerequisite: Deafening Song, Perform 27 ranks, bardic music class feature.

Benefit: You can use song or poetics to hinder enemy spellcasters within a 30-foot spread from you. To successfully cast a spell within this area, a spellcaster must make a Concentration check as if he or she were casting defensively, and all such checks have a penalty equal to half your level. You can choose to exclude any characters from this effect. You may sing, play, or recite a hindering song while taking other mundane actions, but not magical ones (see the bard’s inspire courage ability for more details). You may keep up the hindering song for a maximum of 10 rounds. Using the hindering song counts as one of your uses of song or poetics for the day.

 

HOLY STRIKE [EPIC]

Prerequisites: Smite evil class feature, any good alignment.

Benefit: Any weapon you wields is treated as a holy weapon (is good-aligned and deals an extra 2d6 points of damage against creatures of evil alignment).If the weapon already has an alignment, this feat has no effect on the weapon.

 

IGNORE MATERIAL COMPONENTS [EPIC]

Prerequisites: Eschew Materials, Spellcraft 25 ranks, ability to cast 9th-level arcane or divine spells.

Benefit: You may cast spells without any material components. This feat does not affect the need for a focus or divine focus.

 

IMPROVED ALIGNMENT-BASED CASTING [EPIC]

Prerequisites: Access to domain of Chaos, Evil, Good, or Law, alignment must match domain chosen, ability to cast 9th-level divine spells.

Benefit: Select an alignment-based domain (Chaos, Evil, Good, or Law) to which you have access. You casts spells with that alignment descriptor at +3 caster level.

Special: This benefit overrides (does not stack with) the granted powers of the Chaos, Evil, Good, and Law domains. A character may select this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different alignment-based domain to which you have access.

 

IMPROVED ARROW OF DEATH [EPIC]

Prerequisites: Dexterity 19, Wisdom 19, Point Blank Shot, Precise Shot, arrow of death class feature.

Benefit: Add +2 to the DC of your arrows of death. This feat may be taken multiple times. Its effects stack.

 

IMPROVED AURA OF COURAGE [EPIC]

Prerequisite: Charisma 25, aura of courage class ability.

Benefit: Your aura of courage grants a +8 moralee bonus on saving throws against fear effects.

 

IMPROVED AURA OF DESPAIR [EPIC]

Prerequisite: Charisma 25, aura of despair class ability.

Benefit: Your aura of despair causes a –4 moralee penalty on all saving throws.

 

IMPROVED COMBAT CASTING [EPIC]

Prerequisites: Combat Casting, Concentration 25 ranks.

Benefit: You doesn’t incur attacks of opportunity for casting spells when threatened.

 

IMPROVED COMBAT REFLEXES [EPIC]

Prerequisites: Dexterity 21, Combat Reflexes.

Benefit: There is no limit to the number of attacks of opportunity you can make in one round. (you still can’t make more than one attack of opportunity for a given oppertunity.)

 

IMPROVED DARKVISION [EPIC]

Prerequisite: Darkvision.

Benefit: The range of your darkvision doubles. This feat does not stack with darkvision granted by magic items or nonpermanent magical effects.

Special: This feat may be taken multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.

 

IMPROVED DEATH ATTACK [EPIC]

Prerequisites: Death attack class feature, sneak attack +5d6.

Benefit: Add +2 to the DC of your death attack.

Special: This feat may be taken multiple times. Its effects stack.

 

IMPROVED ELEMENTAL WILD SHAPE [WILD][EPIC]

Prerequisites: Wisdom 25, ability to wild shape into an elemental.

Benefit: Your ability to wild shape into an elemental is expanded to include all elemental creatures (not just air, earth, fire, and water elementals) of any size that you can take when using wild shape to become an animal. You gain all extraordinary and supernatural abilities of the elemental whose form he or she takes.

Normal: Without this feat, a character may only wild shape into a Small, Medium-size, or Large air, earth, fire, or water elemental.

 

IMPROVED FAVORED ENEMY [EPIC]

Prerequisite: Five or more favored enemies.

Benefit: Add +1 to the bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and damage rolls against all your favored enemies.

Special: This feat may be taken multiple times. Its effects stack.

 

IMPROVED HEIGHTEN SPELL [EPIC]

Prerequisites: Heighten Spell, Spellcraft 20 ranks.

Benefit: As Heighten Spell, but there is no limit to the level to which you can heighten the spell.

Normal: Without this feat, a spell can only be heightened to a maximum of 9th level.

 

IMPROVED KI STRIKE [EPIC]

Prerequisites: Wisdom 21, Ki strike (adamantine).

Benefit: Your unarmed strikes are treated as epic magic weapons for the purposes of damage reduction.

 

IMPROVED LOW-LIGHT VISION [EPIC]

Prerequisite: Low-light vision.

Benefit: The range of your low-light vision doubles. This feat does not stack with low-light vision granted by magic items or nonpermanent magical effects.

Special: This feat may be taken multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.

