D20 - Storm Seeker - D&D3.5+3E - Feat Bible - 2008-03-23
D20 - Storm Seeker - D&D3.5+3E - Feat Bible - 2008-03-23
D20 - Storm Seeker - D&D3.5+3E - Feat Bible - 2008-03-23
ARMS AND
EQUIPMENT GUIDE
(3.0)
SIDEBAR FEATS
(CREATURE TYPE) TRAINER []
You are skilled at training a particular type of creature.
Prerequisite: Handle Animal 8 ranks.
Benefit: When you take this feat, choose a type of
creature other than animal or beast.
You may rear and train creatures of that type, using the
Handle Animal skill, as if they were beasts, provided their
Intelligence score is 4 or lower.
Special: You can gain this feat multiple times.
Its effects do not stack.
Each time you take the feat, it applies to a new creature
type.
Exceptions: This feat does not increase the DCs for training
creatures presented in the Monster Manual, such as the
pegasus.
However, it lowers them when appropriate.
Normal: Handle Animal does not apply to training
creatures other than animals or beasts.
1
BOOK OF
CHALLENGES (3.0)
2
BOOK OF EXALTED
DEEDS (3.5)
MAIN SECTION FEATS
ANCESTRAL RELIC [GENERAL]
You own an ancestral heirloom and can invest it with
increasing power.
ANIMAL FRIEND [EXALTED]
Prerequisites: Any good alignment, character level 3rd. Animals respond favorably to the aura of goodness that
Benefit: Choose an item you own. exudes from you.
The item must be of masterwork quality, and it must be an Prerequisites: Cha 15, wild empathy class feature.
item that once belonged to a member of your family. Benefit: You receive a +4 exalted bonus on wild empathy
Alternatively, the item may have belonged to another checks to sway the attitudes of animals and good-aligned
person to whom you are somehow connected, such as magical beasts (including, but not limited to, blink dogs,
another member of your religious order. unicorns, pegasi, and animals with the celestial template).
At any time, you may retreat to a consecrated or hallowed In the case of good magical beasts, this bonus simply
location and spend time in prayer in order to awaken the eliminates the penalty you normally take when trying to
spirits in your ancestral relic. deal with magical beasts rather than animals.
This requires a sacrifice of valuable items worth the
difference between the market price of the magic item your
relic will become and the market price of your current
CELESTIAL FAMILIAR [EXALTED]
relic. As long as you are able to acquire a new familiar, you may
This sacrifice does not have to be gold—you can sacrifice receive a celestial as a familiar.
magic items or other goods worth the required amount, Prerequisites: Able to acquire a new familiar, minimum
rather than selling your goods (at half value) to pay for the level requirement (see below).
sacrifice. Benefit: When choosing a familiar, the following
You must spend 1 day per 1,000 gp value you sacrifice. creatures are also available to you.
During this time, you must spend at least 8 hours each day You must choose a familiar whose alignment is the same as
in prayer or meditation, not stopping to eat or rest. yours.
For example, a 4th-level paladin has a masterwork bastard
sword she inherited from her grandfather.
She makes sacrifices worth 2,000 gp and spends two days in
prayer and fasting in the temple of Heironeous.
When she emerges, her devotion has awakened the magic
inherent in the blade, making it a +1 bastard sword.
When she reaches 7th level, she once again retreats to the
temple for 6 days, sacrificing items worth an additional
6,000 gp to make her weapon a +2 bastard sword (market
price 8,000 gp).
When she reaches 11th level, she can make it a +2 holy
bastard sword by making sacrifices worth 24,000 gp (the
difference between 32,000 and 8,000 gp) and spending 24 The celestial familiar is magically linked to its master like a
days in prayer. normal familiar.
A character’s level dictates the maximum value of his or her The familiar uses the basic statistics for a creature of its
ancestral relic, as shown in Table 4–2. kind, as given in the Monster Manual or this volume, except
No character may have more than one ancestral relic. as noted below.
Hit Dice: For effects related to Hit Dice, use the master’s
level or the familiar’s normal total, whichever is higher.
Hit Points: One-half the master’s total or the familiar’s
normal total, whichever is higher.
Attacks: Use the master’s base attack bonus or the familiar’s,
whichever is better.
Saving Throws: Use the master’s base save bonuses if they
are better than the familiar’s.
Familiar Special Abilities: Use the information in the
Familiars sidebar on pages 52–53 of the Player’s Handbook to
3
determine additional abilities as you would for a normal
familiar. CONSECRATE SPELL TRIGGER
With the exception of celestial animals, celestial familiars [EXALTED]
do not grant their masters any of the benefits that appear in
that sidebar. You can channel holy power through a spell trigger item,
such as a wand or staff.
Prerequisites: Craft Wand or Craft Staff, ability to turn
CELESTIAL MOUNT [EXALTED] undead.
Your special mount is a true creature of the heavens. Benefit: When you use a spell trigger item, such as a
Prerequisites: Paladin level 4th. wand or staff, you can use one of your turning attempts for
Benefit: Your special mount gains the celestial creature the day to trigger the item.
template. You still expend a charge from the wand or staff.
It gains the ability to smite evil once per day, darkvision out The spell cast by the item is modified as though it had the
to 60 feet, resistances (acid, cold, and electricity) based on Consecrate Spell feat applied to it.
its total Hit Dice, and damage reduction and spell
resistance that increase as its Hit Dice increase. EXALTED COMPANION [EXALTED]
See the celestial creature template in the Monster Manual
for details. Instead of an animal companion, you have a magical beast
of good alignment.
Prerequisites: Able to acquire a new animal companion,
CONSECRATE SPELL [METAMAGIC] minimum level requirement (see below).
You can imbue your spells with the raw energy of good, by Benefit: When choosing an animal companion, you may
the grace of a celestial power. choose a magical beast as shown on the table below.
Prerequisites: Any good alignment. You must choose a companion whose alignment is the
Benefit: A spell you modify with this feat gains the good same as yours, so only a ranger can have a blink dog,
descriptor. pegasus, or unicorn as a companion.
Furthermore, if the spell deals damage, half that damage Even though your companion is a magical beast, you can
(rounded down) results from divine power and can’t be cast spells on it as though it were an animal.
reduced by resistance or immunity to energy-based attacks. The exalted companion has all the normal abilities of a
For example, if a consecrated lightning bolt cast by a 7th- typical creature of its kind, as well as the characteristics of
level wizard deals 24 points of damage, 12 points of that is an animal companion determined by the druid or ranger’s
electricity damage and the other 12 points is not. level.
Thus, a nongood creature immune to electricity still takes
12 points of damage if it fails its Reflex save.
A consecrated spell uses up a spell slot one level higher
than the spell’s actual level.
10
VOW OF PURITY [EXALTED]
You have taken a sacred vow to avoid contact with dead
flesh.
Prerequisites: Sacred Vow.
Benefit: You gain a +4 perfection bonus on Fortitude
saving throws to resist disease and death effects.
Special: To fulfill your vow, you must avoid all contact
with dead creatures, including meat cooked for food.
You may not touch fallen foes.
You may fight undead foes, but must purify yourself as
soon as possible afterward.
You may touch dead characters in order to restore them to
life (by way of a raise dead or similar spell that requires you
to touch the corpse), but for no other purpose.
If you fight undead creatures or accidentally touch dead
flesh, you must purify yourself in a special ritual that
requires 1 hour and a flask of holy water.
If you intentionally break your vow, you immediately and
irrevocably lose the benefit of this feat.
You may not take another feat to replace it.
If you break your vow as a result of magical compulsion,
you lose the benefit of this feat until you perform a suitable
penance and receive an atonement spell.
11
CORRUPT SPELL-LIKE ABILITY
BOOK OF VILE [GENERAL]
One of the creature’s spell-like abilities is powered by evil.
DARKNESS (3.0) A dark pact provides the creature with unholy energy.
Prerequisite: Any evil alignment.
Benefit: This feat adds the evil descriptor to a spell-like
ability.
MAIN SECTION FEATS Furthermore, if the spell-like ability deals damage, half of
that damage (rounded down) is unholy damage.
For example, if a corrupted fireball from a pit fiend deals a
BOOST SPELL-LIKE ABILITY total of 35 points of damage, half of that amount (18 points)
is fire damage and the other half (17 points) is unholy
[GENERAL] damage.
One of the creature’s spell-like abilities is harder to resist Nonevil creatures immune to fire still take the 17 points of
than it otherwise would be. unholy damage.
Each of a creature’s spell-like abilities can be corrupted
Benefit: The saving throw Difficulty Class (DC) of a
three times per day, though the feat does not allow the
boosted spell-like ability is increased by +2.
creature to exceed its normal usage limit for any ability.
Each of a creature’s spell-like abilities can be boosted three
Thus, if a pit fiend chooses to corrupt its fireball ability, it
times per day, though the feat does not allow the creature
can use a corrupted fireball up to three times that day.
to exceed its normal usage limit for any ability.
Thereafter, it could use its fireball ability again normally
Thus, if a succubus chooses to boost its suggestion ability, it
(since it can use fireball at will), or it could corrupt another
can use a boosted suggestion up to three times that day.
of its spell-like abilities, such as meteor swarm.
Thereafter, it could use its suggestion ability again normally
(since it can use suggestion at will), or it could boost another Special: This feat can be taken multiple times.
of its spell-like abilities, such as charm monster. Each time it is taken, the creature can apply it to each of its
spell-like abilities three additional times per day.
Special: This feat can be taken multiple times.
Each time it is taken, the creature can apply it to each of its
spell-like abilities three additional times per day. DARK SPEECH [VILE]
The character learns a smattering of the language of truly
BOOST SPELL RESISTANCE dark power.
Prerequisite: Base Will save bonus +5, Int 15, Cha 15.
[GENERAL] Benefit: The character can use the Dark Speech to bring
By making a deal with an evil power, the character makes loathing and fear to others, to help cast evil spells and
himself even more resistant to magic. create evil magic items, and to weaken physical objects (see
Prerequisite: Any evil alignment. Dark Speech in Chapter 2).
Benefit: If the character already has innate spell Normal: Attempting to utter a word of the Dark Speech
resistance, he gains a +2 profane bonus to his existing spell always ends in immediate death for a speaker who is not
resistance score. trained in its dark power.
Fortunately, it is impossible to make someone use the Dark
Speech if he or she is unwilling, because the language’s
CORRUPT SPELL [METAMAGIC] pronunciation is so exacting.
The character can transform one of her spells into a thing Special: The character gains a +4 circumstance bonus on
of evil due to a deal she makes with an evil power. saving throws made when someone uses the Dark Speech
Prerequisite: Any evil alignment. against him or her.
Benefit: This feat adds the evil descriptor to a spell.
Furthermore, if the spell deals damage, half of the damage DEFORMITY (CLAWED HANDS)
is unholy damage.
For example, a corrupted fireball cast by a 6th-level wizard [VILE]
deals 6d6 points of damage: 3d6 points of fire damage and
Because of intentional self-mutilation, the character has
3d6 points of unholy damage.
deformed arms and hands ending in sharp claws.
Thus, creatures immune to fire still potentially take 3d6
points of damage. Prerequisite: Willing Deformity.
The corrupted spell uses up a spell slot one level higher Benefit: The character has the ability to deal 1d6 points of
than the spell’s actual level. damage as an unarmed claw attack.
The character is considered armed even when unarmed.
Special: A character may take this feat multiple times,
choosing a different spell each time. Special: The character does not draw attacks of
opportunity when attacking unarmed, and he threatens
areas even when unarmed.
12
DEFORMITY (EYES) [VILE] EMPOWER SPELL-LIKE ABILITY
The character has either drilled a hole in her forehead [GENERAL]
trying to add a third eye, or she has supernaturally scarred
one of her regular eyes. The creature can use a spell-like ability with greater effect.
Prerequisite: Willing Deformity. Benefit: All variable, numeric effects of an empowered
Benefit: As a supernatural ability, the character can use spell-like ability are increased by one-half.
see invisibility for 1 minute per day. An empowered spell-like ability deals half again as much
Special: The character takes a –2 deformity penalty on damage as normal, cures half again as many hit points,
Spot and Search checks. affects half again as many targets, and so on as appropriate.
For example, a night hag’s empowered magic missile deals
one and one-half times normal damage (roll 1d4+1 and
DEFORMITY (FACE) [VILE] multiply the result by 1.5 for each missile).
Saving throws and opposed rolls (such as the one made
Because of intentional self-mutilation, the character has a
when a character casts dispel magic) are not affected.
hideous face.
Spell-like abilities without random variables are not
Prerequisite: Willing Deformity. affected.
Benefit: The character gains a +2 circumstance bonus on Each of a creature’s spell-like abilities can be empowered
Intimidate checks and a +2 deformity bonus on Diplomacy twice per day, though the feat does not allow the creature to
checks dealing with evil creatures of a different type. exceed its normal usage limit for any ability.
Thus, if a night hag chooses to empower its magic missile
DEFORMITY (GAUNT) [VILE] ability, it can use an empowered magic missile up to two
times that day.
Through intentional starvation and macabre operations, the Thereafter, it could use its magic missile ability again
character is grossly underweight. normally (since it can use magic missile at will), or it could
He has a skeletal appearance, and his weight is now half corrupt another of its spell-like abilities, such as sleep.
normal for creatures of his kind. Special: This feat can be taken multiple times.
Prerequisite: Willing Deformity. Each time it is taken, the creature can apply it to each of its
Benefit: The character gains a +2 deformity bonus to spell-like abilities two additional times per day.
Dexterity and a –2 deformity penalty to Constitution.
Furthermore, he gains a +2 circumstance bonus on Escape
Artist checks and Intimidate checks. EVIL BRAND [VILE]
Special: A character with this feat may not take the The character is physically marked forever as a servant of an
Deformity (obese) feat. evil power greater than herself or as a villain who does not
care who knows that she seeks only death, destruction, and
DEFORMITY (OBESE) [VILE] misery for others.
The symbol is unquestionable in its perversity, depicting a
Through intentional gorging and general gluttony, the depravity so unthinkable that all who see it know beyond a
character is obese. doubt that the bearer is forever in the sway of the blackest
Grossly overweight, she is now at least triple the normal powers.
weight for creatures of her kind. Benefit: Evil creatures automatically recognize the
Prerequisite: Willing Deformity. symbol now emblazoned upon the character as a sign of her
Benefit: The character gains a +2 deformity bonus to utter depravity or discipleship to a powerful patron,
Constitution and a –2 deformity penalty to Dexterity. although the specific identity of the patron is not revealed.
Furthermore, she gains a +2 circumstance bonus on She gains a +2 circumstance bonus on Diplomacy and
Intimidate checks and saving throws against poison. Intimidate checks made against evil creatures.
Special: A character with this feat may not take the
Deformity (gaunt) feat.
LICHLOVED [VILE]
DISCIPLE OF DARKNESS [VILE] By repeatedly committing perverted sex acts with the
undead, the character gains dread powers.
The character formally supplicates himself to an archdevil. Prerequisite: Evil Brand.
In return for this obedience, he gains a small measure of Benefit: Mindless undead see the character as an undead
power. creature.
Benefit: Once per day, while performing an evil act, the Becoming more and more like an actual undead creature,
character may call upon his diabolic patron to add a +1 luck he gains a +1 circumstance bonus on saving throws against
bonus on any one die roll. mind-affecting effects, poison, sleep, paralysis, stunning,
Special: Once a character takes this feat, he may not take and disease.
it again; he may not be the disciple of more than one devil.
Nor may he take the Thrall to Demon feat.
MALIGN SPELL FOCUS [GENERAL]
The character’s spells that have the evil descriptor are more
potent than normal due to a deal she makes with an evil
power.
13
Prerequisite: Any evil alignment. Thus, if a demon chooses to quicken its darkness ability, it
Benefit: Add +2 to the DC for all saving throws against cannot use quickened darkness again the same day, though
any of the character’s spells that have the evil descriptor. it could use its darkness ability again normally (since it can
use darkness at will), or it could quicken another of its spell-
like abilities, such as desecrate.
MORTALBANE [GENERAL] Normal: Normally the use of a spell-like ability requires a
The creature can make a spell-like ability particularly standard action and provokes an attack of opportunity
deadly to mortals. unless noted otherwise.
Benefit: A mortalbane ability is a damaging spell-like Special: This feat can be taken multiple times.
ability that deals 2d6 points of additional damage when Each time it is taken, the creature can apply it to each of its
used against living nonoutsiders, but only half damage spell-like abilities one additional time per day.
(rounded down) against outsiders, undead, and constructs.
For example, if a mortalbane cone of cold from a gelugon
would normally deal 45 points of damage, it actually deals SACRIFICIAL MASTERY [VILE]
45 + 2d6 points of damage to a humanoid, but only 22 The character is skilled at offering living sacrifices to evil
points of damage to a night hag. gods or fiends.
Creatures immune to cold—regardless of their type—still Prerequisite: Wis 15.
take no damage from a mortalbane cone of cold. Benefit: The character gains a +4 profane bonus on
Mortalbane can be applied to each of a creature’s spell-like Knowledge (religion) checks made when performing a
abilities five times per day, though the feat does not allow sacrifice.
the creature to exceed its normal usage limit for any ability. Normal: Without this feat, a character who performs a
Thus, if a gelugon chooses to apply Mortalbane to its cone of sacrifice makes a normal Knowledge (religion) check
cold ability, it can use a mortalbane cone of cold up to five modified as described in Chapter 2.
times that day.
Thereafter, it could use its cone of cold ability again normally
(since it can use cone of cold at will). THRALL TO DEMON [VILE]
Special: This feat can be taken multiple times. The character formally supplicates himself to a demon
Each time it is taken, the creature can apply it to each of its prince.
spell-like abilities five additional times per day. In return for his obedience, the character gains a small
measure of power.
Benefit: Once per day, while performing an evil act, the
POISON IMMUNITY [GENERAL] character may call upon his demonic patron to add a +1
After prolonged exposure to a poison or toxin, the character luck bonus on any one roll.
has rendered himself immune to it. Special: Once a character takes this feat, he may not take
Benefit: The character is immune to one specific poison it again; he may not be the thrall of more than one demon.
(chosen by the DM or the character’s player), whether Nor may he take the Disciple of Darkness feat.
available as a blade poison, the venom of a specific creature,
or one other toxin.
The character also gains a +1 circumstance bonus on saving VERMINFRIEND [VILE]
throws against other poisons. Vermin regard the character better than they would
Special: A character may take this feat multiple times, normally.
choosing a different poison each time. Prerequisite: Cha 15.
The +1 bonus against other poisons doesn’t stack with itself, Benefit: If a vermin is about to attack the character, she
because the circumstances of each poison immunity are may make a Charisma check (DC 20).
essentially the same. If the check succeeds, that vermin refuses to attack her for
24 hours.
QUICKEN SPELL-LIKE ABILITY
[GENERAL] VILE KISTRIKE [VILE]
The creature can use a spell-like ability with a moment’s The character can focus evil power into his unarmed strike.
thought. Prerequisite: Cha 15, Improved Unarmed Strike.
Benefit: Using a quickened spell-like ability is a free Benefit: Each time the character deals damage with his
action that does not provoke an attack of opportunity. unarmed strike, he deals 1 additional point of vile damage.
The creature can perform another action—including the
use of another spell-like ability—in the same round that it VILE MARTIAL STRIKE [VILE]
uses a quickened spell-like ability.
The creature may use only one quickened spell-like ability The character can focus evil power into her weapon blows.
per round. Prerequisite: Cha 15, Weapon Focus with the specified
A spell-like ability that duplicates a spell with a casting time weapon.
greater than 1 full round cannot be quickened. Benefit: Each time the character deals damage with a
Each of a creature’s spell-like abilities can be quickened specific kind of weapon, she deals 1 additional point of vile
only once per day, and the feat does not allow the creature damage.
14 to exceed its normal usage limit for any ability.
Special: A character may take this feat more than once, Benefit: The character gains a +2 deformity bonus on
selecting a different weapon each time. Intimidate checks.
19
Level
INITIATE FEATS 2nd Aganazzar’s Scorcher: Path of fire deals 1d8
damage per 2 levels (max 5d8).
4th Fire Stride: Multiple use dimension door that works
INITIATE OF GHAUNADAUR only through large fires.
5th Shroud of Flame: Target bursts into flames, taking
[INITIATE] 2d6 fire damage per round and dealing 1d4 fire
You have learned the dread secrets of the god of oozes, damage to creatures within 10 ft.
slimes, jellies, and outcasts. 8th Incendiary Cloud: Cloud deals 4d6 fire
Prerequisites: Cleric level 3rd, patron deity damage/round.
Ghaunadaur.
Benefit: You can command or rebuke oozes as an evil
cleric commands or rebukes undead. INITIATE OF LOVIATAR [INITIATE]
You can use this supernatural ability a number of times per With great pain comes great power.
day equal to 3 + your Cha modifier. This and other secrets you have learned from the church of
In addition, you add the following spells to your cleric spell Loviatar.
list. Prerequisites: Cleric level 5th, patron deity Loviatar.
1st Corrosive Grasp: 1 touch/level deals 1d6+1 acid Benefit: The first time you take damage in any combat,
damage. you gain a +1 morale bonus on attack rolls and a +1 morale
2nd Blindsight: Grants blindsight out to 30 ft. bonus on saving throws against fear effects for 1 minute per
3rd Amorphous Form: Subject becomes pudding-like cleric level.
and can slip through cracks quickly. In addition, you add the following spells to your cleric spell
5th Slime Hurl: Hurl up to three globs of green slime. list.
7th Mantle of the Slime Lord: Nonintelligent oozes do 2nd Nybor’s Gentle Reminder: Target is dazed for 1
not attack you, and you gain some ooze round, thereafter –2 on attacks, saves, and checks,
immunities. and distracted.
3rd Mystic Lash: Energy whip deals 1d6 electricity
damage/three levels (max 4d6) and stuns for 1
INITIATE OF GRUUMSH [INITIATE] round.
The singular eye of the great orc god Gruumsh watches 5th Fleshshiver: Target is stunned for 1 round, tales
over you. 1d6/level damage, and is nauseated for 1d4+2
Prerequisites: Orc or half-orc, ability to cast 2nd-level rounds.
divine spells, patron deity Gruumsh.
Benefit: Once per day, as a swift action (see the Swift and
Immediate Actions sidebar, page 21), you can cast any cure INITIATE OF SHAR [INITIATE]
spell you have prepared, or you can spontaneously cast an You have been initiated into the greatest secrets of Shar’s
inflict spell. church.
In addition, you add the following spells to your divine Prerequisite: Able to cast 1st-level divine spells, patron
spellcaster list. deity Shar.
If you have more than one divine spellcasting class before Benefit: You add Bluff and Hide to your list of class skills.
taking this feat, you must decide to which class’s spell list to In addition, you add the following spells to your divine
add the spells. spellcaster spell list.