 

IMPROVED MANIFESTATION [EPIC, PSIONIC]

You increase your power point reserve.

Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class.

Benefit: When you select this feat, you gain 19 power points.

Special: You can gain this feat multiple times. Each time you do so, you gain an additional number of power points

equal to your previous benefit +2.

 

IMPROVED MANYSHOT [EPIC]

Prerequisites: Dexterity 19, base attack bonus +21, Many-shot, Point Blank Shot, Rapid Shot

Benefits: As Manyshot, but the number of arrows you can fire is limited only by his or her base attack bonus (two arrows, plus one arrow for every 5 points of base attack bonus above +6).

Special: Regardless of the number of arrows you fires, he or she only applies precision-based damage (such as sneak attack damage or the ranger’s favored enemy bonus) once. If you scores a critical hit, only one of the arrows deals critical damage (character’s choice); all others deal normal damage.

Normal: With the Manyshot feat, you is limited to a maximum of four arrows fired (when your base attack bonus is +16 or higher).

 

IMPROVED METAMAGIC [EPIC]

Prerequisites: Four metamagic feats, Spellcraft 30 ranks.

Benefit: The spell slot modifier of all your metamagic feats is reduced by one level, to a minimum of +1. This feat has no effect on metamagic feats whose spell slot modifier is +1 or less.

Special: A character can gain this feat multiple times. The effects stack, though a character can’t reduce any metamagic feat’s spell slot modifier to less than +1.

 

IMPROVED METAPSIONICS [EPIC, PSIONIC]

You can manifest powers using metapsionic feats more easily than normal.

Prerequisites: Character level 21st, four metapsionic feats, Psicraft 30 ranks.

Benefit: Metapsionic powers you manifest cost 2 power points less than normal (to a minimum of 1 power point).

This feat has no effect on metapsionic powers that inflate the cost by only 2 power points.

Special: You can gain this feat multiple times. The effects stack, though you can’t lower the cost of any metapsionic

power to less than 1 power point.

 

IMPROVED SNEAK ATTACK [EPIC]

Prerequisite: Sneak attack +8d6.

Benefit: Add +1d6 to your sneak attack damage.

Special: This feat may be taken multiple times. Its effects stack.

 

IMPROVED SPELL CAPACITY [EPIC]

Prerequisite: Ability to cast spells of the normal maximum spell level in at least one spellcasting class.

Benefit: When you selects this feat, he or she gains one spell slot per day of any level up to one level higher than the highest-level spell you can already cast in a particular class. You must still have the requisite ability score (10 + spell level) in order to cast any spell stored in this slot. If you have a high enough ability modifier to gain one or more bonus spells for this spell level, he or she also gains the bonus spells for this spell level. You must use the spell slot as a member of the class in which he or she can already cast spells of the normal maximum spell level.

Special: A character can gain this feat multiple times.

 

Spell Slots Above 9th Level

The Improved Spell Capacity feat allows characters to gain spell slots above 9th level (which can be used to hold lower-level spells or spells whose level has been increased beyond 9th by the use of metamagic feats).

A character with a very high score in the ability associated with his or her spellcasting (Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for bards and sorcerers) may receive bonus spells of those levels, as shown on Table: Expanded Ability Modifiers and Bonus Spells, but only if they already have at least one spell slot of that level (such as from the Improved Spell Capacity feat). A character without any spell slots of a level can’t receive any bonus spells of that level, even if the appropriate ability score is high enough to award them.

Even though the table only includes ability scores up to 61 and spell slots up to 25th level, the progression continues infinitely in both directions. For ability scores beyond 61, or for spell slots above 25th level, expand the table to follow the same patterns as shown.

 

Table: Expanded Ability Modifiers and Bonus Spells

 

——————————————— Spells per Day ——–———————–————————

Score

Modifier

10th

11th

12th

13th

14th

15th

16th

17th

18th

19th

20th

21st

22nd

23rd

24th

25th

10–11

+0

12–13

+1

14–15

+2

16–17

+3

18–19

+4

20–21

+5

22–23

+6

24–25

+7

26–27

+8

28–29

+9

30–31

+10

1

32–33

+11

1

1

34–35

+12

1

1

1

36–37

+13

1

1

1

1

38–39

+14

2

1

1

1

1

40–41

+15

2

2

1

1

1

1

42–43

+16

2

2

2

1

1

1

1

44–45

+17

2

2

2

2

1

1

1

1

46–47

+18

3

2

2

2

2

1

1

1

1

48–49

+19

3

3

2

2

2

2

1

1

1

1

50–51

+20

3

3

3

2

2

2

2

1

1

1

1

52–53

+21

3

3

3

3

2

2

2

2

1

1

1

1

54–55

+22

4

3

3

3

3

2

2

2

2

1

1

1

1

56–57

+23

4

4

3

3

3

3

2

2

2

2

1

1

1

1

58–59

+24

4

4

4

3

3

3

3

2

2

2

2

1

1

1

1

60–61

+25

4

4

4

4

3

3

3

3

2

2

2

2

1

1

1

1

etc. . .