2nd Battle Line: Creates an area of doom on the If you have more than one divine spellcasting class before
battlefield. taking this feat, you must decide which class has the
3rd Bloodspear: Makes one spear into a wounding additional spells added to its list.
weapon. 1st Disguise Self: Changes your appearance.
5th Pocket Cave: Creates an extradimensional space 3rd Crushing Despair: Subject takes –2 on attack rolls,
where you and your allies can hide. damage rolls, saves, and checks.
6th Eyebite: Target becomes panicked, sickened, and 4th Armor of Darkness: Creates a shroud of shadow
comatose. around target that grants darkvision, a bonus to
7th Waves of Exhaustion: Several targets become AC, and a bonus to some saving throws.
exhausted. 5th Darkbolt: One beam of darkness/2 levels deals
damage and dazes opponents.
Special: The armor of darkness and darkbolt spells also
INITIATE OF KOSSUTH [INITIATE] appear on the Darkness domain list.
You have faced the fierce elemental flame and unlocked With this feat, you can cast them as regular cleric spells, not
some of the secrets of Kossuth’s church. just domain spells.
Prerequisites: Cleric level 3rd, patron deity Kossuth.
Benefit: All fire elementals that you summon using the
summon monster spells have +2 hit points per die (instead of INITIATE OF VARAE [INITIATE]
average hit points). You fervently worship Varae, the serpentine goddess, and
In addition, you add the following spells to your cleric spell guard well the secrets of your faith.
list.
20
Prerequisites: Extaminaar, cleric level 3rd, patron deity doubt that the bearer is forever in the sway of the blackest
Varae. powers.
Benefit: Once per day, as a standard action, you can Benefit: Evil creatures automatically recognize the
transform your skin into shimmering emerald scales. symbol now emblazoned upon you as a sign of your utter
The scales absorb magic missile damage as the shield spell, depravity or discipleship to a powerful patron, although the
and they enable you to pass through walls of force as if they specific identity of the patron is not revealed.
weren’t there. You gain a +2 circumstance bonus on Diplomacy and
The emerald scales last for 1 minute per character level. Intimidate checks made against evil creatures.
This is a supernatural ability.
In addition, you add the following spells to your cleric spell
list. EVIL EMBRACED [VILE]
2nd Blinding Spittle: Ranged touch attack blinds You embrace the power of your fiendish patron and call
subject. upon that power in moments of great need.
4th Serpent Arrow: Transforms up to eight missiles Prerequisites: Evil Brand.
into Tiny vipers. Benefit: Once per day, as an immediate action (see page
6th Veil: Changes appearance of group of creatures. 21), you can call upon your fiendish patron to steel you
8th Animal Shapes: One ally/level polymorphs into against harm.
chosen animal (snakes only). You gain damage reduction 10/good for 1 round (until the
start of your next turn).
22
If you can’t physically interact with or manipulate objects
(for instance, if you are incorporeal or in gaseous form, or if
CHAMPIONS OF either you or the ally, but not both of you, are ethereal), you
can’t switch places with the ally and thus can’t activate this
feat.
VALOR (3.5) It should go without saying, but if you are incapable of
taking an action (dazed, paralyzed, stunned, unconscious,
and so on), you can’t use this feat.
30
beginning of the month, and dark right in the middle of Once per character level, you can sell a magic item for 100%
the month, as shown below. of its market value, or an art object or gem for 120% of its
normal value.
32
FAVORED IN GUILD FRINGE FAVORED IN GUILD FRINGE
BENEFIT (GRIFFON CAVALRY) [] BENEFIT (ORDER OF THE EVEN-
Due to frequent training and practice, you gain a +2 bonus HANDED) []
on Ride checks while riding griffons.
Your resolve in the service of Tyr the Just gives you a
special blessing.
FAVORED IN GUILD FRINGE Once per character level, you can call on your blessing to
add a +3 bonus to the save DC of one stunning attack you
BENEFIT (HALASTER’S HEIRS) [] make using the Stunning Fist feat or cleric spell you cast,
You can learn rare or unique spells created by Halaster or provided the target of your attack or spell is evil.
his apprentices (such as Halaster’s blacksphere, Halaster’s fetch If you are a monk, you can freely multiclass as a cleric or
variants, Halaster’s image swap, Halaster’s light step, Halaster’s sacred fist and still advance as a monk.
shaking hand, Halaster’s teleport cage, Trobriand’s baleful teleport,
Trobriand’s crystalbrittle, Trobriand’s glassee) any time you have
the opportunity to learn new spells, but you may not learn FAVORED IN GUILD FRINGE
more than one such spell per level gained. BENEFIT (ORDER OF THE SUN
The guild subsidizes your monetary expenses when
creating constructs, reducing the raw materials cost by 10%. SOUL) []
Lathander teaches that undead must be destroyed.
FAVORED IN GUILD FRINGE Once per character level you can call upon your faith to
enter a state of holy resolve, which lasts for 1 minute.
BENEFIT (HOLY ORDER OF THE While in this state, you gain a +2 morale bonus on attack
rolls and damage rolls against undead.
KNIGHTS OF SAMULAR) []
Your faith is bolstered by your participation in the Order.
Once per character level, you can deem a particularly FAVORED IN GUILD FRINGE
insidious mind-affecting spell or ability to be a test of faith, BENEFIT (RED SASHES) []
and thereby gain a +5 bonus on your Will saving throw
against that attack. You are intimately familiar with one of Waterdeep’s wards,
and know many of its people and secrets.
Choose one ward; while in that ward, you gain a +2 bonus
FAVORED IN GUILD FRINGE on Gather Information, Search, Spot, Listen, and Sense
Motive checks.
BENEFIT (NEW OLAMN) []
You can substitute a Perform check in place of a Diplomacy
check or Gather Information check by offering your FAVORED IN GUILD FRINGE
service for free. BENEFIT (THE GRAY HANDS) []
In addition, you gain twice the normal income when you
use Perform checks to earn money. You gain a +1 morale bonus on all saving throws made in
Waterdeep or within 10 miles of the city.
33
FAVORED IN GUILD FRINGE
BENEFIT (THE TEL TEUKIIRA) []
The Moonstars count many skilled magical artisans among
their friends.
Once per character level you can purchase a single magic
item of 50,000 gp or less for 75% of its normal market price.
34
EFFICIENT DEFENDER []
CITYSCAPE (3.5) You have learned to use new techniques and modifications
to your armor to increase its protective ability.
Prerequisite: Heavy armor proficiency.
Benefit: When you wear light or medium armor, you
MAIN SECTION FEATS gain 1 more point of armor bonus to your AC than that
armor normally provides.
For example, a suit of studded leather would have a +4
CITY MAGIC [METAMAGIC] armor bonus rather than 3.
However, because you must adjust and customize the
You can use the city itself to shape and enhance your
armor to more effectively cover weak spots, it is also
spellcasting.
slightly more encumbering, increasing its armor check
Prerequisite: Caster level 3rd.
penalty by 1.
Benefit: You can modify any damaging spell you cast to You are not required to make use of this feat.
incorporate the urban environment. You decide when donning the armor whether you wish to
When casting an offensive spell with an energy subtype— don it normally, or with this feat in effect.
acid, cold, electricity, fire, or sonic—you can invest the
Special: A fighter can select this feat as one of his bonus
spell with a portion of the city’s spirit.
feats.
In most cases, this investment is gritty and spectacular,
drawing dirt, gravel, nails, and other nearby detritus into
the spell effect. EXTRA CONTACTS []
In other cases, the investiture is much more subtle, often
merely changing the look of the spell. You make connections and alliances easily.
Only half the damage from a spell with the appropriate Prerequisite: Cha 11.
subtype is considered energy damage, and is thus subject to Benefit: Your maximum number of contacts increases by
resistances or immunities. four.
The remainder comes from the city itself, and is not subject Normal: Without this feat, a character is normally limited
to spell or energy resistances or immunities. to a number of contacts equal to his Charisma modifier
This investiture only occurs for spells cast within urban (minimum 1).
environments, defined as any area above the size of a small Special: You can take the Extra Contacts feat multiple
town (DMG 137). times.
For example, a wizard uses City Magic to cast a fireball at a Its effects stack.
creature with resistance to fire 15. Each time you take the feat, you add another four to your
The damage roll is 20, half of it fire damage and half “city”. maximum number of contacts.
Thus, the target takes 10 points of “city” damage instead of 5
points of fire damage.
This feat is useless to spellcasters who cast their spells in a
FAVORED []
nonurban environment as defined above. You are an active and valued member of your guild, church,
A spell modified using the City Magic feat uses a spell slot or other organization.
of the spell’s normal level. Prerequisites: Membership in a guild, church, or other
organization.
If selecting this feat for a church, you must also be a true
DECEPTIVE SPELL [METAMAGIC] member, not merely a congregant (as described on page
You can cast spells that seem to come from somewhere 105).
other than where they should. Benefit: Select one of your organization’s associated
Benefit: A deceptive spell appears to come from any skills.
direction you choose. As long as you remain a member of that organization, you
For instance, a magic missile might shoot from a nearby gain a +2 competence bonus on checks made with that skill.
doorway, rather than from your own finger, or a lightning Additionally, you gain one special benefit depending on
bolt might emerge from the floor rather than from you. your specific guild, church, or organization.
You cannot use this feat to gain a bonus to hit, to These are described as “favored benefits” in the guild,
circumvent cover, to flank, or in any other way to gain a organization, and church entries, beginning on page 84.
numeric or mechanical advantage on any attack rolls. Special: You can take this feat more than once.
Its purpose is to disguise the source of the spell, preventing Its effects do not stack.
anyone who did not actively observe you casting it from Each time you take this feat, you apply it to a different
recognizing you as its caster. organization of which you are a member.
You cannot apply Deceptive Spell to any spell with a range
of touch or a target of you. INVISIBLE SPELL [METAMAGIC]
A deceptive spell uses up a slot one level higher than the
spell’s actual level. You can make your spell effects invisible.
Prerequisite: Any metamagic feat.
Benefit: You can modify any spell you cast so that it
carries no visual manifestation.
35
All other aspects of the spell, including range, area, targets, You still take whatever damage you would normally take
and damage remain the same. from the fall, but you can reduce the falling damage with a
Note that this feat has no bearing on any components successful Jump check or Tumble check.
required to cast the enhanced spell, so the spell’s source You cannot use any ability to slow your fall (such as the
might still be apparent, depending on the situation, despite monk’s slow fall ability, or the feather fall spell) while
its effects being unseen. attacking in this manner.
For example, a fireball cast by someone with this feat could Urban Acrobatics: You can make use of windowsills,
be made invisible in the moment of its detonation, but awnings, lampposts, and similar features of the city when
everyone in the area would still feel the full effect leaping or falling from buildings.
(including the heat), and any flammable materials ignited If you deliberately jump downward within arm’s reach of a
by the explosion would still burn visibly with nonmagical wall or similar vertical surface, you can move yourself
fire. sideways along the wall, traveling up to 5 feet horizontally
Those with detect magic, see invisibility, or true seeing spells or for every 10 feet you fall.
effects active at the time of the casting will see whatever If you accidentally fall, you can move 5 feet horizontally for
visual manifestations typically accompany the spell. every 20 feet you fall.
A spell modified using the Invisible Spell feat uses a spell You can move up to your full movement horizontally in
slot of the spell’s normal level. this fashion (so long as the wall is wide enough), even if
that distance, plus your falling distance, exceeds your
normal movement rate.
PRIMARY CONTACT [] Normal: Falling characters can move in no direction but
Your rapport with one of your contacts is stronger than down.
your relationship with the rest.
Prerequisite: Favored.
Benefit: When you gain this feat, select one of your ROOFWALKER [TACTICAL]
existing contacts to be named your primary contact. You are adept at moving and fighting on rooftops and
Choose one skill associated with the organization to which ledges.
your contact belongs. Prerequisites: Balance 5 ranks, Jump 5 ranks, Dodge,
You gain 1 bonus rank in that skill (even if doing so would Mobility.
put you above your normal maximum ranks for that skill). Benefit: The Roofwalker feat enables the use of three
In addition, you can double the frequency with which you tactical maneuvers.
can call upon your primary contact for no-charge favors. Fleet of Feet: You can walk across a precarious surface more
For example, if your primary contact normally provides its quickly than normal.
no-charge favor once per month, you can now call upon You can move at your full speed without taking a –5
that favor twice per month. penalty on your Balance check.
Special: This feat cannot be taken more than once. Graceful Drop: If you intentionally jump from a height, you
If the primary contact associated with this feat dies or is take less damage than you would if you fell.
otherwise removed from the campaign, the DM can, at his If you succeed on a Jump check when jumping down (PH
discretion, either replace that contact with a new contact 77), you take falling damage as if you had dropped 20 fewer
from the same organization or allow you to name one of feet than you actually did.
your other contacts as your primary contact. Master of the Roof: You know how to use the slopes to your
In either event, you do not gain the bonus skill rank a advantage.
second time, but neither do you lose it just because your You gain a +1 dodge bonus to AC against any opponent
contact has left the campaign. who is at a different elevation from you.
36
If you fail a check, you can retry after 1 hour of questioning;
SPECIAL DISPENSATION [] the DM should roll the number of checks required secretly,
You have been given leave to carry even banned armor, so that the player doesn’t know exactly how much time the
weapons, and equipment in a given area. task will require.
Prerequisite: Favored. You can cut the time between Gather Information checks
Benefit: Due in part to your standing within your in half (from 1 hour to 30 minutes), but you take a –5
organization, you have received special dispensation from penalty on the check.
the authorities to wear or carry whatever equipment you Obviously, this feat will not allow you to locate someone
deem necessary, regardless of local armor and weapons who has gone beyond the boundaries of the community,
laws. but it could inform you that they’ve done so.
This feat is often represented in the game, either by an
object of some kind—typically an official government
seal—or even a mark, such as a tattoo.
Special: This feat can be taken multiple times.
Each time you take the feat, its effects apply to a new
culture, geographic region, kingdom, or nation (whichever
is appropriate).
Note: In the EBERRON setting, you can substitute the
Favored in House feat for Favored as the prerequisite for
this feat.
If you do, you gain the benefits of this feat while within any
of the Five Nations.
STRONG STOMACH []
You have greater resilience to illness and foul odors than
most people.
Prerequisites: Con 13, Endurance. Normal: Characters without this feat can use Gather
Benefit: You reduce the effects of sickening and nausea Information to find out about specific individuals, but each
by one step. check takes 1d4+1 hours and doesn’t allow for effective
You cannot become nauseated. trailing.
If you are exposed to an effect or condition that would Special: A character with 5 ranks in Knowledge (local)
normally make you nauseated, you become sickened gains a +2 bonus on the Gather Information check to use
instead. this feat.
If an effect or condition would normally sicken you, that (Note: This feat first appeared in Unearthed Arcana.
effect is negated. This update supersedes the original).
37
FAVORED BENEFITS (CRIMINAL FAVORED BENEFITS (GOVERNMENT
GUILDS) [] GUILDS) []
The guild provides access to the black market and stolen The character gains a +1 bonus on Diplomacy and
goods. Intimidate checks with members of any guild.
A member can obtain many goods for a discount, in any (When dealing with members of his own guild, these
city where the guild maintains a presence. bonuses stack with the standard guild bonuses).
The chance of finding a specific discounted item is a flat
85% for mundane items, 50% for minor magic items, 25%
for medium magic items, and 10% for major magic items. FAVORED BENEFITS (HEROIC
If they are available, mundane items can be purchased for a ORGANIZATIONS) []
10% discount, while magic items are discounted 5%.
Note that these items are stolen or contraband, and a PC As a rule, most organizations will pay to have identify cast on
caught with an identifiably stolen item on his person could magic items a number of times per month equal to the
be arrested and charged. member’s level.
Depending on circumstances (such as the availability of
spellcasters), this number can vary slightly.
FAVORED BENEFITS (CRIMINAL
ORGANIZATIONS) [] FAVORED BENEFITS (INDEPENDENT
The organization covers bail money, legal fees, court costs, CHURCH) []
and bribes relating to the arrest or trial of its most valued
members. Members of independent churches make a concerted effort
Depending on their relationship with the organization’s to aid one another.
superiors, members are expected to pay back 10% to 50% of The discount for hiring a fellow member to cast a spell or
all such costs incurred. perform a service is 10%, rather than the standard 5%.
(Characters who abuse this privilege—taking advantage of
it when not absolutely necessary—could find it stripped
FAVORED BENEFITS (CULT) [] away from them at the DM’s discretion).
Membership in this small, tightly knit group strengthens
an individual’s faith and determination.
When accompanied by at least one other member of the
FAVORED BENEFITS (LABORERS
cult, or when within the cult’s shrines or holdings, a GUILDS) []
member receive a +1 bonus on Will saves made against Members gain a +1 bonus on Diplomacy and Intimidate
spells cast by anyone not part of the cult. checks when negotiating with potential employers.
When performing basic physical labor, members can
FAVORED BENEFITS (DOMINANT expect to be paid 5% to 10% more than the standard value
for those services.
CHURCH) []
A member of a dominant church gains a +1 bonus on
Diplomacy and Intimidate checks involving anyone from
FAVORED BENEFITS (MERCANTILE
the local government, major mercantile concerns such as GUILDS) []
guilds, or members of smaller churches in the city. Membership in the guild is a sign of quality merchandise.
Additionally, a member has access to the church’s library Members can charge an average of 5% more than the
and records. standard market value on their goods and services in any
He can take 20 on any Knowledge (history) or Knowledge city where the organization maintains a guildhouse.
(religion) check after he has been actively engaged in
research in the church library (reading books and speaking
to other members), a process that takes 1d4+1 days for each FAVORED BENEFITS (MERCENARY
check.
GUILDS) []
Members of the same mercenary guild learn
FAVORED BENEFITS (GLADIATORIAL complementary combat tactics.
STABLES) [] Whenever a member is adjacent to another member, each
of them gains a +1 competence bonus to Armor Class.
So long as the privilege is not abused, the stable heals a
gladiator of injuries suffered outside the arena as well as
within. FAVORED BENEFITS (PERFORMERS
Additionally, in one out of every four matches, the stable
takes only 20% of the purse, rather than 30%. GUILDS) []
In any city wherein the guild maintains a guildhouse, the
member can substitute Perform or Profession check for a
38
Diplomacy or Gather Information check by offering her
services for free. FAVORED BENEFITS (SECT) []
In addition, she earns twice the normal income when using As the parent church, if the sect is open and accepted.
her Perform or Profession skill to earn money In the case of a conflicted or secret sect, members swiftly
These uses of Perform or Profession must match those with learn techniques for keeping their affiliation secret.
which the character has earned guild membership. The character gains a +1 bonus on Bluff checks when
For example, a character who joined the guild as an actor dealing with matters of religious affiliation.
cannot apply this benefit to Profession (blacksmith) checks. Additionally, he can make use of the Deceptive Spell feat
(see page 60) once per day, without the associated increase
in spell slot, even if he does not possess that feat.
FAVORED BENEFITS (POLITICAL This ability can be applied only to domain spells or to spells
ORGANIZATIONS) [] that, for reasons of alignment, could not be cast by
members of the parent church.
The organization pulls bureaucratic strings on behalf of
favored members, reducing by 20% the cost of any fines or
levies imposed by the government. FAVORED BENEFITS (SLAVERS
GUILDS) []
FAVORED BENEFITS (PSIONIC Favored members of the guild can purchase slaves at a 20%
GUILDS) [] discount.
Further, if a favored member needs a few hours of physical
The guild subsidizes the creation of psionic items, reducing labor performed, the guild provides the temporary loan of
the character’s raw materials cost by 5%. slaves, free of charge.
42
A goaded creature can still cast spells, make ranged attacks,
EXTRAORDINARY CONCENTRATION move, or perform other actions normally.
[] The use of this feat restricts only melee attacks.
Special: A fighter may select Goad as one of his fighter
Your mind is so focused that you can cast spells even while bonus feats.
concentrating on another spell.
Prerequisite: Concentration 15 ranks.
Benefit: When concentrating to maintain a spell, you can GREEN EAR []
make a Concentration check (DC 25 + spell level) to Your bardic music can affect plant creatures.
maintain concentration with just a move action. Prerequisite: Perform (any) 10 ranks, bardic music.
If you beat the DC by 10 or more, you can maintain
Benefit: You can alter any of your mind-affecting bardic
concentration on the spell as a swift action (see Swift
music abilities (or similar Perform-based abilities from
Actions and Immediate Actions, page 137).
other classes) so that they influence only plant creatures
Using this ability is a free action, but if you fail the
instead of other creatures.
Concentration check, you lose concentration on the
However, plants receive a +5 bonus on Will saves against
maintained spell and its effect ends.
any of these effects.
This feat does not give you the ability to maintain
Normal: Plants are normally immune to all mindaffecting
concentration on more than one spell at a time.
spells and abilities.
Normal: Concentrating on a spell is a standard action.
SCENT [WILD]
You can sharpen your sense of smell.
Prerequisites: Wild shape.
Benefit: You can expend one daily use of wild shape to
gain the scent ability (see page 314 of the Monster Manual)
for 1 hour per Hit Die.
While this benefit is in effect, you can detect opponents
within 30 feet by sense of smell.
In addition, if you have the Track feat, you can track
creatures by scent.
You retain this benefit regardless of what form you are in.
48
This ability does not extend to shields, nor does it apply to
spells gained from spellcasting classes other than the class
COMPLETE ARCANE that provides the ability to cast arcane spells while in armor.
53
Spellcasters you threaten may not cast defensively (they
INNATE SPELL [] automatically fail their Concentration checks to do so), but
You have mastered a spell so thoroughly that you can now they are aware that they cannot cast defensively while
use it as a spell-like ability. being threatened by a character with this feat.
Prerequisites: Quicken Spell, Silent Spell, Still Spell. Special: Taking this feat reduces your caster level for all
Benefit: Choose any spell you can cast. your spells and spell-like abilities by 4.
You can now cast this spell at will as a spell-like ability once
per round.
One spell slot eight levels higher than the innate spell is MAXIMIZE SPELL-LIKE ABILITY []
permanently used to power it, and any XP cost for the You can use a spell-like ability at its maximum effect.
innate spell is paid each time you use it. Prerequisite: Spell-like ability at caster level 6th or
As well, you must have any focus required by the spell in higher.
order to use it as a spell-like ability, and if the innate spell Benefit: Choose one of your spell-like abilities (subject to
has a costly material component, you must use an item the restrictions below) to use at maximum effectiveness up
worth 50 times that cost as a focus. to three times per day (or the ability’s normal use limit,
Since an innate spell is a spell-like ability and not an actual whichever is less).
spell, a cleric can’t lose it to spontaneously cast a cure or All variable, numeric effects of the spell-like ability are
inflict spell. maximized, dealing maximum damage, curing the
As well, spellcasters who become unable to cast spells of maximum number of hit points, affecting the maximum
the level of the spell slot used to power the innate spell number of targets, and so on.
become unable to use the spell-like ability. For example, a 10th-level warlock’s maximized eldritch blast
Special: You can choose this feat more than once, deals 36 points of damage three times per day.
selecting another spell and paying the spell slot, focus, and Saving throws and opposed checks (such as the one you
material components costs each time. make when you cast dispel magic) are not affected, nor are
spell-like abilities without random variables.