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

IMPROVED SPELL RESISTANCE [EPIC]

Prerequisite: Must have spell resistance from a feat, class feature, or other permanent effect.

Benefit: Your spell resistance increases by +2.

Special: A character can gain this feat multiple times. Its effects stack.

 

IMPROVED STUNNING FIST [EPIC]

Prerequisite: Dexterity 19, Wisdom 19, Improved Unarmed Strike, Stunning Fist.

Benefit: Add +2 to the DC of your stunning attack.

Special: This feat may be taken multiple times. Its effects stack.

 

IMPROVED WHIRLWIND ATTACK [EPIC]

Prerequisites: Intelligence 13, Dexterity 23, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack.

Benefit: As a standard action, you can make one melee attack for every five points of his or her base attack bonus (including epic attack bonus, round fractions down).

You cannot attack any one opponent more than once as part of this action.  These attacks (as well as all other attacks made until the start of your next turn) suffer a –4 penalty.

When using the Improved Whirlwind feat, you also forfeits any bonus or extra attacks granted by other spells or abilities (such as Cleave or the haste spell).

Since these attacks are made as part of a standard action you can’t make a 5-foot step between any two of the attacks.

Normal: Without this feat, using the Whirlwind Attack feat requires a full attack action, and you can take a 5-foot step between any two of the attacks.

 

INCITE RAGE [EPIC]

Prerequisites: Charisma 25, greater rage class feature.

Benefit: When you enters a rage, he or she can incite a barbarian rage in any or all allies within 60 feet. (Any ally who doesn’t wish to become enraged is unaffected.) The ally gains +4 to Strength, +4 to Constitution, and a +2 moralee bonus on Will saves, but takes a –2 penalty to AC, for as long as you remains raging. The rage of affected allies lasts a number of rounds equal to 3 + their Constitution modifier, regardless of whether they remain within 60 feet of you. This is otherwise identical with normal barbarian rage (including the fatigue at its end).

Special: This is a mind-affecting effect.

 

INFINITE DEFLECTION [EPIC]

Prerequisites: Dexterity 25, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike.

Benefit: You may perform any number of deflections each round, as the Deflect Arrows feat.

 

INSPIRE EXCELLENCE [EPIC]

Prerequisite: Perform 30 ranks, bardic music class feature.

Benefit: You can use song or poetics to grant a bonus to one ability score to his or her allies. To be affected, an ally must hear the bard sing for 1 full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by command word (such as wands). Each ally to be inspired gains a +4 competence bonus to the same ability score, which you must choose before he or she begins inspiring. Inspire excellence is a supernatural, mind-affecting ability. Use of this feat counts as one of your bardic music uses for the day.

Special: This feat is treated as a bardic music inspiration ability for purposes of feats that affect such abilities.

 

INSTANT RELOAD [EPIC]

Prerequisite: Quick Draw, Rapid Reload, Weapon Focus (crossbow type to be selected).

Benefit: You may fire the selected type of crossbow at his or her full normal attack rate. Reloading the crossbow does not provoke attacks of opportunity.

Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of crossbow.

 

INTENSIFY SPELL [METAMAGIC][EPIC]

Prerequisites: Empower Spell, Maximize Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells.

Benefit: All variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses up a spell slot seven levels higher than the spell’s actual level. A character can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell.

 

KEEN STRIKE [EPIC]

Prerequisites: Strength 23, Wisdom 23, Improved Critical (unarmed strike), Improved Unarmed Strike, Stunning fist, ki strike (adamantine).

Benefit: Your unarmed strike has a critical threat range of 18-20 and deals slashing damage (at your option any attack can deal bludgeoning damage, but cannot then take advantage of the enhanced threat range). This ability doesn’t stack with other abilities that expand that character’s unarmed strike’s threat range.

 

LASTING INSPIRATION [EPIC]

Prerequisite: Perform 25 ranks, bardic music class feature.

Benefit: The effects of your bardic music inspiration abilities last for ten times as long as normal after he or she stops singing. This feat has no effect on inspiration abilities that have no duration after you stops singing.

 

LEGENDARY CLIMBER [EPIC]

Prerequisites: Dexterity 21, Balance 12 ranks, Climb 24 ranks.

Benefit: You can ignore any check penalties applied for accelerated climbing or rapid climbing.

Normal: Without this feat, a character takes a –5 penalty on Climb checks when attempting to cover his or her full speed in climbing distance in a round, or a –20 penalty when attempting to cover twice his or her speed in climbing distance in a round.

 

LEGENDARY COMMANDER [EPIC]

Prerequisites: Charisma 25, Epic Leadership, Leadership, Diplomacy 30 ranks, must rule own kingdom and have a stronghold.

Benefit: Multiply the number of followers of each level that you can lead by 10. This has no effect on cohorts.

 

LEGENDARY LEAPER [EPIC]

Prerequisite: Jump 24 ranks.

Benefit: You need only move 5 feet in a straight line to make a running jump.

Normal: Without this feat, a character must move at least 20 feet in a straight line before attempting a running jump.

 

LEGENDARY RIDER [EPIC]

Prerequisite: Ride 24 ranks.

Benefit: You doesn’t take a penalty on Ride checks when riding a mount without a saddle (bareback).  You never needs to make a Ride check to control a mount in combat (and even controlling a mount not trained for combat doesn’t require an action).

Normal: Without this feat, a character takes a –5 penalty on Ride checks without a saddle, and must make a Ride check to control a mount in combat (and controlling a mount not trained for combat requires a move action).

 

LEGENDARY TRACKER [EPIC]

Prerequisites: Wisdom 25, Track, Knowledge (nature) 30 ranks, Survival 30 ranks.

Benefit: You can track creatures across water, under-water, or through the air. This adds the surfaces of water, underwater, and air to the list of surfaces found under the Track feat:

Surface

DC

Water

60

Underwater

80

Air

120

 

LEGENDARY WRESTLER [EPIC]

Prerequisite: Strength 21, Dexterity 21, Improved Unarmed Strike, Escape Artist 15 ranks.

Benefit: You gain a +10 bonus on all grapple checks.

 

LINGERING DAMAGE [EPIC]

Prerequisite: Sneak attack +8d6, crippling strike class feature.

Benefit: Any time you deal damage with a sneak attack, that target takes damage equal to your sneak attack bonus damage on your next turn as well.

 

MAGICAL BEAST COMPANION [WILD][EPIC]

Prerequisites: Knowledge (nature) 24 ranks, wild shape 6/day.

Benefit: The following magical beasts are added to the lists of animal companions from which you can select.

1st Level (no adjustment)

Stirge

Darkmantle

 

4th Level (-3)

Hippogriff

Shocker lizard

 

7th Level (-6)

Cockatrice

Ankheg

Griffon

Owlbear

Sea cat*

 

10th Level (-9)

Basilisk

Digerster

Girallon

Spider eater

 

13th Level (-12)

Bulette

Chimera

Remorhaz

 

16th Level (-15)

Gorgon

Gray render

 

Special: Creatures marked with an asterisk are available only in an aquatic environment.

 

MAGICAL BEAST WILD SHAPE [WILD][EPIC]

Prerequisites: Wisdom 25, Knowledge (nature) 27 ranks, wild shape 6/day.

Benefit: You can use his or her normal wild shape ability to take the form of a magical beast. The size limitation is the same as your limitation on animal size. You gain all supernatural abilities of the magical beast whose form he or she takes.

 

MASTER STAFF [EPIC]

Prerequisite: Craft Staff, Spellcraft 15 ranks.

Benefit: When you activates a staff, he or she can substitute a spell slot instead of using a charge. The spell slot must be one you ahs not used for the day, though you may lose a prepared spell to emulate a wand charge (you may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the specific spell stored in the staff, including any level-increasing metamagic enhancements. A character cannot emulate a charge for a staff function that does not match a specific spell.

 

MASTER WAND [EPIC]

Prerequisite: Craft Wand, Spellcraft 15 ranks.

Benefit: When you activates a wand, he or she can substitute a spell slot instead of using a charge. The spell slot must be one you have not used for the day, though he or she may lose a prepared spell to emulate a wand charge (you may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the spell stored in the wand, including any level-increasing metamagic enhancements.

 

MIGHTY RAGE [EPIC]

Prerequisites: Strength 21, Constitution 21, greater rage class feature, rage 5/day.

Benefit: When you rages, he or she gains a +8 bonus to Strength and Constitution and a +4 moralee bonus on Will saves. (These bonuses replace the normal rage bonuses.)

 

MOBILE DEFENSE [EPIC]

Prerequisites: Dexterity 15, Dodge, Mobility, Spring Attack, defensive stance 3/day class feature.

Benefit: While in a defensive stance, you may take one 5-foot adjustment each round without losing the benefits of the stance.

Normal: Without this feat, a character can’t move while in a defensive stance.

 

MULTISPELL [EPIC]

Prerequisites: Quicken Spell, ability to cast 9th-level arcane or divine spells.

Benefit: You may cast one additional quickened spell in a round.

Special: A character can gain this feat multiple times. Its effects stack.

 

MULTIWEAPON REND [EPIC]

Prerequisites: Dexterity 15, base attack bonus +9, three or more hands, Multiweapon Fighting.

Benefit: If you hits an opponent with two or more weapons (wielded in different hands) in the same round, he or she may automatically rend the opponent. This rending deals additional damage equal to the base damage of the smallest weapon that hit plus 1 1/2 times your Strength modifier. You can only rend once per round, regardless of how many successful attacks he or she makes.

Special: This feat replaces the Two-Weapon Rend feat for creatures with more than two arms.

 

MUSIC OF THE GODS [EPIC]

Prerequisites: Charisma 25, Perform 30 ranks, bardic music class feature.

Benefit: Your bardic music can affect even those normally immune to mind-affecting effects. However, such creatures gain a +10 bonus on their Will saves to resist such effects.