An empowered maximized spell-like ability gains the
INSIGHTFUL [] benefit of each feat separately (getting the maximum result
You possess a magical understanding of the workings of plus one-half the normally rolled result).
arcane detection. For example, a fire mephit’s empowered maximized
Benefit: An innate talent for magic grants you the scorching ray would deal 24 points of damage plus one-half
following spell-like abilities as a 1st-level caster: 1/day— of 4d6 points of damage.
detect magic, detect secret doors, read magic. The spell-like ability you wish to maximize can be chosen
only from those abilities that duplicate a spell of a level less
than or equal to 1/2 your caster level (round down), minus
LORD OF THE UTTERCOLD 2.
[METAMAGIC] For a summary, see the Caster Level to Empower column in
the table on page 304 of the Monster Manual.
Through careful study of the Elemental Planes and their Special: This feat can be taken multiple times.
interactions with the Negative Energy Plane, you have Each time, you apply it to a different one of your spell-like
learned to wield the uttercold. abilities.
Prerequisites: Knowledge (the planes) 9 ranks, Energy
Substitution (cold), ability to cast a spell with the cold
descriptor. NECROPOLIS BORN []
Benefit: You can turn spells with the cold descriptor into You possess a magical understanding of the essence of
uttercold spells. mortal dread.
Half the damage dealt by an uttercold spell is cold damage, Benefit: An innate talent for magic grants you the
and the other half is negative energy damage. following spell-like abilities as a 1st-level caster: 1/day—
The spell’s saving throw remains unchanged, but creatures cause fear, ghost sound, touch of fatigue.
can apply cold resistance or immunity to cold only to the Save DC 10 + spell level + your Cha modifier.
cold portion of the damage.
An undead creature can be healed by the negative energy
damage of an uttercold spell, though if it doesn’t have NIGHT HAUNT []
resistance to cold, the effects of damage and healing cancel You possess a magical understanding of the workings of the
each other out. unseen.
An uttercold spell uses a spell slot of the spell’s normal Benefit: An innate talent for magic grants you the
level. following spell-like abilities as a 1st-level caster: 1/day—
dancing lights, prestidigitation, unseen servant.
MAGE SLAYER [] Save DC 10 + spell level + your Cha modifier.
You have studied the ways and weaknesses of spellcasters
and can time your attacks and defenses against them NONLETHAL SUBSTITUTION
expertly.
Prerequisites: Spellcraft 2 ranks, base attack bonus +3. [METAMAGIC]
54 Benefit: You gain a +1 bonus on Will saving throws. You can modify an energy spell to deal nonlethal damage.
Prerequisites: Knowledge (arcana) 5 ranks, any miss chance against an invisible creature hiding in fog, for
metamagic feat. example).
Benefit: Choose one type of energy (acid, cold, electricity, Special: Taking this feat reduces your caster level for all
or fire). your spells and spell-like abilities by 4.
You can then modify any spell with the chosen descriptor
to deal nonlethal damage instead of normal energy damage.
The nonlethal spell works normally in all respects except PIERCE MAGICAL PROTECTION []
the type of damage dealt—for example, a nonlethal fireball You can overcome the magical protections of your enemies.
has the same range and area, but since it deals nonlethal Prerequisites: Con 13, Mage Slayer.
damage instead of energy damage, it will not damage Benefit: Your contempt for magic is so fierce that as a
objects or set fire to combustibles in the area. standard action you can make a melee attack that ignores
A nonlethal spell uses a spell slot one level higher than the any bonuses to Armor Class granted by spells (including
spell’s normal level. spell trigger or spell completion effects created by magic
items such as wands or potions).
If you deal damage to your opponent, you also instantly and
OBTAIN FAMILIAR [] automatically dispel all that opponent’s spells and spell
You gain a familiar. effects that grant a bonus to Armor Class.
Prerequisites: Knowledge (arcana) 4 ranks, arcane Special: Taking this feat reduces your caster level for all
caster level 3rd. your spells and spell-like abilities by 4.
Benefit: You can obtain a familiar in the same manner as
a sorcerer or wizard (see the sorcerer class description and
the accompanying sidebar, page 52 of the Player’s PRACTICED SPELLCASTER []
Handbook). Choose a spellcasting class that you possess.
As with a sorcerer or wizard, obtaining a familiar takes 24 Your spells cast from that class are more powerful.
hours and uses up magic materials worth 100 gp. Prerequisite: Spellcraft 4 ranks.
For the purpose of determining familiar abilities that Benefit: Your caster level for the chosen spellcasting class
depend on your arcane caster class level, your levels in all increases by 4.
classes that allow you to cast arcane spells stack. This benefit can’t increase your caster level to higher than
your Hit Dice.
However, even if you can’t benefit from the full bonus
PERSISTENT SPELL [METAMAGIC] immediately, if you later gain Hit Dice in levels of
You can make a spell last all day. nonspellcasting classes, you might be able to apply the rest
Prerequisite: Extend Spell. of the bonus.
Benefit: Spells with a fixed or personal range can have For example, a human 5th-level sorcerer/3rd-level fighter
their duration increased to 24 hours. who selects this feat would increase his sorcerer caster level
Spells of instantaneous duration cannot be affected by this from 5th to 8th (since he has 8 Hit Dice).
feat, nor can spells whose effects are discharged. If he later gained a fighter level, he would gain the
You don’t need to maintain concentration on persistent remainder of the bonus and his sorcerer caster level would
detect spells (such as detect magic or detect thoughts) for you to become 9th (since he now has 9 Hit Dice).
be aware of the mere presence or absence of the subject A character with two or more spellcasting classes (such as a
detected, but gaining additional information requires bard/sorcerer or a ranger/druid) must choose which class
concentration as normal. gains the feat’s effect.
A persistent spell uses up a spell slot six levels higher than This feat does not affect your spells per day or spells
the spell’s actual level. known.
It increases your caster level only, which would help you
penetrate spell resistance and increase the duration and
PIERCE MAGICAL CONCEALMENT [] other effects of your spells.
You ignore the miss chance provided by certain magical Special: You may select this feat multiple times.
effects. Each time you choose it, you must apply it to a different
Prerequisites: Con 13, Blind-Fight, Mage Slayer. spellcasting class.
Benefit: Your fierce contempt for magic allows you to For instance, a 4th-level cleric/5th-level wizard who had
disregard the miss chance granted by spells or spell-like selected this feat twice would cast cleric spells as an 8th-
abilities such as darkness, blur, invisibility, obscuring mist, level caster and wizard spells as a 9th-level caster.
ghostform (see page 109), and spells when used to create
concealment effects (such as a wizard using permanent
image to fill a corridor with illusory fire and smoke). RANGED SPELL SPECIALIZATION []
In addition, when facing a creature protected by mirror You deal more damage with ranged touch attack spells.
image, you can immediately pick out the real creature from Prerequisites: Weapon Focus (ranged spell), caster level
its figments. 4th.
Your ability to ignore the miss chance granted by magical Benefit: Damage-dealing spells that require a ranged
concealment doesn’t grant you any ability to ignore touch attack roll gain a +2 bonus on the damage they deal.
nonmagical concealment (so you would still have a 20% This extra damage applies only to the first successful attack
of spells that create multiple rays or missiles, or to the first
55
round of damage for spells that deal damage over multiple Prerequisite: Any metamagic feat.
rounds on a single successful attack (such as Melf’s acid Benefit: You can modify an area spell by changing the
arrow). area’s shape to either a cylinder (10-foot radius, 30 feet
Because you must be able to strike precisely, the extra high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-
damage applies only to targets within 30 feet. radius spread), or a 120-foot line.
Only spells that deal hit point damage can be affected by The sculpted spell works normally in all respects except for
this feat. its shape.
For example, a lightning bolt whose area is changed to a ball
deals the same amount of damage, but affects a 20-foot-
RECKLESS WAND WIELDER [] radius spread.
You can increase the effectiveness of spells cast from a A sculpted spell uses a spell slot one level higher than the
wand. spell’s actual level.
Prerequisites: Use Magic Device 1 rank, Craft Wand.
Benefit: By expending an additional charge, you can use a
wand as if its caster level was 2 higher than its normal level, SOUL OF THE NORTH []
changing all the spell’s level-dependent effects. You possess a magical understanding of the nature of cold.
For example, by expending 2 charges at once, a wand of Benefit: An innate talent for magic grants you the
magic missile (created at caster level 3rd) can be used at following spell-like abilities as a 1st-level caster: 1/day—
caster level 5th, firing three missiles instead of two. chill touch, ray of frost, resistance.
You can expend only 1 extra charge at a time using this feat. Save DC 10 + spell level + your Cha modifier.
MASTER STAFF []
You can activate a staff without using a charge.
Prerequisites: Craft Staff, Spellcraft 30 ranks.
Benefit: When you activate a staff, you can expend a spell
slot instead of using a charge.
The spell slot must be one you have not used for the day,
though you can lose a prepared spell to emulate a staff
charge (but you cannot lose prepared spells from a specialty
school).
The spell slot expended must be equal to or higher in level
than the specific spell stored in the staff (including any
level-increasing metamagic enhancements).
You cannot emulate a charge for a staff power or ability that
does not match a specific spell.
For example, you can use this feat to lose a prepared 3rd-
level spell to activate lightning bolt from a staff of power, but
you can’t lose a spell to double the staff’s melee damage
because that power doesn’t match a specific spell.
MASTER WAND []
You can activate a wand without using a charge.
Prerequisites: Craft Wand, Spellcraft 15 ranks.
Benefit: When you activate a wand, you can expend a
spell slot instead of using a charge.
The spell slot must be one you have not used for the day,
though you can lose a prepared spell to emulate a wand
charge (but you cannot lose prepared spells from a specialty
school).
The spell slot expended must be equal to or higher in level
than the spell stored in the wand (including any level-
increasing metamagic enhancements).
59
Serpent’s Strike: You gain a natural bite attack that deals 1d3
points of Constitution damage but no hit point damage.
COMPLETE A successful Fortitude save (DC 10 + 1/2 your character
level + your Cha modifier) negates the Constitution
damage.
CHAMPION (3.5) Creatures immune to poison are immune to this effect.
Your upper canine teeth grow into fangs when you activate
serpent’s strike and remain in that form as long as the effect is
active.
MAIN SECTION FEATS Special: You can select this feat multiple times, gaining
one additional daily use each time you take it.
Special: If you have the ability to turn or rebuke undead,
AIR DEVOTION [DOMAIN] you gain one additional daily use of this feat for each three
You can defend yourself with the power of air. daily turn or rebuke uses you expend.
Benefit: Once per day as a swift action, you can shroud Special: You can have multiple abilities active
yourself in a mantle of air. simultaneously.
This effect grants you a +1 sacred (if your deity is good or However, you can still activate only one ability per round.
neutral) or profane (if your deity is evil) bonus to AC.
This bonus increases by 1 for every four character levels AWESOME SMITE [TACTICAL]
you possess (maximum +6 at 20th level).
In addition, thrown and projectile weapons have an Through a combination of sheer muscle and mystical
automatic 50% miss chance against you while the air mantle acumen, you can deliver devastating smite attacks.
is active. Prerequisites: Power Attack, base attack bonus +6,
This protection lasts for 1 minute. smite ability.
Special: You can select this feat multiple times, gaining Benefit: This feat allows the use of three tactical
one additional daily use each time you take it. maneuvers, each of which requires that you make a smite
Special: If you have the ability to turn or rebuke undead, attack while using the Power Attack feat (minimum attack
you gain one additional daily use of this feat for each three penalty –1).
daily turn or rebuke uses you expend. You must declare the use of this feat before making the
attack roll.
You can employ only one of these maneuvers at a time.
ANIMAL DEVOTION [DOMAIN] Demolishing Smite: Your smite attack punches through your
You enhance your own abilities with the characteristics of enemy’s defenses.
animals. For the purpose of this single attack, you can ignore a
Benefit: Once per day as a swift action, you can give number of points of damage reduction (except DR/– or
yourself the power of a specific animal. DR/epic) up to twice your Charisma bonus (if any).
Select one of the following abilities each time you activate For instance, if your Charisma is 17 (+3 bonus), you ignore
the feat. 6 points of your target’s damage reduction when making a
Each effect lasts for 1 minute. demolishing smite.
Ape’s Fury: Gain a +2 sacred (if your deity is good or neutral) Overwhelming Smite: Your smite attack can knock an
or profane (if your deity is evil) bonus to your Strength opponent prone.
score. If the attack hits and deals damage, it is treated as though it
The value of this bonus increases by 2 for every six were also a trip attack.
character levels you possess (maximum +8 at 18th level). Make a Strength check opposed by the defender’s Strength
When you activate ape’s jury, fur sprouts all over your body or Dexterity, with all the normal trip modifiers (PH 158).
and remains until the effect ends. A foe that resists is not entitled to make a trip attempt
Cheetah’s Sprint: Gain a +5-foot sacred (if your deity is good against you in return.
or neutral) or profane (if your deity is evil) bonus to your You can attempt an overwhelming smite only once per
base land speed. round.
The value of this bonus increases by 5 feet for every four Seeking Smite: Your smite attack is uncannily guided to its
character levels you possess (maximum +30 feet at 20th target.
level). For the purpose of this single attack, you ignore any miss
Your body is covered in black spots while cheetah’s sprint is chance your foe might have, though your weapon must still
active. be able to strike the target.
Hawk’s Flight: You can fly as if using the overland flight spell. Thus, while this maneuver allows you to strike an
At 5th level and every five levels thereafter, you gain a +5- incorporeal creature unerringly with a magic sword, it does
foot sacred (if your deity is good or neutral) or profane (if not allow you to strike it with a nonmagical weapon.
your deity is evil) bonus to your base fly speed (maximum
+20 feet at 20th level). BATTLE BLESSING []
Intangible, luminescent wings grow from your back when
you activate hawk’s flight and remain as long as the effect is You can cast spells more quickly than usual in the heat of
active. battle.
Prerequisites: Ability to cast paladin spells.
60
Benefit: You can cast most of your paladin spells faster
than normal.
CHARNEL MIASMA [RESERVE]
If the spell normally requires a standard action, you can cast Your close connection to death magic causes others to find
it as a swift action. your company unpleasant.
If it normally requires a full round to cast, you can cast it as Prerequisites: Access to the Death domain.
a standard action. Benefit: As long as you have a 2nd-level or higher Death
Spells with longer or shorter casting times are not affected domain spell available to cast, you exude an almost
by this feat. imperceptible scent of the grave wherever you go.
As a standard action, you can force one foe within 30 feet to
attempt a Will save or be shaken for 1 minute.
BESTIAL CHARGE [TACTICAL] If you use this ability on an already shaken creature and it
You have learned to take complete advantage of the animal fails its saving throw, it becomes panicked for 1 minute or
forms you can assume. until it spends 1 full round out of line of sight of you.
Prerequisite: Base attack bonus +4, wild shape class Creatures that succeed on this save are not affected again by
feature. your charnel miasma for 24 hours.
Benefit: This feat allows the use of three tactical As a secondary benefit, you gain a +1 competence bonus to
maneuvers, each of which requires that you attempt a your caster level when casting death spells.
charge attack in the round immediately following your
shift into animal form using wild shape.
If you have the Swift Wild Shape feat (page 62), you can
DEATH DEVOTION [DOMAIN]
attempt the charge in the same round as you change forms. The power of death imbues your weapon with exceptional
Pouncing Charge: You can make a full attack after you might.
charge, as if you had the pounce ability (MM 313). Benefit: Once per day as a swift action, you can cause one
If the animal form you have assumed normally has the of your melee weapons to radiate negative energy for 1
pounce ability, your bonus on attack rolls when charging minute.
increases to +3. When you make a successful attack with this weapon, the
Striking Charge: For the purpose of this charge attack only, target must succeed on a Fortitude save (DC 10 +1/2 your
you gain an extra 5 feet of reach by suddenly striking character level + your Cha modifier) or gain a negative
forward with your head and neck. level.
You must assume a serpentine animal form to employ this You can bestow only one negative level per target for every
maneuver. four character levels you possess (minimum one, maximum
Twisting Charge: You can change direction during a charge, five negative levels at 20th level).
as long as you move at least 10 feet both before and after Special: You can select this feat multiple times, gaining
you turn. one additional daily use each time you take it.
You must assume an animal form with four or more legs to Special: If you have the ability to turn or rebuke undead,
employ this maneuver. you gain one additional daily use of this feat for each three
Normal: You can make only a single attack after charging, daily turn or rebuke uses you expend.
with a +2 bonus on attack rolls.
You can charge only in a straight line.
DESTRUCTION DEVOTION
CHAOS DEVOTION [DOMAIN] [DOMAIN]
The forces of chaos assist you in combat. Your attacks weaken your opponents’ defenses.
Benefit: Once per day as a swift action, you can summon Benefit: Once per day as an immediate action, you can
the force of chaos to aid you. call upon the forces of destruction to weaken your
When you activate this ability, roll 1d6. opponents’ defenses.
If the result is odd, add that number as a sacred (if your If you deal damage with a melee attack (but not a melee
deity is good or neutral) or profane (if your deity is evil) touch attack) while this ability is active, you temporarily
bonus on your attack rolls until your next action. reduce the struck opponent’s armor bonus or natural armor
If the result is even, add that number as a sacred or profane bonus by 1.
bonus to your AC. Reductions from multiple hits stack, to a minimum bonus
At the beginning of each action thereafter, roll the die of +0.
again and apply the designated bonus. If the opponent has both armor and natural armor bonuses,
This effect lasts for 1 minute. it chooses which one to reduce.
When you attain 10th level, the die you roll increases to a Once one bonus reaches +0, the other bonus automatically
d8. gets reduced until it too reaches +0 or the effect ends.
When you attain 15th level, the die increases to a d10. This effect lasts for 1 minute, after which all armor and
Special: You can select this feat multiple times, gaining natural armor bonuses reduced in this way return to
one additional daily use each time you take it. normal.
Special: If you have the ability to turn or rebuke undead, Upon reaching 10th level, you reduce your opponent’s
you gain one additional daily use of this feat for each three armor or natural armor bonus by 2 per successful hit.
daily turn or rebuke uses you expend. Special: You can select this feat multiple times, gaining
one additional daily use each time you take it.
61
Special: If you have the ability to turn or rebuke undead, You cannot use this feat to activate multiple energy types at
you gain one additional daily use of this feat for each daily the same time.
turn or rebuke use you expend.
EVIL DEVOTION [DOMAIN]
EARTH DEVOTION [DOMAIN] The power of evil cloaks you and your allies.
You can manipulate the earth to your advantage. Benefit: Once per day as an immediate action, you can
Benefit: Once per day as an immediate action, you can surround yourself with an aura of evil that grants you and
ignore the effects of difficult terrain or make terrain near each of your allies within 30 feet damage reduction that can
you more difficult to move through. be overcome only by good-aligned weapons.
If you use this ability on yourself, you can ignore the effects The numeric value of this damage reduction is 1 + 1/five
of difficult terrain for 1 minute. character levels you possess (maximum 5/good at 20th
This ability also grants you a +5 sacred (if your deity is good level).
or neutral) or profane (if your deity is evil) bonus on In addition, your and your allies’ natural and weapon
Balance, Climb, and Jump checks. attacks are evil-aligned for the purpose of overcoming
If you use this ability to affect nearby terrain, you can damage reduction.
change one 5-foot square of earth or stone from normal to This effect lasts for 1 minute.
difficult terrain for every three character levels you possess Special: You can select this feat multiple times, gaining
(minimum 1 square; maximum 6 squares at 18th level). one additional daily use each time you take it.
The first square you change must be within 30 feet of you, Special: If you have the ability to turn or rebuke undead,
and all other squares must be linked to that one in an you gain one additional daily use of this feat for each daily
unbroken line. turn or rebuke use you expend.
Thus, the second square must be adjacent to the first, the
third must be adjacent to the first or second, and so on.
This change lasts for 1 minute. FIRE DEVOTION [DOMAIN]
On attaining 10th level, you can cause stone spikes to grow You can burn your enemies with your melee attacks.
from any surface you have changed to difficult terrain Benefit: Once per day as a swift action, you can sheathe
using this ability. your body in red and orange flames.
These spikes work like caltrops (PH 126), except that the The fire does not harm you, but you illuminate the nearby
bonus on attack rolls for each spike equals your base attack area as a torch would.
bonus, and they cannot be swept away. While you are thus alight, each of your melee attacks deals
This effect also lasts 1 minute. 1 extra point of fire damage + 1 point for every three
If you cause spikes to appear underneath a creature on the character levels you possess (maximum +7 at 18th level).
affected surface, they immediately “attack”. This effect lasts for 1 minute.
Special: You can select this feat multiple times, gaining Any foe injured by this fire ignites and burns for an
one additional daily use each time you take it. additional 1d4 points of fire damage per round unless it
Special: If you have the ability to turn or rebuke undead, succeeds on a Reflex save (DC 10 + 1/2 your character level
you gain one additional daily use of this feat for each daily + your Cha modifier).
turn or rebuke use you expend. A burning creature can take a move action to automatically
douse the flames.
Special: You can select this feat multiple times, gaining
ELEMENTAL ESSENCE [WILD] one additional daily use each time you take it.
You can channel the power of the four elements from the Special: If you have the ability to turn or rebuke undead,
natural world around you. you gain one additional daily use of this feat for each two
Prerequisites: Any other wild feat, wild shape class daily turn or rebuke uses you expend.
feature.
Benefit: When you first select this feat, choose one type
of energy: acid, cold, electricity, or fire. FRAGILE CONSTRUCT [RESERVE]
This choice cannot thereafter be changed. Your innate attunement to the forces of entropy allows you
You can spend one daily use of your wild shape ability to to weaken objects with the force of your will.
surround your limbs and weapons with an aura of the Prerequisites: Access to the Destruction domain.
chosen energy. Benefit: As long as you have a 3rd-level or higher
While this effect is active, each melee attack you make Destruction domain spell available to cast, you can enhance
deals an extra 1d6 points of the appropriate type of energy the inherent flaws of objects.
damage. Using this ability requires a touch or a melee touch attack
Additionally, you gain resistance 5 against that type of (if used against an opponent).
energy. For a number of rounds equal to your caster level, the
These effects last for 1 minute. hardness or damage reduction of the touched object or
Special: You can select this feat multiple times. construct is reduced by an amount equal to the level of the
Its effects do not stack. highest-level Destruction domain spell you have available
Each time you take it, you must select a different type of to cast.
energy to which the feat applies. This ability cannot reduce an object’s hardness or damage
reduction below 0.