 

NEGATIVE ENERGY BURST [DIVINE][EPIC]

Prerequisites: Charisma 25, ability to rebuke or command undead, ability to cast inflict critical wounds, any evil alignment.

Benefit: You can use one rebuke or command undead attempt to unleash a wave of negative energy in a 60-foot-burst. Roll a normal rebuke (or command) check, except that the negative energy burst affects living creatures rather than undead. Any creature that would be rebuked by this result gains one negative level. Any creature that would be commanded by this check gains two negative levels. The Fortitude save DC to remove these levels one day later is equal to 10 + 1/2 your effective turning level + your Charisma modifier.

 

OVERWHELMING CRITICAL [EPIC]

Prerequisites: Strength 23, Cleave, Great Cleave, Improved Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon).

Benefit: When using the weapon you have selected, he or she deals an extra 1d6 points of bonus damage on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d6 points of bonus damage instead, and if the multiplier is x4, add +3d6 points of bonus damage instead. Creatures immune to critical hits can’t be affected by this feat.

Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of weapon.

 

PENETRATE DAMAGE REDUCTION [EPIC]

Select a special material, such as adamantine.

Benefit: You melee weapons (including natural weapons) are treated as being crafted from the chosen special material for the purposes of bypassing the damage reduction of any creature you strikes. None of the other special properties of special materials are gained by your melee weapons.

Special: A character can gain this feat multiple times.  Each time the feat is selected you selects a different special material.  Your melee attacks are treated as being crafted of all chosen materials for the purposes of bypassing damage reduction.

 

PERFECT HEALTH [EPIC]

Prerequisite: Constitution 25, Great Fortitude.

Benefit: You is immune to all nonmagical diseases, as well as to all poisons whose Fortitude save DC is 25 or less.

 

PERFECT MULTIWEAPON FIGHTING [EPIC]

Prerequisite: Dexterity 25, three or more hands, Greater Multiweapon Fighting, Multiweapon Fighting.

Benefit: You can make as many attacks with each extra weapon as with his or her primary weapon, using the same base attack bonus. You still takes the normal penalties for fighting with two weapons.

Normal: A creature without this feat can make only one attack per round with each extra weapon (or two attacks per round with each weapon if it has Multiweapon Fighting, or three attacks per round with each extra weapon if it has Greater Multiweapon Fighting). Each attack after the first extra attack has a cumulative –5 penalty.

Special: This feat replaces the Perfect Two-Weapon Fighting feat for creatures with more than two arms.

 

PERFECT TWO-WEAPON FIGHTING [EPIC]

Prerequisites: Dexterity 25, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting.

Benefit: You can make as many attacks with his or her off-hand weapon as with his or her primary weapon, using the same base attack bonus. You still takes the normal penalties for fighting with two weapons.

Normal: Without this feat, a character can only get a single attack with an off-hand weapon (or two attacks with an off-hand weapon if he or she has Improved Two-Weapon Fighting, or three attacks with an off-hand weapon if he or she has Greater Two-Weapon Fighting).

 

PERMANENT EMANATION [EPIC]

Prerequisites: Spellcraft 25 ranks, ability to cast the spell to be made permanent.

Benefit: Designate any one of your spells whose area is an emanation from you. This spell’s effect is permanent (though you can dismiss or restart it as a free action). Effects that would normally dispel this spell instead suppress it for 2d4 rounds.

Special: This feat may be taken multiple times. Each time, select a different spell to become permanent.

 

PLANAR TURNING [EPIC]

Prerequisites: Wisdom 25, Charisma 25, ability to turn or rebuke undead.

Benefit: You can turn or rebuke outsiders as if they were undead. An outsider has effective turn resistance equal to half its spell resistance (round down). If you can turn undead, he or she turns (or destroys) all evil outsiders and rebukes (or commands) all nonevil outsiders. If you can rebuke undead, he or she rebukes (or commands) all evil outsiders and turns (or destroys) all nonevil outsiders.

 

PLANT WILD SHAPE [WILD][EPIC]

Prerequisites: Knowledge (nature) 24 ranks, wild shape 4/day.

Benefit: You can use his or her normal wild shape ability to take the form of a plant. The size limitation is the same as your limitation on animal size.

 

POLYGLOT [EPIC]

Prerequisites: Intelligence 25, Speak Language (five languages).

Benefit: You can speak all languages. If you is literate, he or she can also read and write all languages (not including magical script).

 

POSITIVE ENERGY AURA [EPIC]

Prerequisites: Charisma 25, ability to turn undead, ability to cast dispel evil.

Benefit: Every undead creature that comes within 15 feet of you is automatically affected as if you had turned it. This doesn’t cost a turning attempt, and you doesn’t have to roll turning damage (it automatically affects all undead in a 15-foot burst), but it only turns undead with Hit Dice equal to or less than your effective cleric level minus 10 (and automatically destroys undead with Hit Dice equal to or less than your effective cleric level minus 20). Just as with normal turning, you can’t affect undead that have total cover relative to him or her.