62
As a secondary benefit, you gain a +1 insight bonus on all Prerequisites: Base attack bonus +4, ability to
sunder attempts that you make. spontaneously cast cure or inflict spells, ability to turn or
rebuke undead.
Benefit: This feat allows you the use of two of the four
GOOD DEVOTION [DOMAIN] following tactical maneuvers.
The power of good shields you and your allies. The first two maneuvers are available only if you channel
Benefit: Once per day as an immediate action, you can positive energy, while the latter two are available only if
surround yourself with an aura of good that grants you and you channel negative energy.
be overcome only by evil-aligned weapons. Balance of Life: The positive energy you channel when
The numeric value of this damage reduction is 1 + 1/five healing temporarily bolsters you physically.
character levels you possess (maximum 5/evil at 20th level). To use this maneuver, you must first cast a cure spell, then
In addition, your and your allies’ natural and weapon attempt either a melee attack or a Strength-based check in
attacks are good-aligned for the purpose of overcoming the following round.
damage reduction. You gain a bonus on that attack roll or check equal to the
This effect lasts for 1 minute. level of the cure spell cast.
Special: You can select this feat multiple times, gaining Conduit of Life: Two conduits of positive energy (turning
one additional daily use each time you take it. and healing) reinforce each other, making your cure spells
Special: If you have the ability to turn or rebuke undead, more potent.
you gain one additional daily use of this feat for each daily To use this maneuver, you must first attempt to turn
turn or rebuke use you expend. undead, then make an attack with a cure spell (or other
positive-energy spell) against an undead creature in the
following round.
GREAT AND SMALL [WILD] You gain a bonus on your damage roll for the spell equal to
By channeling the spirits of all creatures, you can increase one-half the result of the initial turning check, and the save
or decrease your size without otherwise changing your DC increases by an amount equal to your Charisma bonus
form. (if any).
Prerequisite: Wild shape class feature, ability to assume If you roll a natural 20 on your attack roll when delivering
the form of a Large creature using wild shape. the spell (assuming one is necessary) and the target fails its
Benefit: You can spend one daily use of your wild shape save, the spell deals double damage.
ability to either grow or shrink one size category. Conduit of Death: Two conduits of negative energy
You cannot use this feat multiple times to grow or shrink (rebuking and dealing damage) reinforce each other,
more than one category beyond your normal size, nor does making your inflict spells more potent.
this effect stack with others that change your size. To use this maneuver, you must first attempt to rebuke
You can activate this feat only while in your normal form. undead, then make an attack with an inflict spell (or other
This supernatural ability otherwise functions as the spells negative-energy spell) against a living creature in the
enlarge person and reduce person (caster level equals your following round.
character level). You gain a bonus on your damage roll for the spell equal to
one-half the result of the initial turning check, and the save
DC increases by an amount equal to your Charisma bonus
HEALING DEVOTION [DOMAIN] (if any), furthermore, the critical threat range of the attack
You can heal damage faster than normal. increases by 1.
Benefit: Once per day, you can gain fast healing 1, +1 for Touch of Death: The negative energy you channel lingers,
every five character levels you possess (maximum fast increasing the severity of the wounds you inflict.
healing 5 at 20th level). To use this maneuver, you must first cast an inflict spell,
This effect lasts for 1 minute. then attempt a melee attack against a living creature in the
You can activate this feat as an immediate action or, if you following round.
have a daily available, it automatically activates if you are If the attack hits, it deals extra damage equal to twice the
reduced to 0 hit points or below (but not killed). level of the inflict spell cast.
Special: As a full-round action, you can transfer this
ability to a willing recipient as a touch spell. HOLY WARRIOR [RESERVE]
Doing so counts as one daily use of the ability.
Special: You can select this feat multiple times, gaining Your zeal on the battlefield allows you to deal extra damage
one additional daily use each time you take it. in combat.
Special: If you have the ability to turn or rebuke undead, Prerequisites: Ability to cast 4th-level spells, access to
you gain one additional daily use of this feat for each daily the War domain.
turn or rebuke use you expend. Benefit: As long as you have a 4th-level or higher War
domain spell available to cast, you gain a bonus on your
weapon damage rolls equal to the level of the highest-level
HOLY POTENCY [TACTICAL] War spell you have available to cast.
You have learned to manipulate the energies of the divine As a secondary benefit, you gain a +1 competence bonus to
to great martial effect. your caster level when casting force spells.
63
Special: If your conjuration (healing) spell affects
IMBUED HEALING [METAMAGIC] multiple creatures, you can choose only one carrier effect
You imbue your healing spells with additional benefits per casting.
based on the power of your belief. All targets are subject to that same effect.
Prerequisites: Ability to cast conjuration (healing)
spells; access to one or more domains.
Benefit: Whenever you cast a 1st-level or higher KNOWLEDGE DEVOTION [DOMAIN]
conjuration (healing) spell, you not only heal your subject You can use your knowledge to exploit your foes’
of hit point damage, but you also confer on it a carrier effect weaknesses and overcome their strengths.
deriving from a domain to which you have access. Prerequisite: Knowledge (any) 5 ranks.
If you have access to more than one of the following Benefit: Upon selecting this feat, you immediately add
domains, choose which carrier effect to use each time you one Knowledge skill of your choice to your list of class
use this ability. skills.
Each of these carrier effects has a duration of 1 minute per Thereafter, you treat that skill as a class skill, regardless of
level of the conjuration (healing) spell cast and an which class you are advancing in.
equivalent spell level. Whenever you fight a creature, you can make a Knowledge
If you are using domains from publications other than the check based on its type, as described on page 78 of the
Player’s Handbook, use the Domains from Publications Other Player’s Handbook, provided that you have at least one rank
Than the Player’s Handbook sidebar on page 53 to determine in the appropriate Knowledge skill.
an appropriate domain equivalency. You then receive an insight bonus on attack rolls and
Air: Electricity resistance 5. damage rolls against that creature type for the remainder of
Animal: Scent ability. the combat.
Chaos: +2 sacred (if your deity is good or neutral) or profane The amount of the bonus depends on your Knowledge
(if your deity is evil) bonus on a randomly determined check result, as given on the following table.
ability score.
Death: +4 on saving throws against death effects.
Destruction: +2 sacred (if your deity is good or neutral) or
profane (if your deity is evil) bonus on melee damage rolls.
Earth: Acid resistance 5.
Evil: DR 3/good.
Eire: Fire resistance 5.
Good: DR 3/evil.
Healing: 1 temporary hit point per level or HD.
These temporary hit points last for up to 1 hour.
Knowledge: +2 insight bonus on skill and ability checks.
Law: +4 sacred (if your deity is good or neutral) or profane
(if your deity is evil) bonus on saving throws against mind-
affecting spells or spell-like abilities.
Luck: When rolling for damage, treat any die roll result of 1
as 2, unless 1 is the maximum result possible.
Magic: +2 sacred (if your deity is good or neutral) or profane You can make only one Knowledge check per creature type
(if your deity is evil) bonus on saves against spells and spell- per combat.
like abilities. If you fight creatures of multiple types during the same
Plant: Light fortification (25% chance to avoid extra damage combat, you can make one Knowledge check per type,
from critical hits and sneak attacks). thereby possibly gaining different bonuses against different
Protection: +2 sacred (if your deity is good or neutral) or opponents.
profane (if your deity is evil) bonus to AC when fighting Example: Alhandra faces a black dragon, a vampire, and a
defensively. beholder.
Strength: +2 on damage rolls with any melee attack. She has the Knowledge Devotion feat and ranks in both
Sun: Low-light vision; +2 sacred (if your deity is good or Knowledge (arcana) and Knowledge (religion).
neutral) or profane (if your deity is evil) bonus on Spot At the beginning of the battle, she makes checks to gain
checks. bonuses against the dragon and the vampire, but since she
Travel: +5-foot bonus to base land speed. possess no ranks in Knowledge (dungeoneering), she has
Trickery: +6 sacred (if your deity is good or neutral) or no chance to gain a bonus against the beholder (an
profane (if your deity is evil) bonus on Bluff checks. aberration).
War: +1 on attack rolls with weapons (not natural weapons). Alhandra’s Knowledge (arcana) check grants her a +3
Water: +6 sacred (if your deity is good or neutral) or profane insight bonus on attack rolls and damage rolls against the
(if your deity is evil) bonus on Swim checks. black dragon.
Special: When you use a conjuration (healing) spell to Later, a half-dragon enters the fray.
deal damage to a target, you cannot confer one of these Alhandra cannot make another check since she has already
carrier effects on that target. checked for the dragon type this combat, but she can apply
Special: Different carrier effects can affect the same target the +3 insight bonus to her attack rolls and damage rolls
concurrently, even if the domains are normally opposed in against the half-dragon as well.
64 nature (Law/Chaos, Good/Evil, and so forth). This benefit is an extraordinary ability.
These ability points can be applied to any single damaged
LAW DEVOTION [DOMAIN] ability, raising it to a maximum of its starting score.
The power of law assists you in combat. Temporary ability points granted in this way disappear after
Benefit: Once per day as a swift action, you can summon 10 minutes, returning the subject to its previous damaged
the power of law to aid you. state unless some other effect restores the lost ability points
Upon activating this ability, you immediately gain a +3 first.
sacred (if your deity is good or neutral) or profane (if your You can use this effect on the same individual as many
deity is evil) bonus on your attack rolls or to your AC until times as you wish.
your next action. As a secondary benefit, you gain a +1 competence bonus to
At the beginning of your next action, you can reallocate the your caster level when casting conjuration (healing) spells.
bonus if desired.
This effect lasts for 1 minute.
The bonus increases to +5 when you attain 10th level, and PLANT DEVOTION [DOMAIN]
to +7 when you attain 15th level. Your body takes on the resilience of plants.
Special: You can select this feat multiple times, gaining Benefit: Once per day as an immediate action, you can
one additional daily use each time you take it. force your body to take on plant characteristics.
Special: If you have the ability to turn or rebuke undead, Your skin becomes brown and bark-like, your hair becomes
you gain one additional daily use of this feat for each three leafy, and your blood oozes like sap.
daily turn or rebuke uses you expend. This effect lasts for 1 minute.
While in this form, your natural armor bonus increases by
2.
LUCK DEVOTION [DOMAIN] In addition, you gain light fortification (25% chance to
Luck makes your attacks more effective. ignore extra damage from critical hits and sneak attacks).
Benefit: Once per day as a swift action, you can activate The resistance chance granted by this fortification effect
this ability to improve your combat prowess. increases to 50% when you attain 10th level and to 75%
For 1 minute, if the result of any damage roll you make is when you attain 15th level.
below average, you can increase it to one-half the maximum At 20th level, you gain heavy fortification (immune to
possible (rounded up). critical hits and sneak attack damage) while in this form.
This effect works for all damage you deal, whether from Special: You can select this feat multiple times, gaining
physical or magical attacks. one additional daily use each time you take it.
Special: You can select this feat multiple times, gaining Special: If you have the ability to turn or rebuke undead,
one additional daily use each time you take it. you gain one additional daily use of this feat for each two
Special: If you have the ability to turn or rebuke undead, daily turn or rebuke uses you expend.
you gain one additional daily use of this feat for each three
daily turn or rebuke uses you expend.
PROTECTION DEVOTION [DOMAIN]
You exude an aura that protects you and those around you.
MAGIC DEVOTION [DOMAIN] Benefit: Once per day as an immediate action, you can
You channel your faith into a bolt of energy that strikes activate a protective aura.
your target from afar. While it is active, you gain a +2 sacred (if your deity is good
Benefit: Once per day as a standard action, you can or neutral) or profane (if your deity is evil) bonus to AC, as
launch an energy bolt as a ranged touch attack against a does every ally within 30 feet of you.
target within 30 feet, + 5 feet per two character levels you This bonus increases by 1 for every four character levels
possess. you possess (maximum +7 at 20th level).
If this attack hits, it deals 1d6 points of damage per two This effect lasts for 1 minute.
character levels you possess. Special: You can select this feat multiple times, gaining
Special: You can select this feat multiple times, gaining one additional daily use each time you take it.
one additional daily use each time you take it. Special: If you have the ability to turn or rebuke undead,
Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each three
you gain one additional daily use of this feat for each two daily turn or rebuke uses you expend.
daily turn or rebuke uses you expend.
PROTECTIVE WARD [RESERVE]
MITIGATE SUFFERING [RESERVE] Your connection to the divine principle of protection
You can temporarily relieve ability damage. shields you or an ally from attacks.
Prerequisite: Ability to cast 2nd-level spells. Prerequisite: Access to the Protection domain.
Benefit: As long as you have any restoration spell or Benefit: As long as you have an abjuration spell available
another conjuration (healing) spell that cures ability to cast, you can use a standard action to provide a sacred (if
damage available to cast, you can confer temporary ability your deity is good or neutral) or profane (if your deity is
points on yourself or anally. evil) bonus to AC equal to the level of the highest-level
As a standard action, you can create 2 points + 1 point per abjuration spell you have available to cast.
level of the highest-level such spell you have available to
cast.
65
You can apply this bonus either to your AC or to that of a As a natural weapon, your slam attack does not provoke
single ally within 30 feet, and it persists until the beginning attacks of opportunity.
of your next turn. It deals damage based on your size and character level, as
As a secondary benefit, you gain a +1 competence bonus to given on the following table.
your caster level when casting abjuration spells.
67
Benefit: As a standard action, you can expend one daily
use of your wild shape ability to envenom your natural
attacks for up to 1 round per caster level you possess.
An ordinary unarmed strike does not qualify for this
benefit; you must have a true natural attack, though it can
be the result of a transmutation spell or other shapechange
effect.
Poison: Injury, Fortitude negates (DC 10 +1/2 your HD +
your Con modifier), 1d2 Str/1d2 Str.
68
BOAR’S FEROCITY [WILD]
COMPLETE DIVINE You can continue fighting even at the brink of death.
Prerequisite: Ability to wild shape.
Benefit: If your hit points are reduced to 0 or less (but
(3.5) you aren’t killed), you can spend one wild shape as a free
action (even if it isn’t your turn) to continue acting as if not
disabled or dying.
The effect lasts for one minute.
MAIN SECTION FEATS Normal: When reduced to 0 hp, you are disabled and can
take only a single move or standard action each round.
When reduced to –1 to –9 hp, you are dying and drop
ARCANE DISCIPLE [GENERAL] unconscious.
Choose a deity, and then select a domain available to clerics
of that deity. CHEETAH’S SPEED [WILD]
You can learn to cast the spells associated with that domain
as arcane spells. You can run with the speed of the cheetah.
Prerequisites: Knowledge (religion) 4 ranks, Spellcraft Prerequisite: Ability to wild shape.
4 ranks, able to cast arcane spells, alignment matches your Benefit: You can spend one wild shape to change your
deity’s alignment. base land speed to 50 feet.
Benefit: Add the chosen domain’s spells to your class list You may also sprint as a cheetah: Once per hour you may
of arcane spells. move 10 times your normal speed as part of a charge.
If you have arcane spellcasting ability from more than one This effect lasts for one hour.
class, you must pick which arcane spellcasting ability this
feat applies to. CONSECRATE SPELL [METAMAGIC]
Once chosen, this decision cannot be changed for that feat.
You may learn these spells as normal for your class; You can imbue your spells with the raw energy of good.
however, you use Wisdom (rather than the normal ability Prerequisite: Any good alignment.
for your spellcasting) when determining the save DC for Benefit: A spell you modify with this feat gains the good
the spell. descriptor.
In addition, you must have a Wisdom score equal to 10 + Furthermore, if the spell deals damage, half of the damage
the spell’s level in order to prepare or cast a spell gained (rounded down) results directly from divine power and is
from this feat. therefore not subject to be reduced by resistance or
Each day, you may prepare (or cast, if you cast spells immunity to energy-based attacks.
without preparation) a maximum of one of these domains For example, a consecrated fire storm spell cast by a 16th-
spells of each level. level cleric deals 16d6 points of damage, half of which is
Special: You can take this feat more than once. fire damage and half of which is sheer divine power.
Each time, you must select a different domain available to Thus, creatures immune to fire still take damage.
the same deity you chose the first time you selected the The consecrated spell uses up a spell slot one level higher
feat. than the spell’s actual level.
For example, a character who chose Heironeous and the
Good domain with his first selection could choose Law or CORRUPT SPELL [METAMAGIC]
War with successive selections of the same feat.
He couldn’t choose Protection, since that domain isn’t You can transform one of your spells into an evil version of
available to clerics of Heironeous. itself.
Prerequisite: Any evil alignment.
Benefit: This feat adds the evil descriptor to a spell.
AUGMENT HEALING [GENERAL] Furthermore, if the spell deals damage, half of the damage
Prerequisite: Heal 4 ranks. (rounded down) results directly from divine power and is
Benefit: Add +2 points per spell level to the amount of therefore not subject to be reduced by resistance or
damage healed by any Conjuration [Healing] spell that you immunity to energy-based attacks.
cast. The corrupted spell uses up a spell slot one level higher
For example, a 1st-level cleric with this feat casting cure light than the spell’s actual level.
wounds would restore 1d8+3 hp.
An 8th-level cleric with the Healing domain and this feat DISCIPLE OF THE SUN [DIVINE]
casting cure moderate wounds would restore 2d8+13 hp (9 for
his caster level including the +1 caster level bonus for the You can destroy undead instead of merely turning them.
Healing domain, + 4 for the feat). Prerequisites: Ability to turn or rebuke undead, good
A 13th-level druid casting heal would restore 144 hp (130 alignment.
for her caster level + 14 for the feat, since heal is a 7th-level Benefit: You may spend two turn undead attempts when
druid spell). you turn undead instead of one.
If you do then you get destroy the undead instead of
turning them.
69
DIVINE METAMAGIC [DIVINE] DOMAIN SPONTANEITY [DIVINE]
You can channel energy into some of your divine spells to You are so familiar with one of your domains that you can
make them more powerful. convert other prepared spells into spells from that domain.
Prerequisite: Ability to turn undead or rebuke undead. Prerequisite: Ability to turn or rebuke undead.
Benefit: When you take this feat, choose a metamagic Benefit: Each time you take this feat, choose a domain
feat. that you have access to.
This feat applies only to that metamagic feat. You may now convert prepared divine spells into any spell
As a free action, you can take the energy from turning or from that domain.
rebuking undead and use it to apply a metamagic feat to You expend a spell of equal or higher level, as well as
spells that you know. expending one of your daily turn undead attempts.
You must spend one turn or rebuke attempt, plus an This works just as good clerics spontaneously cast prepared
additional attempt for each level increase in the metamagic spells as cure spells.
feat you’re using. Special: You can take this feat multiple times.
For example, Jozan the cleric could sacrifice three turn Each time you take the feat, it applies to a new domain.
attempts to empower a holy smite he’s casting.
Because you’re using positive or negative energy to
augment your spells, the spell slot for the spell doesn’t EAGLE’S WINGS [WILD]
change. You can take wing and fly with the grace of an eagle.
Special: This feat may be taken multiple times. Prerequisite: Ability to wild shape.
Each time you take this feat choose a different metamagic Benefit: You can spend one wild shape to grow feathery
feat to which to apply it. wings.
These allow you to fly at a speed of 60 feet (average
maneuverability).
DIVINE SPELL POWER [DIVINE] The wings remain for 1 hour.
You can channel positive or negative energy to enhance
your divine spellcasting ability.
Prerequisites: Ability to turn or rebuke undead, able to ELEMENTAL HEALING [DIVINE]
cast 1st-level divine spells. You can channel elemental energy to heal creatures of a
Benefit: You can spend a turn or rebuke attempt as a free specific elemental subtype.
action and roll a turning check (with a special +3 bonus, Prerequisite: Ability to rebuke creatures with an
plus any other modifiers you’d normally apply to your elemental subtype.
turning check). Benefit: You can spend a rebuke attempt as a standard
Treat the result of the turning check as a modifier to your action to send a burst of healing energy in a 60-foot burst.
caster level on the next divine spell you cast in that round. This affects all creatures with an elemental subtype that you
For example, if a cleric used this feat and rolled a 16 on his could normally rebuke; such creatures are healed of 1d8
turning check, he would add a +2 bonus to his caster level points of damage per two cleric levels.
for the next divine spell he casts in the round. For example, a cleric with the Fire domain could use this
Had he rolled an 8, he would instead apply a –1 penalty to feat to heal a fire elemental or any other creature with the
his caster level for the next divine spell he cast in the fire subtype (since he would normally rebuke creatures
round. with the fire subtype with his domain power).
If you don’t cast a divine spell before your next turn, you Special: You may only activate this feat by spending a
lose the effect of the check result. rebuke attempt that would normally be used to rebuke
This feat has no effect on your arcane spellcasting ability. creatures with a specific elemental subtype (air, earth, fire,
or water).
Unlike other divine feats, you can’t use a turn or rebuke
DOMAIN FOCUS [GENERAL] undead attempt (or other turning attempt) to activate the
You have mastered the subtle intricacies of the divine feat.
power you’ve devoted yourself to.
Prerequisite: Access to relevant domain.
Benefit: You can cast spells associated with one of your ELEMENTAL SMITING [DIVINE]
domains at +1 caster level. You can channel elemental energy to deal extra damage to
This benefit also applies to caster level checks to overcome creatures tied to a specific element.
a target’s spell resistance as well as other variables such as Prerequisite: Ability to turn creatures with an elemental
spell duration. subtype.
If you cast a spell from one of your nondomain spell slots, Benefit: Once per round, you can spend a turn attempt as
this feat does not help you, even if the spell also happens to a free action when making a melee attack.
appear on your domain list. If you successfully strike a creature that you could turn
Special: You can take Domain Focus multiple times. with that turn attempt because of its elemental subtype,
Its effects do not stack. you may add a bonus on your damage roll equal to your
Each time you take the feat, it applies to a new domain to cleric level.
which you have access. If your attack misses, the turn attempt is lost to no effect.
70
For example, a cleric with the Fire domain could use this Such weapons can overcome damage reduction as if they
feat to smite a water elemental or any other creature with had the appropriate alignment.
the water subtype (since he would normally turn creatures The effect lasts until the end of your next turn.
with the water subtype with his domain power).
Special: You may only activate this feat by spending a
turn attempt that would normally be used to turn creatures GRIZZLY’S CLAWS [WILD]
with a specific elemental subtype (air, earth, fire, or water). You can grow claws as sharp as those of a bear.