 

POWER KNOWLEDGE [EPIC, PSIONIC]

You add two additional powers to your list of powers known.

Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class.

Benefit: You learn two new powers of any level up to the highest level of power you can manifest. The powers you select must be on your class list or the list for your discipline.

Special: You can gain this feat multiple times. Each time, you learn two new powers at any level up to the highest level of power you can manifest.

 

PSICRYSTAL POWER [EPIC, PSIONIC]

Your psicrystal can manifest a power.

Prerequisites: Character level 21st, Intelligence 25 or Charisma 25 (depending on which is your key ability score for manifesting).

Benefit: Choose one power you know of 8th level or lower. Your psicrystal can now manifest this power once per day at your manifester level (the psicrystal gains sufficient power points to manifest the power once). You cannot bestow a power upon your psicrystal if the power normally has any experience point cost.

Special: You can gain this feat multiple times. Each time you take the feat, you can give your psicrystal knowledge of a new power (and it gains sufficient power points to manifest that power once).

All power points gained by a psicrystal from multiple applications of this feat go into its reserve and can be used to manifest the powers it knows as you desire.

 

RANGED INSPIRATION [EPIC]

Prerequisite: Bardic music class feature, Perform 25 ranks

Benefit: Double the range of any bardic music ability that has a range. (If the creature must hear the bard to be affected by the ability, that requirement doesn’t change regardless of any extended range the bard’s ability may have.)

Special: A character can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

 

RAPID INSPIRATION [EPIC]

Prerequisite: Perform 25 ranks, bardic music class feature.

Benefit: You can use any of his or her bardic music inspiration abilities as a standard action. The inspiration takes effect immediately after you concludes the action.

 

REACTIVE COUNTERSONG [EPIC]

Prerequisite: Combat Reflexes, Perform 30 ranks, bardic music class feature.

Benefit: You can begin a countersong at any time, even when it isn’t his or her turn (much like a wizard who has readied a counterspell action), though you doesn’t have to ready an action to do so. You can’t use Reactive Countersong at the same time he or she isusing another bardic music ability (though you could stop the other bardic music ability to begin Reactive Countersong if so desired).

Normal: Without this feat, a character can only use counter-song on his or her turn.

 

REFLECT ARROWS [EPIC]

Prerequisites: Dexterity 25, Deflect Arrows, Improved Unarmed Strike.

Benefit: When you deflects an arrow or other ranged attack, the attack is reflected back upon the attacker at your base ranged attack bonus.

 

RIGHTEOUS STRIKE [EPIC]

Prerequisites: Wisdom 19, Improved Unarmed Strike, Stunning Fist, any lawful alignment.

Benefit: Your unarmed strike is treated as an axiomatic weapon (it is lawfully aligned and deals an extra 2d6 points of damage against creatures of chaotic alignment). This ability doesn’t stack with similar abilities.

 

RUINOUS RAGE [EPIC]

Prerequisites: Strength 25, Improved Sunder, Power Attack, rage 5/day.

Benefit: While in a rage, you ignores the hardness of any object he or she strikes. Also, double your Strength bonus for the purposes of any Strength check made to break an object with sudden force rather than by dealing normal damage (including bursting bindings, such as ropes or manacles).

 

SCRIBE EPIC SCROLL [ITEM CREATION][EPIC]

Prerequisites: Scribe Scroll, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks.

Benefit: You can scribe scrolls that exceed the normal limits for such items. Even this feat does not allow you to scribe a scroll with an epic spell.

 

SELF-CONCEALMENT [EPIC]

Prerequisites: Dexterity 30, Hide 30 ranks, Tumble 30 ranks, improved evasion.

Benefit: Attacks against you have a 10% miss chance, similar to the effect of concealment. You loses this benefit whenever he or she would lose his or her Dexterity bonus to AC.

Special: This feat may be taken multiple times. Each time it is taken, the miss chance increases by 10% to a maximum of 50% after it has been taken five times.

 

SHATTERING STRIKE [EPIC]

Prerequisites: Epic Weapon Focus (unarmed strike), Weapon Focus (unarmed strike), Concentration 25 ranks, ki strike (adamantine).

Benefit: When using an unarmed strike to attempt to break an object with sudden force (rather than by dealing normal damage), make a Concentration check rather than a Strength check. The break DC remains the same. Using Shattering Strike is a full-round action that incurs attacks of opportunity. You can’t use Shattering Strike to escape bonds (unless he or she is so bound as to allow you to make an unarmed strike against his or her bindings).

 

SNEAK ATTACK OF OPPORTUNITY [EPIC]

Prerequisites: Sneak attack +8d6, opportunist class feature.

Benefit: Any attack of opportunity you makes is considered a sneak attack.

 

SPECTRAL STRIKE [EPIC]

Prerequisites: Wisdom 19, ability to turn or rebuke undead.

Benefit: Your attacks deal damage normally against incorporeal creatures.