Unlike other divine feats, you can’t use a turn or rebuke Prerequisite: Ability to wild shape.
undead attempt (or other turning attempt) to activate the Benefit: You can spend one wild shape to gain two
feat. primary claw attacks (both at your base attack bonus and
adding your Strength bonus).
The claws deal piercing and slashing damage equal to a
ELEPHANT’S HIDE [WILD] short sword appropriate to your size (1d6 for Medium, or
You can thicken your skin to the toughness of an 1d4 for Small).
elephant’s. The claws remain for 1 hour.
Prerequisite: Ability to wild shape into a Large creature. Special: If you already have a claw attack, this replaces
Benefit: You can spend one wild shape to give yourself a those claws.
natural armor bonus of 7.
This does not stack with any natural armor you currently
have. IMPROVED SMITING [GENERAL]
The effect lasts for 10 minutes. Your smite attacks deal more damage to specific foes, and
can damage creatures with alignment-based damage
reduction.
EMPOWER TURNING [GENERAL] Prerequisites: Cha 13, smite ability.
You can turn or rebuke more undead with a single turning Benefit: Whenever you make a smite attack, your attack
attempt. overcomes damage reduction as if had an alignment, and
Prerequisite: Ability to turn or rebuke undead. you deal an extra +1d6 points of damage to targets of a
Benefit: You can turn or rebuke more undead than usual. specific alignment.
After adding your cleric level and Charisma modifier to If the smite attack has an alignment associated with it, it
your turning damage roll multiply it by 1.5. deals its extra damage to foes of that alignment and it is
treated as having the opposite alignment for overcoming
damage reduction.
EXTRA WILD SHAPE [WILD] For example, a paladin’s smite evil attacks are treated as
You can use wild shape more frequently than you normally having the good alignment and deal +1d6 damage to evil
could. targets, while a blackguard’s smite good attacks are treated
Prerequisite: Ability to use wild shape. as having the evil alignment and deal +1d6 damage to good
Benefit: You use your wild shape ability two more times targets.
per day than you otherwise could. If the smite attack has no alignment associated with it, you
If you are able to use wild shape to become an elemental, must choose an alignment component (chaotic, evil, good,
you also gain one additional elemental wild shape use per or lawful) when you select the feat.
day. Your smite attacks overcome damage reduction as if they
Special: You can take this feat multiple times, gaining the had that alignment, and deal +1d6 points of damage to foes
same benefit each time. of the opposite alignment.
For example, a lawful neutral cleric of St. Cuthbert with the
Destruction domain who selected this feat must choose for
FAST WILD SHAPE [WILD] his smite attacks to be lawfully aligned (and these attacks
You assume your wild shape faster and more easily than would deal +1d6 points of damage to chaotic targets).
you otherwise could. A lawful evil cleric of Hextor with the Destruction domain
Prerequisite: Dex 13, ability to use wild shape. could choose to have his smite attacks be lawfully or evilly
Benefit: You gain the ability to use wild shape as a move- aligned (and these attacks would deal +1d6 points of
equivalent action. damage to chaotic targets or to good targets, respectively).
Normal: A druid uses wild shape as a standard action. You can’t choose an alignment component that isn’t part of
your alignment, and once this choice is made, it can never
be changed.
GLORIOUS WEAPONS [DIVINE] If you later change alignment so that the chosen alignment
You can channel positive or negative energy to imbue your component is no longer part of your alignment, you lose
allies’ weapons with an alignment. the benefits of this feat.
Prerequisite: Ability to turn or rebuke undead. Special: If you have the smite ability from more than one
class, the effect of the feat applies to all your smite abilities,
Benefit: You can spend a turn or rebuke attempt as
and it is possible to select different alignments for each (as
standard action to align the melee weapons (including
long as the alignments chosen are legal selections).
natural weapons) of all allies within a 60-ft. burst as good (if
you channel positive energy) or evil (if you channel
negative energy).
71
For example, a paladin/cleric with the Destruction domain Benefit: You can spend a rebuke attempt as standard
must choose good for his smite good ability, but could action to place an aura of negative energy upon each
choose law for his smite domain power. creature within a 60-ft. burst.
Any inflict spell cast on one of these creatures before the
end of your next turn is automatically maximized, with no
LION’S POUNCE [WILD] adjustment to the spell’s level or casting time.
You can deliver a terrible attack at the end of a charge.
Prerequisite: Ability to wild shape.
Benefit: When you charge, you may spend a wild shape QUICKEN TURNING [GENERAL]
as a free action to make a full attack at the end of the You can turn or rebuke undead with a moment’s thought.
charge. Prerequisite: Ability to turn or rebuke undead.
Normal: Without this feat, you may only make a single Benefit: You can turn or rebuke undead as a free action.
attack after a charge. You may still make only one turning attempt per round.
FAITH FEATS
PIOUS DEFENSE [FAITH]
Your connection to a greater power sometimes gives you
flashes 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.
75
If you successfully deliver the spell (that is, you succeed on
the melee touch attack) on an enemy who threatens you
COMPLETE MAGE while you cast it, you gain a +2 bonus on any touch attack
you make against that enemy on your next turn.
Practiced Defense: When you successfully cast a spell
(3.5) defensively in 2 consecutive rounds, you gain a +10 bonus
on any Concentration check made to cast a spell
defensively in the next round.
Safe Retreat: When you successfully cast a spell defensively,
MAIN SECTION FEATS your movement on your next turn doesn’t provoke attacks
of opportunity from any creatures that were threatening
you when you cast defensively.
ACIDIC SPLATTER [RESERVE] (The movement still provokes attacks of opportunity from
other creatures normally).
You can channel magical energy into orbs of acid.
Prerequisite: Ability to cast 2nd-level spells. Special: These benefits apply equally to characters
manifesting psionic powers defensively or to those using
Benefit: As long as you have an acid spell of 2nd level or spell-like abilities defensively.
higher available to cast, you can throw an orb of acid as a
ranged touch attack.
The attack has a range of 5 feet per level of the highest-level BATTLECASTER OFFENSE
acid spell you have available to cast and deals 1d6 points of
damage per level of that acid spell. [TACTICAL]
As a secondary benefit, you gain a +1 competence bonus to You cunningly mix melee combat and spellcasting to
your caster level when casting acid spells. increase the potency of both.
Prerequisites: Combat Casting or warmage edge, base
ALACRITOUS COGITATION [] attack bonus +1, Spellcraft 4 ranks.
Benefit: The Battlecaster Offense feat allows the use of
You can leave a prepared spell slot open to spontaneously two tactical maneuvers.
cast a spell. Spell and Sword: If you deal damage to a foe with a spell, you
Prerequisite: Must prepare arcane spells. gain a +1 bonus on your first melee attack roll made against
Benefit: If you leave an arcane spell slot open when that foe in the next round.
preparing spells, you can use that open slot to cast any Sword and Spell: If you make a melee attack against a foe,
arcane spell you know of the same level or lower. you gain a +1 bonus to the save DC of the first spell you use
Casting the spell requires a full-round action. against that foe in the next round.
You can use this feat only once per day, regardless of the This bonus applies only against the foe or foes you attacked,
number of slots you leave open. not against any other creatures affected by the spell.
Special: A wizard can select this feat as a wizard bonus
feat.
BLADE OF FORCE [RESERVE]
You can surround a weapon with a short-lived aura of force.
AQUATIC BREATH [RESERVE] Prerequisite: Ability to cast 3rd-level spells.
Your reservoir of magic allows you to breathe normally Benefit: As long as you have a 3rd-level or higher force
even underwater. spell available to cast, you can surround a melee weapon or
Prerequisite: Ability to cast 3rd-level spells. a single piece of ammunition with a thin field of force.
Benefit: As long as you have a water spell of 3rd level or Activating this ability is a swift action; you must touch the
higher available to cast, you can breathe normally in both weapon to be affected as part of the action.
air and water. The next attack made with that weapon, if taken before the
This supernatural quality requires no activation. end of your next turn, deals an extra 1 point of damage per
As a secondary benefit, you gain a +1 competence bonus to level of the highest-level force spell you have available to
your caster level when casting water spells. cast.
Furthermore, that weapon ignores the miss chance
normally granted to an incorporeal creature.
BATTLECASTER DEFENSE If the next attack with that weapon misses, this benefit is
[TACTICAL] lost.
As a secondary benefit, you gain a +1 competence bonus to
You have mastered techniques for taking full advantage of your caster level when casting force spells.
spells in melee while remaining unharmed.
Prerequisites: Combat Casting, base attack bonus +1,
caster level 1st. BORNE ALOFT [RESERVE]
Benefit: The Battlecaster Defense feat allows the use of You can channel the magic of the winds to briefly grant you
three tactical maneuvers while spellcasting in melee. flight.
Defensive Targeting: To use this maneuver, you must use the Prerequisite: Ability to cast 5th-level spells.
defensive casting option to cast a spell with a range of
touch.
76
Benefit: As long as you have an air spell of 5th level or The cloud appears in conjunction with the spell taking
higher available to cast, you can fly up to 30 feet (perfect effect (not before or after).
maneuverability) as a move action once per round. Any creature you call or summon with the spell is immune
You must begin and end this flight solidly supported, or to the sickening effect of the cloud.
you fall. Special: A conjurer can select this feat as a wizard bonus
You can’t use this ability if you wear heavy armor or carry a feat.
heavy load.
As a secondary benefit, you gain a +1 competence bonus to
your caster level when casting air spells. CLUTCH OF EARTH [RESERVE]
You briefly increase the earth’s pull on the target creature.
Prerequisite: Ability to cast 2nd-level spells.
CAPTIVATING MELODY [] Benefit: As long as you have an earth spell of 2nd level or
You can expend some of your musical abilities to increase higher available to cast, you can spend a standard action to
the potency of your enchantment or illusion spells. reduce the speed of any landbound creature within 30 feet
Prerequisites: Bardic music, ability to cast arcane spells. of you.
Benefit: As a swift action before casting a spell, you can The creature’s normal land speed, as well as its burrow and
attempt a Perform check (DC 15 + the level of the spell you climb speeds, decrease by 5 feet per level of the highest-
intend to cast). level earth spell you have available to cast, to a minimum
If you succeed, you can sacrifice one of your daily uses of speed of 5 feet.
bardic music to increase the save DC of the next This effect lasts for 1 round.
enchantment or illusion spell you cast in the same round A successful Fortitude save negates this effect and renders
by 2. the target immune to the feat’s effect for 24 hours.
If the Perform check fails, you still lose one daily use of Creatures currently swimming or flying are immune to this
bardic music but gain no benefit. effect.
You can apply Captivating Melody only to spells cast by the As a secondary benefit, you gain a +1 competence bonus to
same class that grants you your bardic music ability. your caster level when casting earth spells.
For instance, if you are a multiclass bard/wizard, you can
apply this feat to bard spells, but not to spells you cast as a
wizard. DAZZLING ILLUSION []
Casting illusions causes the air about you to be filled with
flashing colors that dazzle your foes.
CLAP OF THUNDER [RESERVE] Prerequisite: Spell Focus (illusion) or illusionist level
You can deliver a thunderous roar with a touch. 1st.
Prerequisite: Ability to cast 3rd-level spells. Benefit: When you cast an illusion spell, you can choose
Benefit: As long as you have a sonic spell of 3rd level or to render all enemies within 30 feet dazzled for 1 round.
higher available to cast, you can deliver a melee touch Blind creatures are immune to this effect.
attack as a standard action. Special: An illusionist can select this feat as a wizard
This attack deals 1d6 points of sonic damage per level of the bonus feat.
highest-level sonic spell you have available to cast.
Additionally, the subject must succeed on a Fortitude save
or be deafened for 1 round. DEFENDING SPIRIT []
As a secondary benefit, you gain a +1 competence bonus to Your watchful spirit helps keep you safe in combat.
your caster level when casting sonic spells. Prerequisite: Watchful spirit class feature (see the wu
jen class in Complete Arcane).
Benefit: Your watchful spirit helps you defend yourself.
CLOUDY CONJURATION [] If you use an initiative reroll from your watchful spirit class
Your conjured creations and summoned beings appear in a feature, you gain a +2 dodge bonus to your Armor Class for
puff of sickening black smoke, and you vanish in a cloud of the duration of that encounter.
the same when you teleport. Also, you gain one extra initiative reroll from your watchful
Prerequisite: Spell Focus (conjuration) or conjurer level spirit class feature.
1st.
Benefit: When you cast a conjuration spell, you can
choose to have a 5-foot-radius cloud of sickening smoke DELAY POTION []
manifest. You can drink a potion and postpone its effects.
The cloud can appear in your space, adjacent to you, or in Prerequisite: Knowledge (arcana) 1 rank.
the space of or adjacent to your target (if any). Benefit: You can drink a potion and delay its effects for a
The cloud lasts for 1 round. number of hours equal to your Constitution modifier
Any living creature is sickened while inside it (but not after (minimum 1 hour).
exiting). At any time during this period, you can activate the potion’s
The cloud in all other ways acts like a small area of the fog effect as a swift action.
cloud spell. If the duration expires before you activate the potion, it is
Creatures immune to poison are immune to the sickening wasted.
effect. You can delay only one potion at a time.
77
You must activate a delayed potion before you can choose Benefit: Choose one spell of the element you have
to delay another one. chosen for your elemental mastery class feature.
You can now spontaneously cast that spell by sacrificing a
prepared spell of equal or higher level.
DIMENSIONAL JAUNT [RESERVE] The spell you choose must be in your spellbook.
With a single step, you can cross an entire room. When you gain a level, you can change the spell you can
Prerequisite: Ability to cast 4th-level spells. spontaneously cast by picking a new spell of the element
Benefit: As long as you have a teleportation spell of 4th you chose for elemental mastery.
level or higher available to cast, you can spend a standard
action to teleport yourself and carried objects up to your
heavy load a distance of 5 feet per level of the highest-level ENERGY ABJURATION []
teleportation spell you have available to cast. Casting an abjuration spell grants you protection from
You can teleport only to a location that you can see energy damage.
(including one you are currently scrying). Prerequisite: Spell Focus (abjuration) or abjurer level
You can’t bring along another creature (except for a 1st.
familiar). Benefit: When you cast an abjuration spell, you can
As a secondary benefit, you gain a +1 competence bonus to choose to gain a special energy resistance equal to (1 + the
your caster level when casting teleportation spells. spell’s level) × 5.
This energy resistance lasts for the duration of the
abjuration spell you cast or until you are struck by any type
DIMENSIONAL REACH [RESERVE] of energy damage (acid, cold, fire, electricity, or sonic).
You can transport small objects to you with an act of will. The resistance applies to the first energy damage to which
Prerequisite: Ability to cast 3rd-level spells. you are exposed, and thereafter you lose the energy
Benefit: As long as you have a conjuration (summoning) resistance until you cast another abjuration spell.
spell of 3rd level higher available to cast, you can transport Special: An abjurer can select this feat as a wizard bonus
small items directly into your hand as a standard action. feat.
You must have line of sight to an item you wish to transport
in this way, and it must be unattended.
This ability works at a range of up to 5 feet per level of the ENERGY GESTALT [TACTICAL]
highest-level summoning spell you have available to cast, You have learned to combine multiple energy effects to
and the item can weigh up to 2 pounds per level of that great advantage.
spell. Prerequisites: Spell Focus (evocation), caster level 3rd.
As a secondary benefit, you gain a +1 competence bonus to Benefit: The Energy Gestalt feat enables the use of three
your caster level when casting conjuration (summoning) tactical maneuvers.
spells. In every case, you must deal damage to one or more
subjects with a pair of energy-based spells you cast in 2
successive rounds.
DROWNING GLANCE [RESERVE] Acrid Fumes: You cast an acid spell followed by a fire spell.
With a look, you create a small but incapacitating amount The flames of your second spell turn some of the lingering
of water in the subject’s lungs. acid into choking, sickening fumes.
Prerequisite: Ability to cast 4th-level spells. Any living creature damaged by both spells is nauseated for
Benefit: As long as you have a water spell of 4th level or 1 round.
higher available to cast, you can use a standard action to Those who make a successful Fortitude save (DC based on
transform a small portion of the air in a living creature’s the second spell) are sickened for 1 round instead.
lungs to water, making it difficult for the creature to Treat this as a poison effect for the purpose of save bonuses
breathe. and immunities.
The subject must be within 30 feet. Brittle Blast: You cast a cold spell followed by a sonic spell.
The target becomes exhausted for 1 round; if it succeeds on Any object or construct damaged by both spells takes +50%
a Fortitude save, it is instead fatigued for 1 round. damage from the sonic spell, because its physical structure
Whether or not a targeted creature successfully saves, it is has been made brittle by the cold.
immune to any further uses of your drowning glance for 24 Improved Conduction: You cast a cold spell followed by an
hours. electricity spell.
Creatures that can breathe water (or who don’t breathe) are The lingering cold more effectively conducts the
immune to this effect. electricity, temporarily fatiguing creatures.
As a secondary benefit, you gain a +1 competence bonus to Living creatures damaged by both spells are slowed for 1
your caster level when casting water spells. round (as the slow spell).
Creatures that make successful Fortitude saves (DC based
on the second spell) are fatigued for 1 round.
ELEMENTAL ADEPT []
You can spontaneously cast a spell of the element you have
mastered. FACE-CHANGER [RESERVE]
Prerequisite: Elemental mastery class feature (see the Your mastery of illusions allows you to subtly alter your
wu jen class in Complete Arcane). appearance at whim.
78
Prerequisite: Ability to cast 3rd-level spells. You are naturally resistant to the most common effects
Benefit: As long as you have a glamer spell of 3rd level or produced by your ancestors.
higher available to cast, you can alter your appearance as Prerequisite: Nonlawful alignment.
the spell disguise self, except that the duration lasts 1 minute Benefit: You gain a +3 bonus on Will saving throws
per level of the glamer spell. against enchantment effects.
This illusory transformation requires a full-round action to
activate.
As a secondary benefit, you gain a +1 competence bonus to FEY LEGACY [HERITAGE]
your caster level when casting glamer spells. The magical powers of your ancestors manifest in you.
Prerequisites: Nonlawful alignment, Fey Heritage,
character level 9th.
FAVORED MAGIC FOE [] Benefit: You gain the following spell-like abilities, each
Through study, you have learned how best to defend usable once per day: confusion, dimension door, and summon
yourself against your favored enemies’ spells and how to nature’s ally V.
best affect them with your own. Your caster level equals your character level.
Prerequisite: Knowledge 6 ranks (in appropriate skill;
see below) or favored enemy class feature.
Benefit: Choose a creature type for which you have the FEY POWER [HERITAGE]
favored enemy class feature, or one associated with a Your fey heritage augments the power of certain types of
Knowledge skill in which you have at least 6 ranks (see magic.
below). Prerequisites: Nonlawful alignment, Fey Heritage.
If you choose humanoid or outsider, you must also choose a Benefit: Your caster level and save DCs for enchantment
subtype from Table 3–14: Ranger Favored Enemies (PH 47). spells and warlock invocations increase by 1.
You gain a +1 bonus on caster level checks to overcome the
spell resistance of the chosen creature type, and such
creatures take a –1 penalty on saves against your spells and FEY PRESENCE [HERITAGE]
spell-like abilities. You share your ancestors’ knack for playing tricks on the
minds of others.
Prerequisites: Nonlawful alignment, Fey Heritage,
character level 6th.
Benefit: You gain the following spell-like abilities, each
usable once per day: charm monster, deep slumber, and disguise
self.
Your caster level equals your character level.
83
Special: An enchanter can select this feat as a wizard
SUNLIGHT EYES [RESERVE] bonus feat.
The bright magic within you allows you to see through the |
darkest shadow.
Prerequisite: Ability to cast 2nd-level spells. VENGEFUL SPIRIT []
Benefit: As long as you have a light spell of 2nd level or Your watchful spirit takes revenge on foes that have
higher available to cast, you can take a swift action to grant harmed you.
yourself the ability to see normally in any conditions of Prerequisite: Watchful spirit class feature (see the wu
illumination (shadowy illumination, darkness, and magical jen class in Complete Arcane).
shadow or darkness). Benefit: If you use an initiative reroll from your watchful
The range of this vision is 10 feet per level of the highest- spirit class feature, the first creature to deal damage to you
level light spell you have available to cast, and the effect in the encounter immediately takes half the damage it dealt
lasts for 1 round. to you.
As a secondary benefit, you gain a +1 competence bonus to This damage is untyped, so damage reduction and
your caster level when casting light spells. resistance or immunity does not apply.
Also, you gain one extra initiative reroll from your watchful
spirit class feature.
TOUCH OF DISTRACTION [RESERVE]
Your touch briefly clouds the mind of a foe, impeding its
efforts. WIND-GUIDED ARROWS [RESERVE]
Prerequisite: Ability to cast 3rd-level spells. Your mastery of the wind allows you to alter the flight of a
Benefit: As long as you have an enchantment spell of 3rd ranged weapon.
level or higher available to cast, you can cloud the mind of a Prerequisite: Ability to cast 3rd-level spells.
creature within 30 feet as a standard action. Benefit: As long as you have an air spell of 3rd level or
The target takes a –2 penalty on its next single attack roll or higher available to cast, you can spend an immediate action
Reflex saving throw. to alter slightly the course of an arrow, crossbow bolt, spear,
If the target makes no attacks or Reflex saves within a or other ranged weapon already in flight.
number of rounds equal to the level of the highest-level You can’t change the weapon’s target, but you can apply a
enchantment spell you have available to cast, the effect +2 bonus or –2 penalty on its attack roll.
ends. You and the target can be no farther apart than 10 feet per
Multiple uses of this feat don’t stack. level of the highest-level air spell you have available, since
This is an enchantment (compulsion), mind-affecting the guidance occurs at the end of the weapon’s flight.
effect. This feat works only on thrown or projectile weapons; it
As a secondary benefit, you gain a +1 competence bonus to can’t affect spells, powers, energy attacks, or the like.
your caster level when casting enchantment spells. As a secondary benefit, you gain a +1 competence bonus to
your caster level when casting air spells.
TOUGHENING TRANSMUTATION []
Casting a transmutation spell briefly transforms your skin WINTER’S BLAST [RESERVE]
or that of an ally into sterner stuff. The frozen magic within you can burst forth in a hail of
Prerequisite: Spell Focus (transmutation) or transmuter frost.
level 1st. Prerequisite: Ability to cast 2nd-level spells.
Benefit: Whenever you cast a transmutation spell, you Benefit: As long as you have a cold spell of 2nd level or
can choose to grant yourself or any one creature targeted by higher available to cast, you can create a 15-foot cone-
the spell damage reduction 5/magic. shaped burst of cold.
If the creature already has damage reduction (of any type) This cone deals 1d4 points of cold damage per level of the
from another source, you increase that damage reduction highest-level cold spell you have available to cast.
by 5 instead. A successful Reflex save halves the damage.
This effect lasts for 1 round. As a secondary benefit, you gain a +1 competence bonus to
Special: A transmuter can select this feat as a wizard your caster level when casting cold spells.
bonus feat.
UNSETTLING ENCHANTMENT []
Your enchantment spells cloud the minds of even those
who would otherwise resist their effects.
Prerequisite: Spell Focus (enchantment) or enchanter
level 1st.
Benefit: Any foe required to save against an enchantment
spell you cast takes a –2 penalty on attack rolls and to AC
for 1 round, regardless of the result of the save.
This is a mindaffecting effect.
84
IMPROVED COMBAT
COMPLETE PSIONIC MANIFESTATION [PSIONIC]
You heighten your ability to manifest powers while
From now on, when you become enervated, you lose power
points equal to one-half your wilder level, although you are
ENERGIZE ARMOR [PSIONIC] still dazed until the end of your next turn.
You can charge your armor with psionic energy, making it Normal: A wilder overcome by psychic enervation is
resistant to energy damage. dazed until the end of his next turn and loses a number of
Prerequisite: Invest Armor. power points equal to his wilder level.
Benefit: You can expend your psionic focus to infuse
your armor with psychic energy.
This gives you resistance 10 against the next attack or effect ENHANCED BENEFICENCE
with an energy descriptor that affects you. [PSIONIC]
Using this feat is an immediate action (it can be used on
another creature’s turn) in reaction to being affected by a Your psychic aura is larger than normal, reflecting your
spell, effect, or attack that deals energy damage and does devotion to your deity.
not provoke attacks of opportunity. Prerequisite: Psychic aura class feature.
Benefit: The radius of your psychic aura increases by 5
feet (the radius of your aura would be 10 feet at 1st level,
ENERVATION ENDURANCE instead of 5 feet).
[PSIONIC]
When facing the aftermath of a wild surge, enervation ENVOY COGNIZANCE [PSIONIC]
doesn’t sap your power points. When your elemental envoy is nearby, its associated energy
Prerequisite: Psychic enervation class feature. enhances your ability to manifest energy powers.
Benefit: Repeated exposure to wild surges and their Prerequisites: Knowledge (the planes) 1 rank.
debilitating aftereffects has increased your resistance to Psicrystal Affinity, Elemental Envoy.
psychic enervation.
93
Benefit: Because you have chosen to replace your While you are psionically focused, you gain a +2
psicrystal with an elemental steward —either an emberling competence bonus on skill checks when using any of these
(fire), a geodite (sonic), an arctine (cold), or a tempestan three skills.
(electricity)—you can now utilize its associated energy to Special: You can take this feat multiple times.
enhance any power you manifest that has the same energy Each time, choose three additional skills in which you have
descriptor. ranks.
While your elemental envoy remains adjacent to you, you
manifest these powers at one manifested level higher than
normal. GESTALT ANCHOR [PSIONIC]
You have a strong bond to the psionic entity you host.
When you are around other hosts, you can move and act
EUPHORIC REDUCTION [PSIONIC] together as a fluid unit.
Channel your euphoric surge into a boost for one of your Prerequisites: Any host feat or kalashtar, base Will save
skills. +3.
Prerequisite: Surging euphoria +1 class feature. Benefit: While you are psionically focused and within 60
Benefit: When you trigger your surging euphoria, you feet of an ally that serves as a host or who is a kalashtar, you
can choose to channel it into a concentrated boost of and all host or kalashtar allies within 60 feet gain a +2
physical resilience. insight bonus on initiative checks and Reflex saves.
Instead of gaining a bonus on attack rolls, damage rolls, and
saving throws, you gain damage reduction equal to three
times the surging euphoria level to which you have access. GITHYANKI CHARM [PSIONIC,
For instance, a 6th-level wilder with this feat who uses wild RACIAL]
surge to boost her manifester level by two and uses surging
euphoria can gain damage reduction 3/– for 2 rounds. You can leverage your psionic daze psi-like ability to gain
greater control over subjects.
Prerequisites: Githyanki, psionic daze psi-like ability.
EXTRA AURA [PSIONIC] Benefit: You can expend one or more of your daily uses of
You gain the aura ability of a mantle you have donned. the psionic daze psi-like ability granted by your githyanki
Prerequisites: Don Mantle, psychic aura class feature. heritage to instead gain the use of psionic charm as a psi-like
Benefit: You gain the ability to generate a psychic aura ability.
based on a mantle you have accessed with the Don Mantle Your manifester level for this effect is equal to 1/2 your Hit
feat. Dice (minimum 1st).
When you generate a psychic aura, you can also choose the
aura granted by the mantle from the associated Don Mantle GITHYANKI CONTROL [PSIONIC,
feat.
Special: You can gain this feat multiple times. RACIAL]
Each time you do, you choose a new mantle you have You can leverage your far hand psi-like ability to gain
donned with the Don Mantle feat. greater control over objects.
Prerequisites: Githyanki, far hand psi-like ability.
FOCUSED PERCEPTION [PSIONIC] Benefit: You can expend one or more of your daily uses of
the far hand psi-like ability granted by your githyanki
When you concentrate your faculties, your power of sight heritage to instead gain the use of control object as a psi-like
pierces the darkness. ability.
Prerequisite: Blind-Fight. Your manifester level for this effect is equal to 1/2 your Hit
Benefit: You must expend your psionic locus to use this Dice (minimum 1st).
feat.
When you expend your psionic locus, you gain blindsense
out to 60 feet for 1 round. GITHYANKI DISMISSAL [PSIONIC,
RACIAL]
FOCUSED SHIELD [PSIONIC] You can leverage your dimension door psi-like ability to gain
Your mental locus makes you more adept at using your greater control over other creatures’ locations.
shield. Prerequisites: Githyanki, dimension door psi-like ability.
Prerequisite: Shield Proficiency. Benefit: You can expend one or more of your daily uses of
Benefit: While you are psionically focused and holding a the dimension door psi-like ability granted by your
ready shield with which you are proficient, the AC bonus githyanki heritage to instead gain the use of psionic dismissal
provided by your shield increases by 1. as a psi-like ability.
Your manifester level for this effect is equal to 1/2 your Hit
Dice (minimum 1st).
FOCUSED SKILL USER [PSIONIC]
You can take advantage of your psionic focus in new ways.
Benefit: When you first take this teat, choose three skills
in which you have ranks.
94
heritage to instead gain the use of mindlink as a psi-like
GITHYANKI ECTOFORM [PSIONIC, ability.
RACIAL] Your manifester level for this effect is equal to 1/2 your Hit
Dice (minimum 1st).
You can leverage your concealing amorpha psi-like ability to
gain greater control over your own body.
Prerequisites: Githyanki, concealing amorpha psi-like HALF-GIANT STOMP [PSIONIC,
ability.
Benefit: You can expend one or more of your daily uses of RACIAL]
the concealing amorpha psi-like ability granted by your You can use your stomp psi-like ability more often.
githyanki heritage to instead gain the use of ectoplasmic form Prerequisites: Half-giant, slump racial trait.
as a psi-like ability. Benefit: You can use the stomp granted by your half-giant
Your manifester level for this effect is equal to 1/2 your Hit heritage three times per day.
Dice (minimum 1st). Normal: A half-giant’s stomp can be used once per day.
Special: You can take this feat multiple times.
Each time you take it, you gain two more daily uses of your
GITHZERAI BURST [PSIONIC, stomp psi-like ability.
RACIAL]
You can leverage your cat fall psi-like ability to gain greater HALF-GIANT THUNDERER
control over yourself in your environment.
Prerequisites: Githzerai, cat fall psi-like ability. [PSIONIC, RACIAL]
Benefit: You can expend one or more of your daily uses of You can use your stomp psi-like ability to far greater effect.
the cat fall psi-like ability granted by your githzerai heritage Prerequisites: Half-giant, stomp racial trait.
to instead gain the use of burst as a psi-like ability. Benefit: When you use the stomp ability granted by your
Your manifester level for this effect is equal to 1/2 your Hit half-giant heritage, your manifester level is equal to your
Dice: minimum 1st). character level.
Normal: The effect of a half-giant’s stomp psi-like ability is
GITHZERAI FEEDBACK [PSIONIC, calculated as if the half-giant’s manifester level were equal
to 1/2 the half-giant’s HD.
RACIAL]
You can leverage your inertial armor psi-like ability to INSTINCTIVE CONSUMMATOR
further insulate yourself from harm.
Prerequisites: Githzerai, inertial armor psi-like ability. [PSIONIC]
Benefit: You can expend one or more of your daily uses of You always make good on your threats.
the inertia armor psi-like ability granted by your githzerai Prerequisites: Str 13, Power Attack, Cleave.
heritage to instead gain the use of biofeedback as a psi-like Benefit: You must expend your psionic focus to use this
ability. feat.
Your manifester level for this effect is equal to 1/2 your Hit Whenever you threaten a living foe with a critical hit on a
Dice (minimum 1st). melee attack, you can choose to automatically confirm the
critical hit.
GITHZERAI KNOCK [PSIONIC, Normal: All hits that threaten a critical hit must be
confirmed with an additional successful attack roll.
RACIAL]
You can leverage your concussion blast psi-like ability to gain INVEST ARMOR [PSIONIC]
such fine control over manipulating force that you can
open locks or sealed doors. You can charge your armor with additional protective
Prerequisites: Githzerai, concussion blast psi-like ability. qualities.
Benefit: You can expend one or more of your daily uses of Prerequisite: Proficient with armor worn.
the concussion blast psi-like ability granted by your githzerai Benefit: You can expend your psionic focus to increase
heritage to instead gain the use or psionic knock as a psi-like the armor bonus of the armor that you’re wearing by 3.
ability. Using this feat is an immediate action (it can be used on
Your manifester level for this effect is equal to 1/2 your Hit another creature’s turn) in reaction to being the target of an
Dice (minimum 1st). attack.
You must decide whether or nor to use this feat before the
result of your opponent’s attack roll is determined.
GITHZERAI LINK [PSIONIC, RACIAL]
You can leverage your psionic daze psi-like ability to forge LURK AUGMENT, EXTRA [PSIONIC]
direct mental contact with another creature.
Prerequisites: Githzerai, psionic daze psi-like ability. You can use your lurk augment more often than normal.
Benefit: You can expend one or more of your daily uses Prerequisite: Lurk augment class feature.
or the psionic daze psi-like ability granted by your githzerai Benefit: You can use your lurk augment class feature
three more times each day.
95
Normal: An energy ray deals—1 point of damage per die
LURK AUGMENT, RANGED and does not deafen its targets.
[PSIONIC]
You can use some of your lurk augments in conjunction MANTLE FOCUS [PSIONIC]
with a ranged attack.
The powers from one of your mantles become more potent.
Prerequisite: lurk augment class feature.
Prerequisite: Access to one psionic mantle.
Benefit: You can apply the following lurk augments to
Benefit: Add 1 to the Difficulty Class for all saving
your ranged attack: Additional sneak attack, solid strike,
throws against powers from the mantle you select.
ignore concealment, mental assault, deceptive strike, sneak
This bonus stacks with the bonus provided from feats such
attack undead, ghost touch, aligned attack, sneak attack
as Psionic Endowment.
constructs, planar attack, or synaptic disconnect.
Special: You can gain this feat multiple times.
Special: Lurk augments applied to ranged attacks only
Each time you take the feat, it applies to a new mantle.
affect a target within 30 feet.
THRI-KREEN DISPLACEMENT
[PSIONIC, RACIAL]
You can use your psionic displacement psi-like ability more
often.
Prerequisites: Thri-kreen, psionic displacement psi-like
ability.
Benefit: Constant rehearsal and study grant you the
mastery required to use your psionic displacement psi-like
ability a total of three times per day.
Normal: A thri-kreen’s psionic displacement psi-like ability
can be used once per day.
SYNAD MULTITASK, ENHANCED Special: You can gain this feat multiple times.
[PSIONIC, RACIAL] Each time you take the feat, you gain an additional two
daily uses of your psionic displacement ability.
As a synad (page 139), your threefold mind grants you an
additional opportunity to multitask.
Prerequisite: Synad. THRI-KREEN POISON [PSIONIC,
Benefit: You gain one additional use per day of your
multitask racial trait. RACIAL]
You can spend 1 power point to gain a swift action that you You can use your poison bite more often.
can use to take any purely mental action twice per day. Prerequisites: Thri-kreen, poison bite.
Benefit: Your adherence to a slightly modified sleep cycle
and change in diet pays off—you can secrete venom more
TAP MANTLE [PSIONIC] often.
You gain the ability to access the powers in a new mantle. You can use your poison bite a total of three times per day.
98
Normal: A thri-kreen’s poison bite can be used once per Each time you take the feat, you gain an additional two
day. daily uses of your burst ability.
Special: You can gain this feat multiple times.
Each time you take the feat, you gain an additional two
daily uses of your poison bite ability. XEPH CELERITY [PSIONIC, RACIAL]
You can use your burst racial trait to gain an extra attack.
Prerequisite: Xeph.
TWO-BLADED MIND BLADE Benefit: As a swift action, you can expend one or more of
[PSIONIC] your daily uses of burst granted by your xeph heritage to
gain one extra attack for 1 round, instead of gaining an
When you reshape your mind blade, you can change it into increase to your speed.
an exotic weapon: a two-bladed sword. While enjoying your round of celerity, you make one extra
Prerequisites: Ability to generate a mind blade, shape attack each round, using your highest base attack bonus,
mind blade class feature. when you take a full attack action.
Benefit: Any time you wish to reshape your mind blade
using your shape mind blade class feature, you can add the
two-bladed sword to your shape repertoire.
You are proficient with your two-bladed sword mind
SIDEBAR FEATS
blade—you are treated as if you possess the Exotic Weapon
Proficiency (two-bladed sword mind blade). FAVORED IN GUILD []
The weapon is sized appropriately for you and deals damage
as a two-bladed sword. You are an active and valued member of your guild.
Prerequisite: Membership in a guild.
Benefit: As an active and necessary member of your
VOLATILE ESCALATION [PSIONIC] guild, select one of your guild’s associated skills.
When you are attacked with a telepathic power, your innate As long as you remain a member of the guild, you gain a +2
wildness forces a higher mental price on your attacker. competence bonus on all checks made with that skill.
Prerequisite: Volatile mind class feature. As a additional fringe benefit, you also gain an ability
Benefit: While you are psionically focused and have not relating to your guild’s type, as described in your guild’s
consciously lowered your volatile mind ability, the number entry.
of power points it costs a manifester to affect you is higher. (See Dungeon Master’s Guide II page 228 for more
A manifester who uses a telepathic power upon you while information).
these conditions apply must pay an additional 1d4 power Normal: To receive benefits from a guild, you must pay
points on top of his normal cost. monthly dues.
This effect stacks with that of the volatile mind class You do not gain any guild fringe benefits.
feature.
FAVORED IN GUILD BENEFIT
VOLATILE LEECH [PSIONIC] (DIAMOND KNIGHTS) []
You gain the power points your attacker wastes attacking Your combat tactics mesh well with those of other
you with a telepathic power. Diamond Knights.
Prerequisite: Volatile mind class feature. Whenever you are adjacent to another guild member, you
Benefit: While you are psionically focused and have not both gain a +1 insight bonus to Armor Class.
consciously lowered your volatile mind ability, you absorb
extra power points that manifesters of telepathic powers are
forced to pay when they target you. FAVORED IN GUILD BENEFIT (THE
The power points you absorb in this fashion are added to
your power point reserve; however, you can never gain LODGE LUMINOUS) []
more power points in this fashion than your normal power The Lodge Luminous subsidizes your monetary expenses
point maximum. when you create psionic items, reducing your raw material
It you already possess your maximum power points, your costs by 5%.
volatile mind ability works normally.
WILD TALENT (ADON) []
XEPH BURST EXTRA [PSIONIC, Instead of a free bonus feat, Talaire of House Adon have the
RACIAL] Wild Talent (Adon) feat.
Benefit: You gain the psionic subtype.
You can use your burst racial trait more often. As a psionic character, you gain a reserve of 1 power point
Prerequisite: Xeph. and quality for psionic feats, metapsionic feats, and psionic
Benefit: You can use the burst ability granted by your item creation feats.
xeph heritage a total of three times per day. In addition, you gain the psi-like ability to use psionic
Normal: A xeph’s burst ability can be used once per day. minor creation (EPH 121) once per day (manifester level 1st +
Special: You can gain this feat multiple times. half the number of psionic class levels gained).
99
WILD TALENT (CELARE) []
Instead of a free bonus feat, Talaire of House Celare have
the Wild Talent (Celare) feat.
Benefit: You gain the psionic subtype.
As a psionic character, you gain a reserve of 1 power point
and qualify for psionic feats, metapsionic feats, and psionic
item creation feats.
In addition, you gain the psi-like ability to use burst (EPH
81) once per day (manifester level 1st + half the number of
psionic class levels gained).
100
MAIN SECTION FEATS
COMPLETE
SCOUNDREL (3.5)
MAGICAL FORTUNE []
Even you are sometimes surprised by how well your spells
work.
Prerequisite: Caster level 3rd, any luck feat.
Benefit: You can expend one luck reroll as a swift action
to reroll the damage dealt by a spell you have just cast.
You can expend two luck rerolls as a swift action to reroll a
Special: This feat was originally presented on page 200 of caster level check.
the DMG; the description here provides new alternatives You gain one luck reroll per day.
for arcane spellcasters who want familiars stealthy and
versatile enough to follow them anywhere.
MAKE YOUR OWN LUCK []
Your hard work lets you exploit minor loopholes.
IMPROVED SKIRMISH [] Prerequisite: Character level 6th, any luck feat.
With a few extra steps, you gain even greater benefits from Benefit: You can expend one luck reroll as an immediate
your skirmishing combat style. action to reroll a skill check, as long as you have at least 1
Prerequisite: Skirmish +2d6/+1 AC. rank in that skill.
Benefit: If you move at least 20 feet away from where you You gain one luck reroll per day.
were at the start of your turn, your skirmish damage
increases by 2d6 and your competence bonus to AC from
skirmish improves by 2.
MARTIAL STALKER []
Normal: A scout’s bonus damage and AC bonus apply if You practice a powerful fighting style that focuses equally
she moves at least 10 feet away from where she was at the on martial skill and mystical dedication.
start of her turn (see the skirmish class feature in the Prerequisite: Proficiency with all martial weapons, ki
sidebar on page 25). power.
Special: A scout can select Improved Skirmish as one of Benefit: Your fighter and ninja levels stack for the
her scout bonus feats (Complete Adventurer 13). purpose of determining the size of your ki pool, as well as
your AC bonus.
For example, a 5th-level fighter/1st-level ninja with this
LUCKY BREAK [LUCK] feat could use his ki powers a number of times equal to 3
You can hit an object in just the right place. (one-half his ninja and fighter levels) + his Wisdom bonus
Benefit: You can expend one luck reroll as a swift action (if any), and would have a +1 bonus to AC (as if he were a
to reroll a Strength check made to break an item or burst 6th-level ninja).
open a door. Your fighter and ninja levels also stack for the purpose of
You gain one luck reroll per day. qualifying for feats that require a minimum fighter level,
such as Greater Weapon Focus.
Special: A fighter can select Martial Stalker as one of his
LUCKY CATCH [] fighter bonus feats (PH 38).
Your good fortune can help prevent you from falling to
your doom. MASTER SPELLTHIEF []
Benefit: You can expend one luck reroll as an immediate
action to reroll a Balance, Climb, or Jump check. Your arcane studies allow you to mingle arcane magic of
You gain one luck reroll per day. different flavors for great effect.
Prerequisite: Ability to cast 2nd-level arcane spells, steal
spell.
LUCKY FINGERS [] Benefit: Your spellthief levels stack with levels of other
The winds of fortune guide your hands when you most arcane spellcaster classes (that is, levels of any class that
need luck. grants arcane spellcasting other than the spellthief) for the
Benefit: You can expend one luck reroll as an immediate purpose of determining what level of spell you can steal.
action to reroll a Disable Device, Open Lock, or Sleight of For example, a 4th-level spellthief/4th-level wizard could
Hand check. steal spells of up to 4th level, as if he were an 8th-level
You gain one luck reroll per day. spellthief.
Your spellthief and arcane spellcaster levels also stack when
determining your caster level for all arcane spells.
LUCKY START [] The character described above would have a caster level of
Sometimes your luck overcomes a slow natural reaction. 8th for both his spellthief spells and his wizard spells.
Benefit: You can expend one luck reroll to reroll an In addition, you do not incur a chance of arcane spell
initiative check. failure for arcane spells cast or stolen from other classes,
You gain one luck reroll per day. but only if you are wearing light armor.
104
You incur the normal arcane spell failure chance when Prerequisite: Craft (poisonmaking) 4 ranks, poison use.
wearing medium or heavy armor or when using a shield. Benefit: Choose a type of poison (contact, ingested,
Normal: A spellthief does not incur a chance of arcane inhaled, or injury).
spell failure when casting spellthief spells in light armor. The DC to resist both the initial and secondary damage of
He incurs the normal arcane spell failure chance for other poisons of this type that you create and use increases by 1.
arcane spells he casts, including those stolen from arcane This feat has no effect on poisons used by other creatures,
casters (Complete Adventurer 15). even if you craft those poisons.
It also has no effect on natural poisons (those exuded from
a creature’s body).
MERCIFUL STRIKE [AMBUSH] Special: You can gain this feat multiple times.
You can strike a creature’s vital areas without killing it. Its effect does not stack.
Prerequisite: Sneak attack +2d6. Each time you take the feat, it applies to a new type of
Benefit: Your successful sneak attack deals nonlethal poison.
damage.
When using this feat, you can ignore the usual –4 penalty
on attack rolls for attempting to deal nonlethal damage POISON MASTER []
with a lethal weapon. The toxins you create and use are particularly virulent.
Using this feat reduces your sneak attack damage by 1d6. Prerequisite: Poison Expert, Craft (poisonmaking) 8
ranks, poison use.
Benefit: Choose a type of poison (contact, ingested,
MIND DRAIN [AMBUSH] inhaled, or injury) for which you have selected the Poison
Your attack can weaken your opponent’s mental powers. Expert feat.
Prerequisite: Power point reserve, sneak attack +2d6. The initial and secondary damage dealt by poisons of this
Benefit: Your successful sneak attack drains power points type that you create and use increases by 1 point per die of
from your target equal to its manifester level (minimum 1). damage (or by 1 point, if it deals a fixed amount of damage).
If this attack reduces your target to 0 power points, the For example, lich dust used by a character with Poison
opponent also loses any psionic focus. Master (ingested) would deal initial damage of 2d6+2 Str
A target that has no power points when you make the sneak and secondary damage of 1d6+1 Con plus 1d6+1 Str.
attack is not affected by this feat. If a poison doesn’t deal damage, this feat has no effect.