Normal: Without this feat, even attacks that can damage an incorporeal creature have a 50% chance to deal no damage.

 

SPELL KNOWLEDGE [EPIC]

Prerequisite: Ability to cast spells of the maximum normal spell level of an arcane spellcasting class.

Benefit: You learns two new arcane spells of any level up to the maximum level he or she can cast. This feat does not grant any additional spell slots.

Special: A character can gain this feat multiple times.

 

SPELL OPPORTUNITY [EPIC]

Prerequisites: Combat Casting, Combat Reflexes, Quicken Spell, Spellcraft 25 ranks.

Benefit: Whenever you is allowed an attack of opportunity, he or she may cast (and attack with) a touch spell as your attack of opportunity. This incurs attacks of opportunity just as if you had cast the spell normally.

Normal: Without this feat, a character can only make a melee attack as an attack of opportunity.

 

SPELL STOWAWAY [EPIC]

Prerequisites: Spellcraft 24 ranks, caster level 12th.

Benefit: Choose a spell-like ability you know, or a spell you can cast.  You is attuned to the magic he or she chooses. If another spellcaster within 300 feet of you uses this magic, you also immediately gains the magic’s effect as if it had been used on you by the same caster. You must have direct line of effect to the spellcaster in order to gain the benefit of the attuned magic (though you does not have to know the spellcaster is present, and he or she can be flat-footed). The magic’s duration, effect, and other specifics are determined by its original caster’s level.

Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different spell or spell-like ability.

 

SPELLCASTING HARRIER [EPIC]

Prerequisite: Combat Reflexes.

Benefit: Any spellcaster you threatens in melee provokes an attack of opportunity if he or she tries to cast defensively.  You gets a +4 bonus on this attack roll.

 

SPONTANEOUS DOMAIN ACCESS [EPIC]

Prerequisites: Wisdom 25, Spellcraft 30 ranks, ability to cast 9th-level divine spells.

Benefit: Select a domain you have access to. You may spontaneously convert any prepared cleric spell (except a domain spell) into a domain spell of the same level in the selected domain, just as a cleric channels energy to convert spells into cure spells.

Special: A character can gain this feat multiple times. Each time a character takes the feat, it applies to a different domain.

 

SPONTANEOUS SPELL [EPIC]

Prerequisite: Spellcraft 25 ranks, ability to cast the maximum normal spell level of at least one spell-casting class.

Benefit: Select a spell you can cast. You may spontaneously convert any prepared spell of the selected spell’s level into the selected spell, just as a cleric channels energy to convert spells into cure spells.

Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different spell.

 

STORM OF THROWS [EPIC]

Prerequisite: Dexterity 23, Point Blank Shot, Quick Draw, Rapid Shot.

Benefit: As a full-round action, you may throw a light weapon at his or her full base attack bonus at each opponent within 30 feet. All light weapons thrown need not be the same type.

 

SUPERIOR INITIATIVE [EPIC]

Prerequisite: Improved Initiative.

Benefit: You gets a +8 bonus on initiative checks. This bonus overlaps (does not stack with) the bonus from Improved Initiative.

 

SWARM OF ARROWS [EPIC]

Prerequisites: Dexterity 23, Point Blank Shot, Rapid Shot, Weapon Focus (type of bow used).

Benefit: As a full-round action, you may fire an arrow at his or her full base attack bonus at each opponent within 30 feet.

 

TERRIFYING RAGE [EPIC]

Prerequisites: Intimidate 25 ranks, rage 5/day

Benefit: While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check of become panicked (if it have HD less than your character level) or shaken (if it has HD equal to or up to twice your character level) for 4d6 rounds.  An enemy with Hit Dice greater than twice your character level is not affected by this feat.

 

TENACIOUS MAGIC [EPIC]

Prerequisites: Spellcraft 15 ranks.

Benefit: Choose one spell you knows or spell-like ability you possesses. Whenever the chosen form of magic would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds. The magic still ends when its duration expires, but the suppressed rounds do not count against its duration. You can dismiss his or her own spell or spell-like ability (if dismissible) or dispel his or her own tenacious magic normally.

Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different spell or spell-like ability.

 

THUNDERING RAGE [EPIC]

Prerequisites: Strength 25, rage 5/day.

Benefit: Any weapon you wields while in a rage is treated as a thundering weapon. The DC of the Fortitude save to resist deafness is equal to 10 + 1/2 your level. This ability does not stack with similar abilities.

 

TRAP SENSE [EPIC]

Prerequisites: Search 25 ranks, Spot 25 ranks, trapfinding class ability.

Benefit: If you passes within 5 feet of a trap, he or she is entitled to a Search check to notice it as if you was actively looking for it.

 

TWO-WEAPON REND [EPIC]

Prerequisites: Dexterity 15, base attack bonus +9, Improved Two-Weapon Fighting, Two-Weapon Fighting.

Benefit: If you hits an opponent with a weapon in each hand in the same round, he or she may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus 1 1/2 times your Strength modifier. Base weapon damage includes an enhancement bonus on damage, if any. You can only rend once per round, regardless of how many successful attacks he or she makes.