You can’t use this feat on the same target more than once This feat has no effect on poisons used by other creatures,
per round. even if you craft those poisons.
Using this feat reduces your sneak attack damage by 1d6. It also has no effect on natural poisons (those exuded from
a creature’s body).
Special: You can gain this feat multiple times.
MISER’S FORTUNE [LUCK] Its effect does not stack.
Items belonging to you and your allies are abnormally Each time you take the feat, it applies to a new type of
resistant to damage. poison for which you have selected Poison Expert.
Benefit: Whenever an opponent makes a sunder attack or
Strength check to damage an object within 30 feet of you,
you can expend one luck reroll as an immediate action to PSITHIEF []
force that opponent to reroll. You can drain psychic energy and use it against others.
In addition, as long as you still have one luck reroll Prerequisite: Manifester level 1st, steal spell.
remaining for the day, items in your possession receive a +5 Benefit: You can use your steal spell ability to siphon
luck bonus on saving throws. psionic energy instead of spell energy.
You gain one luck reroll per day. Instead of stealing a spell, you can choose to steal a number
of power points equal twice to the maximum level of spell
you can steal minus 1 (up to a maximum value equal to the
PERSISTENT ATTACKER [AMBUSH] manifester level of the creature struck).
Once you find a target’s weak point, you can easily strike it For example, a 4th-level spellthief/1st-level psychic warrior
again. could steal up to 3 power points; if he used this ability
Prerequisite: Sneak attack +5d6. against a 2nd-level psion he could steal only 2 power points,
Benefit: If your sneak attack hits, your first attack against since that is the target’s manifester level.
that creature on your next turn is also considered a sneak You can use the stolen power points only to manifest a
attack even if it wouldn’t normally qualify. psionic power you already know.
Using this feat reduces your first sneak attack’s damage by You must use these power points within 1 hour of stealing
4d6. them; otherwise, the extra psionic energy fades harmlessly
The resulting second sneak attack deals its full extra away.
damage. This feat otherwise follows the rules for the steal spell class
feature (Complete Adventurer 16).
In addition, Knowledge (psionics) and Psicraft are
POISON EXPERT [] spellthief class skills for you.
Your skill at crafting and delivering toxins has made you a These skills appear on page 38 of Expanded Psionics
more deadly poisoner. Handbook.
105
PSYCHIC LUCK [] SURE HAND []
Some psions claim that luck doesn’t exist. You can perform more amazing displays of legerdemain
You know better. than normal.
Prerequisite: Manifester level 3rd, any luck feat. Prerequisite: Any two manipulation skill tricks.
Benefit: You can expend one luck reroll as a swift action Benefit: You immediately learn up to two manipulation
to reroll the damage dealt by a psionic power you have just skill tricks at no cost, and your limit on skill tricks known
manifested. increases by one.
You can expend two luck rerolls as a swift action to reroll a See page 82 for details on manipulation skill tricks.
manifester level check. Normal: You are limited to a maximum number of skill
You gain one luck reroll per day. tricks equal to one-half your character level.
109
Benefit: If you use a light weapon to hit a flat-footed bonus)Your ally must be within 30 feet of you and able to
opponent, you can choose to have the opponent not realize see or hear you to benefit from this effect.
that it has been hit until the start of your next turn.
Instead, that opponent reacts as if you had attacked and
missed. QUICK ESCAPE [MANIPULATION]
Using this skill trick doesn’t require an action on your part. In the blink of an eye, you can escape nearly any tight spot.
This trick doesn’t allow the opponent to ignore any of the Prerequisite: Escape Artist 12 ranks.
other effects of your attack, such as ability damage from Benefit: This trick has two options, either of which can
poison on your blade or falling unconscious when reduced be used once per encounter.
to fewer than 0 hit points. You can make an Escape Artist check to escape from a
grapple or pin as a swift action.
You can use this trick even if you have already used a
NEVER OUTNUMBERED standard action on your current turn to attempt the same
[INTERACTION] escape.
Alternatively, you can make any Escape Artist check that
You can demoralize multiple enemies. would normally require a full-round action as a move
Prerequisite: Intimidate 8 ranks. action.
Benefit: When you use Intimidate to demoralize an You can’t use this option more than once per day against
opponent (PH 76), you can affect all enemies within 10 feet the same kind of restraint.
that can see you, rather than only a single enemy you
threaten.
Each enemy rolls a separate modified level check to oppose QUICK SWIMMER [MOVEMENT]
your Intimidate check, but the skill check otherwise works You can push yourself to swim faster.
as normal. Prerequisite: Swim 5 ranks.
Benefit: If you succeed on a Swim check to move at least
NIMBLE CHARGE [MOVEMENT] 10 feet, you can move an extra 10 feet as part of that action.
You can run across treacherous surfaces with ease.
Prerequisite: Balance 5 ranks. SECOND IMPRESSION
Benefit: You can run or charge across a difficult surface
without needing to make a Balance check (PH 67). [INTERACTION]
You can convince someone of your false identity even after
your disguise fails.
NIMBLE STAND [MOVEMENT] Prerequisite: Bluff 5 ranks, Disguise 5 ranks.
You can rely on your acrobatic talent to stand up from Benefit: If an observer sees through your disguise with a
prone safely. successful Spot check, you can (as an immediate action)
Prerequisite: Tumble 8 ranks. attempt a Bluff check to convince him that he’s mistaken.
Benefit: You can stand up from prone without provoking Use the observer’s Spot check result as the DC for your
attacks of opportunity. Bluff check; if you succeed, the observer ignores the
evidence of his own senses in favor of what your disguise
attempts to show.
OPENING TAP [MANIPULATION] You must be aware of the observer’s discovery in order to
“No time to waste on tools—a sharp tap should pop that use this trick; for example, you can’t use it against someone
lock!”. viewing you secretly, nor can you use it against someone
Prerequisite: Open Lock 12 ranks. who sees through your disguise but keeps that information
Benefit: As a swift action, you can make an Open Lock secret.
check with a –10 penalty by tapping a lock with a hard, When in doubt, the DM should allow a character to use this
blunt object such as the pommel of a weapon. trick if she has any reason to fear that her cover has been
You don’t take any additional penalty for making the check blown.
without thieves’ tools. You can use this trick only once per day, but its effect
You can use this trick any number of times per day until extends to all viewers within 30 feet of you.
you fail an Open Lock check made in this way. For example, you could attempt it against an entire patrol of
After a failure, you can’t use Opening Tap again until after guards confronting you just as effectively as against a single
you have rested for 8 hours. person.
This trick doesn’t let you maintain a disguise that has been
defeated by other means; for example, if your disguise self
POINT IT OUT [MENTAL] spell is penetrated by a true seeing spell, Second
You can show others what you see. Impression won’t help.
Prerequisite: Spot 8 ranks.
Benefit: When you make a successful Spot check, you SHROUDED DANCE
can spend an immediate action to grant a single ally a free
Spot check to see the same thing (with a +2 circumstance [MANIPULATION]
You can seem to be where you aren’t.
110
Prerequisite: Hide 8 ranks, Perform (dance) 5 ranks.
Benefit: As a move action, you can attempt a DC 20 Hide
SWIFT CONCENTRATION [MENTAL]
check. You can maintain your mental focus while attending to
If you succeed, you have concealment until the start of your another task.
next turn. Prerequisite: Concentration 12 ranks.
Benefit: You can maintain concentration on a spell or
similar effect as a swift action.
SOCIAL RECOVERY [INTERACTION]
You can talk your way out of a problem you talked yourself
into. TIMELY MISDIRECTION
Prerequisite: Bluff 8 ranks, Diplomacy 5 ranks. [INTERACTION]
Benefit: If your Diplomacy check to influence an NPC’s
attitude fails, you can spend another full round talking to You can divert an opponent’s attention to avoid its attacks.
the NPC, then make a Bluff check with a –10 penalty. Prerequisite: Bluff 8 ranks.
Use the result of this check in place of the Diplomacy Benefit: If you succeed on a Bluff check to feint in
check result, except that it can’t improve the NPC’s attitude combat (PH 68), your opponent can’t make any attacks of
by more than one step. opportunity against you until the start of its next turn.
Once you use this skill trick (successfully or not), you This effect is in addition to the normal benefits of a
cannot use it against the same target again for 24 hours. successful feint.
SIDEBAR FEATS
AGILE ATHLETE []
You rely on your agility to perform athletics feats, rather
than brute strength.
Prerequisite: Climb 1 rank, Jump 1 rank.
Benefit: When making a Climb or Jump check, you use
your Dexterity modifier for the check.
Normal: Without this feat, you use your Strength
modifier for Climb and Jump checks.
This feat first appeared in Races of the Wild.
EXTEND RAGE []
You are able to maintain your rage longer than most.
Prerequisite: Rage or frenzy ability.
Benefit: Each use of your rage or frenzy ability lasts an
additional 5 rounds beyond its normal duration.
Special: You can take this feat multiple times.
The effects of multiple feats stack.
This feat first appeared in Complete Warrior.
TACTILE TRAPSMITH []
You can rely on your rapid reflexes and nimble fingers
instead of your intellect when searching a room or when
disabling a trap.
Benefit: You add your Dexterity bonus (rather than your
Intelligence bonus) on all Search and Disable Device
checks.
In addition, you receive no penalty on these checks for
112 darkness or blindness.
Each attempt counts as one of your uses of the Stunning
Fist feat for the day.
COMPLETE Creatures immune to stunning can be affected by this extra
damage.
115
GREATER TWO-WEAPON DEFENSE IMPROVED BUCKLER DEFENSE
[GENERAL] [GENERAL]
When fighting with two weapons, your defenses are You can attack with an off-hand weapon while retaining a
extraordinarily strong. buckler’s shield bonus to your Armor Class.
Prerequisites: Dex 19, Improved Two-Weapon Defense, Prerequisite: Shield Proficiency.
Two-Weapon Defense, Two-Weapon Fighting, base attack Benefit: When you attack with a weapon in your offhand,
bonus +11. you may still apply your buckler’s shield bonus to your
Benefit: When wielding two weapons (not including Armor Class.
natural weapons or unarmed strikes), you gain a +3 shield Normal: Without this teat, a character wielding a buckler
bonus to your AC. who attacks with an off-hand weapon loses the buckler’s
When you are fighting defensively or using the total shield bonus to AC until his or her next turn.
defense action, this shield bonus increases to +6. Special: A fighter may select Improved Buckler Defense
Special: A fighter may select Greater Two-Weapon as one of his fighter bonus feats.
Defense as one of his fighter bonus feats.
IMPROVED COMBAT EXPERTISE
HAMSTRING [GENERAL]
[GENERAL]
You can wound your opponents’ legs, hampering their
movement. You have mastered the art of defense in combat.
Prerequisites: Sneak attack ability, base attack bonus +4. Prerequisites: Int 13, Combat Expertise, base attack
Benefit: If you hit with a melee sneak attack, you may bonus +6.
choose to forgo 2d6 points of extra sneak attack damage to Benefit: When you use the Combat Expertise feat to
reduce your opponent’s base speed by half. improve your Armor Class, the number you subtract from
This speed reduction ends after 24 hours have passed or a your attack roll and add to your AC can be any number that
successful DC 15 Heal check or the application of any cure does not exceed your base attack bonus.
spell or other magical healing is made. Normal: With Combat Expertise, the number can be no
Creatures immune to sneak attack damage and creatures greater than +5.
with no legs or more than four legs can’t be slowed down Special: A fighter may select Improved Combat Expertise
with a hamstring attack. as one of his fighter bonus feats.
It takes two successful hamstring attacks to affect
quadrupeds.
Other speeds (fly, burrow, and so on) aren’t affected.
IMPROVED FAMILIAR [GENERAL]
You may use this ability once per round. This feat allows spellcasters to acquire a new familiar from a
nonstandard list, but only when they could normally
acquire a new familiar (see Familiars, page 52 of the Player’s
HOLD THE LINE [GENERAL] Handbook).
You are trained in defensive techniques against charging This feat was originally presented on page 200 of the
opponents. Dungeon Master’s Guide; the description here provides new
Prerequisites: Combat Reflexes, base attack bonus +2. alternatives for arcane spellcasters who want familiars to
Benefit: You may make an attack of opportunity against a stand beside them in battle.
charging opponent who enters an area you threaten. Prerequisite: Ability to acquire a new familiar,
Your attack of opportunity happens immediately before the compatible alignment, sufficiently high arcane spellcaster
charge attack is resolved. level, and base attack bonus.
Normal: You only get an attack of opportunity against a Benefit: When choosing a familiar, the creatures listed
character that exits a square you threaten. below are also available to the spellcaster.
116
The spellcaster may choose a familiar with an alignment up Benefit: When using the Rapid Shot feat, you may ignore
to one step away on each of the alignment axes (lawful the –2 penalty on all your ranged attack rolls.
through chaotic, good through evil). Special: A fighter may select Improved Rapid Shot as one
For example, a chaotic good spellcaster could acquire a of his fighter bonus feats.
neutral familiar, A lawful neutral spellcaster could acquire a
neutral good familiar.
The spellcaster must have at least the arcane spellcaster IMPROVED TOUGHNESS [GENERAL]
level and base attack bonus indicated below in order to You are significantly tougher than normal.
acquire the familiar. Prerequisite: Base Fortitude save bonus +2.
Benefit: You gain a number of hit points equal to your
current Hit Dice.
Each time you gain a HD (such as by gaining a level), you
gain 1 additional hit point.
If you lose a HD (such as by losing a level), you lose 1 hit
point permanently.
Special: A fighter may select Improved Toughness as one
of his fighter bonus feats.
126
Prerequisites: Ability to turn undead, Extra Turning.
Benefit: Spend one of your turn undead attempts to add
DEFENDERS OF THE 2d6 points of sacred energy damage to all your successful
melee attacks against undead until the end of your next
action.
FAITH (3.0) DIVINE VIGOR [DIVINE]
You can channel energy to increase your speed and
MAIN SECTION FEATS Constitution.
Prerequisites: Ability to turn or rebuke undead, Cha
13+, Extra Turning.
DIVINE CLEANSING [DIVINE] Benefit: Spend one of your turn/rebuke undead attempts
You can channel energy to improve you and your allies’ to increase your base speed by 10 feet and gain a +2
ability to resist poison and curses. enhancement bonus to your Constitution.
Prerequisite: Ability to turn or rebuke undead, Cha 13+, These effects last a number of minutes equal to your
Extra Turning. Charisma modifier.
Benefit: Spend one of your turn/rebuke undead attempts
to grant all allies within a 60-foot burst (including yourself) EMPOWER TURNING [SPECIAL]
a +2 sacred bonus on Fortitude saving throws for a number
of rounds equal to your Charisma modifier. You can turn or rebuke more undead with a single turning
attempt.
Prerequisites: Ability to turn or rebuke undead,
DIVINE MIGHT [DIVINE] Charisma 13+, Extra Turning.
You can channel energy to increase the damage you deal in Benefit: You can turn or rebuke more undead than usual,
combat. but have a harder time affecting undead with a larger
Prerequisite: Ability to turn or rebuke undead, Cha 13+, number of Hit Dice.
Str 13+, Power Attack. If you take a –2 penalty on your turning check roll, you can
Benefit: Spend one of your turn/rebuke undead attempts add +2d6 to your turning damage roll.
to add your Charisma bonus to your weapon damage for a
number of rounds equal to your Charisma bonus. EXTRA SMITING [SPECIAL]
You can make more smite attacks.
DIVINE RESISTANCE [DIVINE] Prerequisites: Class level 4+, smite ability.
You can channel energy to temporarily reduce damage you Benefit: When you take this feat, you gain one additional
and your allies take from some sources. attempt to smite per day.
Prerequisite: Ability to turn or rebuke undead, Extra Use whatever smite ability you have (for example, that of a
Turning, Divine Cleansing. paladin, a holy liberator, or a cleric with the Destruction
Benefit: Spend one of your turn/rebuke undead attempts domain).
to imbue all allies within a 60-foot burst (including You can take this feat multiple times.
yourself) with resistance fire, cold, and electricity resistance
5. HEIGHTEN TURNING [SPECIAL]
This resistance does not stack with similar resistances, such
as those granted by spells or special abilities. You can affect more powerful undead with your turning or
The protection lasts until the end of your next turn. rebuking attempts.
Prerequisites: Cha 13+, Extra Turning.
Benefit: When you turn or rebuke undead, you may
DIVINE SHIELD [DIVINE] choose a number no higher than your cleric level.
You can channel energy to make your shield more effective Add that number to your turning check, while subtracting
for either offense or defense. it from your turning damage roll.
Prerequisites: Ability to turn or rebuke undead, Cha If you’re not a cleric, you may choose a number no higher
13+, Str 13+, Power Attack, Improved Shield Bash. than your effective cleric level (for instance, a paladin could
Benefit: Spend one of your turn/rebuke undead attempts choose a number up to two less than his paladin level).
to channel energy into your shield, granting it an If a prestige class increases your effective turning level, use
enhancement bonus equal to your Charisma modifier. your effective turning level.
This enhancement bonus applies both to the shield’s
attacks and defense, and lasts for a number of rounds equal
to your Charisma modifier.
IMPROVED SHIELD BASH
[GENERAL]
DIVINE VENGEANCE [DIVINE] You can push opponents back by bashing them with your
shield.
You can channel energy to deal additional damage against Prerequisites: Power Attack.
undead in melee. 127
Benefit: Any shield bash you make with a small or large
shield also affects your opponent as if you had performed a SIDEBAR FEATS
bull rush.
You don’t actually move into your opponent’s square or
incur attacks of opportunity for the bash. LEADESHIP FEAT OPTIONS []
You also can’t move your opponent back more than 5 feet,
nor can you move along with the defender.
You can’t use this feat with a buckler.
128
Benefit: The deity can spend one of its turn undead
attempts to add 2d6 points of sacred energy damage to all
DEITIES AND its successful melee attacks against undead until the end of
its next action.
This is a supernatural ability.
DEMIGODS (3.0) ENERGY SUBSTITUTION
[METAMAGIC]
MAIN SECTION FEATS The deity can modify a spell that uses energy to use another
type of energy.
BLINDSIGHT, 5-FT RADIUS Prerequisites: Any other metamagic feat, Knowledge
(arcana) 5 ranks.
[GENERAL] Benefit: The deity chooses one type of energy: acid, cold,
The deity senses opponents in the darkness. electricity, fire, or sonic.
Prerequisites: Base attack bonus +4, Blind-Fight, When employing a spell with the acid, cold, electricity, fire,
Wisdom 19. or sonic designator, it can modify the spell to use its chosen
Benefit: Using senses such as acute hearing and type of energy instead.
sensitivity to vibrations, the deity detects the location of The altered spell uses a spell slot of the spell’s normal level.
opponents who are no more than 5 feet away from it. The altered spell works normally in all respects except the
Invisibility and darkness are irrelevant, though it cannot type of damage dealt.
discern incorporeal beings. For example, a fireball spell changed to a sonicball spell
(Except for the decreased range, this feat is identical with works like a fireball, but deals sonic damage instead of fire
the exceptional ability blindsight defined in the Monster damage.
Manual). Special: A deity can gain this feat multiple times.
Each time the feat applies to a different type of energy.
131
A sacred spell uses up a spell slot two levels higher than the For example, a fireball spell changed to a subdualball spell
spell’s actual level. works like a fireball, but it deals subdual damage instead of
Only divine spells can be cast as sacred spells. fire damage.
133
134
Notes: This ability gives the deity access to every spell on
the sorcerer/wizard spell list, provided that the deity has
ANNIHILATING STRIKE [] sufficient wizard levels and a sufficient Intelligence score
Any physical attack the deity makes can destroy a foe to cast them.
outright. The deity also can invent new sorcerer/wizard spells
Prerequisites: Divine rank 11, base attack bonus +20, without researching them.
Str 25. Suggested Portfolio Elements: Knowledge, magic.
Benefit: When the deity strikes with a weapon or natural
weapon, the opponent struck might be obliterated.
Creatures, attended objects, and magic items must make AREA DIVINE SHIELD []
Fortitude saves (DC 20 + the deity’s rank + the damage The deity can use part of its personal energy as a barrier that
dealt) or be reduced to –10 hit points and killed outright. protects against almost any attack.
Unattended, nonmagical objects are obliterated. Prerequisites: Divine rank 6, Cha 29, Divine Shield
The deity can destroy up to 1,000 cubic feet (a 10-foot cube) salient divine ability.
of nonliving matter per rank, so the ability destroys only Benefit: Except where noted here, this ability works like
part of any very large object or structure targeted. the Divine Shield ability.
Notes: Deities with a rank equal to or greater than the The deity produces a transparent barrier whose area is up to
attacking deity are not subject to this ability. one 10-foot square per rank, or a sphere or hemisphere with
This ability has no effect on objects or effects that are not a radius of up to 1 foot per rank.
subject to physical attacks, such as walls of force. The barrier can be placed anywhere within the deity’s line
Suggested Portfolio Elements: Death, justice, of sight.
vengeance, war. The deity can place the barrier so that it is mobile with
respect to some unattended object or willing creature (such
as the deity itself).
ARCANE MASTERY [] The barrier can be adjusted to ignore certain types of
The deity can prepare wizard spells without consulting a damage, just as a divine shield can.
spellbook. If the deity makes the shield mobile with respect to a
Prerequisites: Spellcaster level 1st, Int 29, Spell willing creature, the deity also can make the barrier one-
Mastery. way with respect to the creature and its allies, allowing
Benefit: The deity can prepare any wizard spell that it can them to attack through the shield and still use its
cast without using a spellbook. protection.
135
Notes: The deity can shape the shield around itself or This decrease in divine rank affects many of the avatar’s
around a willing creature so that it is skintight, which statistics and abilities, including bonuses to attack rolls,
prevents the subject from being touched. damage, saves, checks, and Armor Class, damage reduction,
Suggested Portfolio Elements: Mercy, protection. resistances, number of salient divine abilities and bonus
salient divine abilities, uses per day of domain powers,
saving throw DCs against spell-like abilities, range of
AUTOMATIC METAMAGIC [] senses, automatic actions, magic items it can create, and
The deity can apply a particular metamagic feat to spells it extent of divine aura.
can cast or to spell-like abilities it knows with no spell slot The deity’s ability scores, speed, class levels, and Hit Dice
adjustment. are unchanged.
Prerequisite: Spellcaster level 1st. Divine Abilities: The avatar has salient divine abilities
Benefit: The deity chooses one metamagic feat. according to its own divine rank.
As a free action, the deity can apply the selected feat to the The deity chooses which of its abilities the avatar has when
spells from any one spellcasting class the deity has or to its creating the avatar.
spell-like abilities. The avatar cannot have a salient divine ability that is not
A spell altered by the use of this ability does not use up a available to a deity of its own rank, nor can it use a salient
higher-level slot. divine ability if it doesn’t meet the prerequisites.