 

UNCANNY ACCURACY [EPIC]

Prerequisites: Dexterity 21, base attack bonus +11, Point Blank Shot, Precise Shot, Improved Precise Shot, Spot 20 ranks.

Benefit: Your ranged attacks ignore the miss chance granted to targets by total concealment.  You must aim his or her attacks at the correct square to gain advantage of this feat.

Normal: Without this feat, characters suffer a 50% miss chance when making a ranged attack against a target with total concealment.

Special: A character with at least 11 levels of ranger can qualify for this feat even if he or she does not have the prerequisites for it, but can only use it when wearing light or no armor.

 

UNDEAD MASTERY [DIVINE][EPIC]

Prerequisites: Charisma 21, ability to rebuke or command undead.

Benefit: You may command up to ten times his or her level in HD of undead.

 

UNHOLY STRIKE [EPIC]

Prerequisites: Smite good class feature, any evil alignment.

Benefit: Any weapon you wields is treated as an unholy weapon (it is evil-aligned and deals an extra 2d6 points of damage against creatures of good alignment). This ability doesn’t stack with similar abilities. If the weapon already has an alignment, this feat has no effect on the weapon.

 

VERMIN WILD SHAPE [WILD][EPIC]

Prerequisites: Knowledge (nature) 24 ranks, wild shape 6/day.

Benefit: You can use his or her normal wild shape ability to take the form of a vermin. The size limitation is the same as your limitation on animal size.

 

VORPAL STRIKE [EPIC]

Prerequisites: Strength 25, Wisdom 25, Improved Critical (unarmed strike), Improved Unarmed Strike, Keen Strike, Stunning Fist, ki strike (adamantine).

Benefit: Your unarmed strike is considered to be a slashing vorpal weapon. (At your option, any unarmed strike can do bludgeoning damage instead, but it loses the vorpal quality.) This ability doesn’t stack with similar abilities

 

WIDEN AURA OF COURAGE [EPIC]

Prerequisite: Charisma 25, aura of courage class ability.

Benefit: Your aura of courage extends to all allies within 100 feet of you.

 

WIDEN AURA OF DESPAIR [EPIC]

Prerequisite: Charisma 25, aura of despair class ability.

Benefit: Your aura of despair extends to all allies within 100 feet of you.

 

ZONE OF ANIMATION [DIVINE][EPIC]

Prerequisite: Charisma 25, Undead Mastery, ability to rebuke or command undead.

Benefit: You can use a rebuke or command undead attempt to animate corpses within range of his or her rebuke or command attempt. You animates a total number of HD of undead equal to the number of undead that would be commanded by your result (though you can’t animate more undead than there are available corpses within range). You can’t animate more undead with any single attempt than the maximum number he or she can command (including any undead already under his or her command). These undead are automatically under your command, though his or her normal limit of commanded undead still applies. If the corpses are relatively fresh, the animated undead are zombies. Otherwise, they are skeletons.

 

 

 

These feats are not epic feats, so they may be selected by character any time he or she could select a new feat.

 

GREATER MULTIWEAPON FIGHTING [GENERAL]

Prerequisites: Dexterity 19, three or more arms, Improved Multiweapon Fighting, Multiweapon Fighting, base attack bonus +15.

Benefit: The creature may make up to three extra attacks with each extra offhand weapon it wields, albeit at a –10 penalty on the third attack with each weapon.

Special: This feat replaces the Greater Two-Weapon Fighting feat for creatures with more than two arms.

 

IMPROVED FLYBY ATTACK [GENERAL]

Prerequisite: Fly speed, Dodge, Flyby Attack, Mobility.

Benefit: If the standard action taken by a creature during a round in which it uses Flyby Attack is a melee attack, the creature provokes no attacks of opportunity from moving out of squares threatened by its target.

Normal: Without this feat, a creature making an attack as part of a Flyby Attack maneuver provokes attacks of opportunity as normal from moving out of squares threatened by its target.

 

IMPROVED MULTIATTACK [GENERAL]

Prerequisite: Three or more natural weapons, Multiattack

Benefit: The creature’s secondary attacks with natural weapons have no penalty. They still add only one-half the creature’s Strength bonus, if any, to damage dealt.

Normal: Without this feat, the creature’s secondary natural attacks have a –5 penalty (or a –2 penalty if it has the Multiattack feat).

 

IMPROVED MULTIWEAPON FIGHTING [GENERAL]

Prerequisites: Dexterity 15, three or more arms, Multiweapon Fighting, base attack bonus +9.

Benefit: In addition to the single extra attack a creature gets with each extra weapon from Multiweapon Fighting, it gets a second attack with each extra weapon, albeit at a –5 penalty.

Normal: With only Multiweapon Fighting, a creater can only get a single attack with each extra weapon.

Special: This feat replaces the Improved Two-Weapon Fighting feat for creatures with more than two arms.

 



 

Hosted by www.Geocities.ws

1