Notes: The deity must obey all the limitations normally An avatar cannot have the Avatar or Possess Mortal salient
associated with the metamagic feat. divine abilities.
For example, a deity using Automatic Metamagic (quicken An avatar does not have any remote sensing or remote
wizard spells) could cast only one quickened wizard spell communication powers.
each round. Suggested Portfolio Elements: Any.
Any metamagic feat selected cannot have a level
requirement of 21st or higher. BANESTRIKE []
Feats that depend on making the spell’s level higher, such
as Heighten Spell, do not work with this ability. Any weapon the deity wields works better against one type
A deity can have this ability multiple times, choosing a of foe.
metamagic feat and either a spellcasting class or spell-like Prerequisite: Base attack bonus +20.
abilities to which the ability will apply each time. Benefit: The affected weapon gains a bonus of +4 on
Suggested Portfolio Elements: Knowledge, magic. attack rolls, and it deals an extra +4d6 points of damage
against the designated foe.
The bonus and extra damage stack with any other
AVATAR [] properties the weapon has.
The deity can use some of its own energy to create a Notes: The deity selects one kind of enemy from the list
duplicate of itself. below.
Prerequisites: Divine rank 6, Cha 29.
Benefit: An avatar serves as a deity’s alter ego, effectively
allowing the deity to be in two or more places at the same
time.
An avatar is an extension of a deity.
The deity senses and knows everything the avatar senses
and knows and vice versa.
Each avatar counts as a remote location where the deity is
sensing and communicating.
A lesser deity can have up to five avatars at once, an
intermediate deity can have up to ten, and a greater deity
can have up to twenty avatars at once. The ability functions only when the deity personally
It takes a deity one year to create an avatar or replace a attacks with a melee weapon or ranged weapon.
destroyed avatar. The deity can apply the Banestrike ability to any weapon or
The process does not require any special effort on the natural weapon, but not to a spell, spell-like ability,
deity’s part; the deity simply starts the process and lets it supernatural ability, or divine ability.
run its course. A deity can have this ability multiple times, choosing a
An avatar must be created in the deity’s own realm. different kind of foe each time.
If the deity has the Divine Creation salient divine ability, The deity can imbue only one bane special ability to a
the deity can use it to create a new avatar anywhere. weapon at a time and can change among them once a round
However, the deity must rest afterward as noted in the as a free action.
Divine Creation ability description. Suggested Portfolio Elements: Death, justice,
An avatar is a less powerful version of a deity, created by vengeance, war.
modifying the deity’s statistics, that has the following
characteristics.
Divine Rank: The avatar’s divine rank is half that of the deity BATTLESENSE []
(round down). The deity is nearly impossible to surprise, flank, or catch
flat-footed.
136
Benefit: The deity cannot be surprised or flanked except Suggested Portfolio Elements: Agriculture, earth,
by a deity of higher rank. fertility.
The deity retains its Dexterity bonus to Armor Class even if
caught flat-footed or attacked by an invisible opponent, and
is not subject to sneak attacks except by deities of higher CONTROL CREATURES []
rank. The deity can dominate and control the actions of a specific
Notes: If the deity has the uncanny dodge class feature, kind of creature.
this ability replaces it. Benefit: The deity can command some kind of creature as
Suggested Portfolio Elements: War. noted in the deity’s description.
This ability is similar to the dominate monster spell, but it is
not a mind-affecting ability (the deity seizes direct control
CALL CREATURES [] over the creature’s body).
The deity can bring creatures to serve and aid it. Each day the deity can attempt to control a number of
Benefit: The kind of creature the deity can call is noted in creature equal to its divine rank.
the deity’s description. The deity can attempt to take control of that number all at
Each creature called can have no more Hit Dice than the once, or in smaller numbers.
deity has divine ranks, and the deity cannot have more All creatures to be affected must be within the deity’s line
creatures serving it at any given time than the deity has of sight when first affected.
ranks. Once control is established, distance is not a factor and the
The creatures are transported to the deity’s presence deity can maintain control remotely, even across planes and
through an interdimensional connection similar to that through wards or barriers (except divine shields and
created by a gate spell, except that it opens to the Material warding spells cast by deities of higher rank than the deity
Plane. using the ability).
The creatures willingly serve to the best of their ability. The subject is allowed a Will save (DC 10 + the deity’s rank
The calling effect is otherwise similar to the calling + the deity’s Charisma modifier) to resist and is allowed a
property of the gate spell. new save if the deity commands the subject to do
Notes: A deity can have this ability multiple times, something against its nature.
choosing a different kind of creature each time. At any given time, the deity cannot have more creatures
Suggested Portfolio Elements: Any. under its control than 10 times its divine rank.
If the deity already has the maximum number of creatures
under its control, it can still attempt to take control of other
CLEARSIGHT [] creatures, but must first release one or more creatures
The deity can perceive reality despite appearances. already under its control.
Prerequisites: Divine rank 6, Wis 29. For example, a deity with a divine rank of 15 can attempt to
Benefit: The deity can see illusions, transmuted creatures control fifteen creatures each day and up to fifteen
and objects, and disguised creatures or objects for what creatures at once.
they really are, provided they are within 10 feet per divine The deity can have up to one hundred fifty creatures under
rank of the deity. its control at any govern time.
This ability is similar to the true seeing spell, except that it If the deity already has one hundred fifty creatures under
does not reveal creatures’ alignments and it does foil its control, it must release at least one to use this ability on a
mundane disguises. new creature.
Suggested Portfolio Elements: Knowledge, truth. Notes: A deity can have this ability multiple times,
choosing a different kind of creature each time.
Suggested Portfolio Elements: Any.
COMMAND PLANTS []
The deity can control plants and plant creatures. CRAFT ARTIFACT []
Benefit: The deity can make plants grow in a radius of up
to one mile per divine rank once per day. The deity can make magic items that exceed mortal limits.
The deity can use this ability even in a place where no Prerequisites: Craft Magic Arms and Armor, Craft Rod,
plants grow (such as the middle of a desert), though in this Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring,
case the plants wither and die after one day. Scribe Scroll.
This ability works like the plant growth spell, except that it Benefit: The deity can craft magic arms and armor, staffs,
cannot be countered except by a deity of higher rank than wands, wondrous items, rings, and scrolls that exceed the
the deity using the ability. normal limits for such items (as stated in the DUNGEON
Also once per day, the deity can charm plant creatures, MASTER’s Guide).
animate plants, or make them entangle its foes. For instance, the deity could create a magic sword with an
This ability functions like the command plants spell, except enhancement bonus higher than +5, a staff that allows the
that its maximum duration is one day no matter which use of spells of higher than 9th level, a cloak of Charisma
option the deity chooses. with an enhancement bonus higher than +6, and so on.
At any one time, the deity can charm a number of plant More information on such items can be found in the Epic
creatures equal to its divine rank with this ability, Level Handbook.
regardless of Hit Dice. Suggested Portfolio Elements: Crafts, knowledge,
magic.
137
Benefit: The deity gains a competence bonus on attack
CREATE GREATER OBJECT [] rolls, damage, and Armor Class equal to its divine rank if
The deity can create complex objects out of nothing. both the deity and its foe are airborne.
Prerequisites: Divine rank 11, Int 29, Create Object The deity can fly with perfect maneuverability.
salient divine ability. When flying, the deity can automatically know the location
Benefit: As a full-round action, the deity can create of any corporeal creature within 10 feet per divine rank, by
objects weighing up to 100 pounds per divine rank, or with sensing the disturbance in the air the creature causes.
a volume of 20 cubic feet per rank. Suggested Portfolio Elements: Air, wind.
If the deity uses this ability on a divinely morphic plane or
within its own godly realm, double the volume and weight
the deity can create. DIVINE ARCHERY []
If the deity’s realm is located on a divinely morphic plane, The deity is the epitome of the archer, with abilities that
triple the volume and weight the deity can create there. surpass those of mortal archers.
Notes: This ability works like the Create Object ability, Prerequisites: Base attack bonus +20, Dex 29, Point
except as noted below. Blank Shot, Far Shot.
A deity can use this ability to create any kind of nonmagical Benefit: The deity can fire a ranged weapon at any target
object. within line of sight and within range of the deity’s personal
Rest: The deity must convert a considerable amount of its senses.
own energy into the object, which can leave the deity No range increment applies to the attack.
impaired. The deity does not incur any attacks of opportunity for
The deity can create an object with a value of up to 100 gp firing a bow when threatened.
without impairment. As a full-round action, the deity may fire an arrow at her
For every additional 100 gp of value (or fraction of 100 gp), full base attack bonus at each opponent within 10 feet per
the deity must rest for 10 minutes. divine rank.
If the deity is creating an item on a divinely morphic plane The deity must have the Weapon Focus feat with the type
or within its own godly realm, it can create a 200 gp item of bow she uses to perform this attack.
without resting. When shooting a ranged weapon, the deity can ignore any
If the deity’s realm is located on a divinely morphic plane, it cover bonus to the target’s AC or any miss chance conferred
can create a 300 gp item there without having to rest. by the target’s concealment.
Suggested Portfolio Elements: Crafts, creation. Suggested Portfolio Elements: Archers, war.
143
targeted at creatures within the area, or if their paths take
them through the area).
DIVINE SPLENDOR [] In addition, the force expels creatures whose alignment on
The deity’s mere proximity is fatal to mortals. the ethical (lawful-chaotic) axis is opposite the deity’s.
Prerequisites: Divine rank 16, Cha 26. If the deity’s ethical alignment is neutral (neutral good or
Benefit: Any mortal who approaches within 10 feet per neutral evil), the force does not expel any creatures.
divine rank of the deity in its natural form dies Affected creatures in the area must make Fortitude saves
immediately, with no saving throw. (DC 10 + the deity’s Charisma modifier + the deity’s divine
Suggested Portfolio Elements: Supreme. rank) or be picked up and thrown out, regardless of size.
Such creatures suffer 1d6 points of damage for each 10 feet
they travel.
DIVINE STORM [] Creatures that make successful saves are not affected by the
The deity can create a vortex of force that protects the deity vortex for one day, although the vortex still stops their
and harms those of an alignment different from the deity’s. thrown weapons and projectiles.
Prerequisite: Divine rank 11. Creatures that fail their saves can attempt to reenter the
Benefit: The deity can surround itself with a vortex of area, but must attempt new saves.
holy or unholy force that manifests in different forms The force damages creatures whose alignment on the moral
depending on the deity. (good-evil) axis is opposite the deity’s.
The vortex extends from the deity in an emanation with a If the deity’s moral alignment is neutral (lawful neutral or
radius of 10 feet per divine rank. chaotic neutral), the force does not damage any creatures.
The effect stops attacks with thrown weapons and Affected creatures in the area must make Fortitude saves
projectiles (they fail if made by creatures inside the area, or (DC 10 + the deity’s Charisma modifier + the deity’s divine
144
rank) each round or suffer 1 point of holy damage per
divine rank. DIVINE WEAPON MASTERY []
A successful save negates the damage, but the creature must The deity is exceptionally proficient with weapons.
save again the next round if it is still within the area. Prerequisites: Fighter level 20th, War domain.
Creatures whose alignment is diametrically opposed to the Benefit: The deity receives the benefits of the Weapon
deity’s are subject to both effects. Focus, Weapon Specialization, and Improved Critical feats
For example, Heironeous’s storm of justice expels chaotic when wielding any simple or martial weapon.
creatures, damages evil creatures, and both expels and Suggested Portfolio Elements: War.
damages chaotic evil creatures.
Hextor’s storm of pain expels chaotic creatures, damages
good creatures, and has both effects on chaotic good DIVINE WEAPON SPECIALIZATION []
creatures. The deity deals tremendous damage with one kind of
Pelor’s sunstorm damages evil creatures. weapon.
Suggested Portfolio Elements: War. Prerequisites: Base attack bonus +20, Divine Weapon
Focus salient divine ability with the selected weapon.
Benefit: This ability works like the fighter’s Weapon
DIVINE WATER MASTERY [] Specialization feat, except that the deity receives a bonus on
The deity has mastery over water. damage with the weapon equal to its divine rank.
Prerequisites: Water domain. Notes: If the selected weapon is a ranged weapon, the
Benefit: The deity gains a competence bonus on attack, extra damage applies against any target the deity can see.
damage, and Armor Class equal to its divine rank if both the The damage bonus from this ability stacks with the damage
deity and its foe are touching the same body of water. bonus from the Divine Weapon Mastery ability and the
The deity gains a swim speed commensurate with its size Weapon Specialization feat.
(see Divine Characteristics). A deity can have this ability multiple times, choosing a
At will, as a full-round action, the deity can create a different kind of weapon each time.
devastating tidal wave of water. Suggested Portfolio Elements: War.
On land, the wave has effects similar to a flash flood:
Creatures caught in the water must make a Fortitude save
(DC 15). ENERGY BURST []
Large or smaller creatures that fail the save are swept away, The deity can create a blast of damaging energy.
taking 1d6 points of subdual damage per round (1d3 points Benefit: The deity can create an emanation of a specific
on a successful Swim check against DC 20). type of energy (acid, cold, electricity, fire, or sonic energy,
Huge creatures that fail are knocked down, while specified in the deity’s description) with a radius of 10 feet
Gargantuan and Colossal creatures are checked. per divine rank.
(See the Weather Hazards section in Chapter 3 of the Anything in the area takes 1d8 points of the appropriate
DUNGEON MASTER’s Guide). energy damage per divine rank.
The wave destroys all wooden buildings and 25% of the Damage is halved for those who make successful saving
stone buildings it comes into contact with. throws (Reflex for acid, cold, electricity, or fire, or Fortitude
At sea, the tidal wave capsizes ships and crushes them to for sonic energy; DC 10 + the deity’s divine rank + the
splinters. deity’s Constitution modifier).
The wave affects a number of miles of coastland up to the Notes: A deity can have this ability multiple times,
deity’s divine rank. choosing a different type of energy each time.
When touching water, the deity can automatically sense Suggested Portfolio Elements: Nature.
the location of anything within 10 feet per divine rank that
is in contact with the same body of water.
Suggested Portfolio Elements: Water. ENERGY STORM []
The deity can create a vortex of swirling energy that
DIVINE WEAPON FOCUS [] protects it and damages those who touch the vortex.
Prerequisite: Divine rank 11.
The deity is particularly adept with one kind of weapon. Benefit: The deity can surround itself with a vortex of
Benefit: This ability works like the Weapon Focus feat energy (acid, cold, electricity, fire, sonic, positive, or
except that the deity receives a bonus of +4 on attacks with negative energy, specified in the deity’s description).
the weapon. The vortex extends from the deity in an emanation with a
Notes: This bonus stacks with the divine rank bonus radius of 10 feet per divine rank.
deities get on attack rolls, and with the Divine Weapon The effect stops attacks with thrown weapons and
Mastery salient divine ability. projectiles.
It also stacks with the Weapon Focus feat. Such attacks fail if made by creatures inside the area, or
A deity can have this ability multiple times, choosing a targeted at creatures within the area, or if their paths take
different kind of weapon each time. them through the area.
Suggested Portfolio Elements: War. Energy storms that use acid, cold, electricity, fire, or sonic
energy deal 1 point of energy damage and 1 point of holy
damage per divine rank each round.
145
Positive energy deals 1 point of damage per divine rank to It can affect up to one creature per divine rank at once, but
undead creatures, and heals the same amount of damage on no more than one creature per divine rank each day.
living creatures. All must be within the deity’s line of sight when first
Negative energy deals 1 point of negative energy per divine affected.
rank to living creatures, and heals the same amount of Subjects can attempt Fortitude saves (DC 10 + deity’s
damage on undead creatures. Charisma modifier + deity’s divine rank).
Notes: A deity can have this ability multiple times, Creatures who fail their saves become fatigued (see the
choosing a different type of energy each time. Player’s Handbook) and their speed is reduced by half.
Suggested Portfolio Elements: Fire, storms. Furthermore, any mount or vehicle they ride is likewise
slowed.
The effect lasts one day.
EXTRA DOMAIN [] Suggested Portfolio Elements: Travel.
The deity gains an extra domain.
Prerequisite: Divine rank 6.
Benefit: The deity chooses one domain to add to its list of
FREE MOVE []
domains. The deity can move almost instantaneously.
The deity can grant spells and powers from that domain Prerequisites: Dex 29, Divine Celerity salient divine
and use those spells and powers personally, just as it can the ability.
spells and powers of its other domains. Benefit: The deity can move up to its speed once a round
Notes: A deity can have this ability multiple times, as a free action.
choosing a new domain each time. Suggested Portfolio Elements: Travel.
Suggested Portfolio Elements: Any.
FRIGHTFUL PRESENCE []
EXTRA ENERGY IMMUNITY [] The deity’s attacks strike fear into opponents.
The deity is immune to some form of energy. Prerequisites: Cha 24.
Prerequisites: Divine rank 6, resistance to the energy Benefit: Whenever the deity performs a specific action
type selected. specified in the deity’s description (usually attacking, but
Benefit: The deity gains immunity to acid, cold, sometimes roaring or making another intimidating
electricity, fire, or sonic energy. gesture), foes within a 30-foot-radius burst must make Will
Notes: This ability is effective even if the attacker is a saves (DC 10 + deity’s Charisma modifier + deity’s divine
deity of higher rank. rank).
A deity can have this ability multiple times, choosing a Foes within the burst, but not the deity’s immediate target,
different form of energy each time. become shaken for 3d6 rounds if they fail their saves.
Suggested Portfolio Elements: Any. Creatures the deity attacks when it activates the ability
become panicked for 3d6 rounds if they fail their saves.
Foes who make successful saving throws are unaffected by
EXTRA SENSE ENHANCEMENT [] this ability for one day.
The deity has a sense of sight, hearing, or smell even more Suggested Portfolio Elements: Destruction, war.
acute than normal for a deity.
Prerequisites: Wis 29. GIFT OF LIFE []
Benefit: The deity chooses one sense to enhance.
The ability can extend a sense’s range one mile per divine The deity can restore any previously living mortal creature
rank, or it can allow the sense to ignore one type of physical to life.
or magical blockage. Benefit: The deity restores the dead creature to life, no
For example, the deity could see through solid objects or in matter how long the creature has been dead or what the
magical darkness. condition of the body.
The enhanced sense can penetrate 10 feet of a physical Notes: This ability works like the true resurrection spell,
barrier per rank or 100 feet of a less tangible barrier (such as except that there is no material component and the amount
fog or smoke) per rank. of time the subject has been dead is irrelevant.
Notes: Some deities have specific applications of this This ability can restore a creature to life against its will, but
ability that go beyond the normal senses, such as Ptah’s only with the permission of whatever deity rules the
ability to see ethereal creatures and objects. underworld (Hades, Osiris, Hel) or the divine realm where
A deity can have this ability multiple times, choosing a the mortal’s soul resides.
different sense each time. This ability can resurrect an elemental or outsider and can
Suggested Portfolio Elements: Any. resurrect a creature whose soul is trapped (see Bringing
Back the Dead in Chapter 10 of the Player’s Handbook)
provided the soul is not held by a deity of higher rank than
FOOTSORE [] the one using this ability.
The deity can make living creatures tired. This ability cannot restore life to a creature that has been
Prerequisites: Travel domain. slain by the Hand of Death ability or the Life and Death
Benefit: The deity can sap the energy from living ability of a deity with a higher rank.
creatures so that they feel tired. Suggested Portfolio Elements: Healing, life.
146
GROW CREATURE [] INCREASED SPELL RESISTANCE []
The deity can make a certain type of creature larger. The deity has spell resistance beyond the divine norm.
Benefit: This ability works like the animal growth spell, Benefit: The deity’s spell resistance increases by 20.
except that it can affect up to one creature of the specified Notes: A deity can have this ability multiple times, and its
type per divine rank each day, all of which must be within effects stack.
the deity’s line of sight when first affected. A deity with two applications of this ability improves its
The effect lasts one day. spell resistance by 40.
Notes: A deity can have this ability multiple times, Suggested Portfolio Elements: Magic.
choosing a different type of creature each time.
Suggested Portfolio Elements: Nature.
INDOMITABLE STRENGTH []
The deity is very difficult to best in contests of strength.
HAND OF DEATH [] Prerequisite: Str 40, Strength domain.
The deity can slay any living mortal creature. Benefit: If required to make an opposed roll involving
Benefit: The deity points to any mortal within the deity’s Strength (including grapple checks), the deity receives a
sensory range and snuffs out its life. divine bonus of +25 on its roll.
There must be an unbroken line of effect between the deity This bonus stacks with the normal divine rank bonus.
and the target. Suggested Portfolio Elements: Strength.
Notes: This ability works like the destruction spell, except
that there is no material component.
The mortal is allowed a Fortitude saving throw with a DC of INSTANT COUNTERSPELL []
20 + the deity’s Charisma bonus + the deity’s divine rank. The deity can counterspell as a free action.
Even if the save succeeds, the subject takes 10d6 points of Benefit: When any spell is cast within the deity’s line of
damage, which may kill it anyway. sight, the deity can counterspell it as a free action, provided
If the attack kills the mortal (either through a failed saving that the deity is capable of casting the spell immediately or
throw or through damage), the mortal cannot be raised or has it as a spell-like ability and makes the required
resurrected afterward, except by a deity of equal or higher Spellcraft check.
rank using the Gift of Life, Life and Death, or Mass Life and The use of Instant Counterspell counts against the normal
Death salient divine ability. number of free actions the deity is allowed each round.
Suggested Portfolio Elements: Death. Suggested Portfolio Elements: Magic.
149
This sentience lasts a maximum of one day, and the Use the mortal’s effective ability scores to determine skill
sentient tree or animal obeys the deity’s commands to the modifiers.
best of its ability. Suggested Portfolio Elements: Supreme.
The deity can affect up to one creature per divine rank at
once, but no more than that number each day.
All must be within the deity’s line of sight when first POWER OF LUCK []
affected. The deity can bestow good luck or ill.
Also, the deity can transmute any creature into a plant or Prerequisites: Luck domain.
animal of approximately the same size or up to two size Benefit: The deity can give creatures good or bad fortune.
categories smaller. The deity can affect up to one creature per divine rank at
The subject is allowed a Fortitude save (DC 10 + the deity’s once, but no more than that number each day.
Charisma modifier + the deity’s divine rank) to resist. All must be within the deity’s line of sight when first
Subjects turned into plants become objects. affected.
Subjects turned into animals have the same abilities and Subjects receive a luck bonus of +1 per divine rank or a luck
statistics of the kind of animal the deity chooses. penalty of –1 per divine rank on attack rolls, saves, and
The Alter Reality ability can make either effect permanent. checks for one day.
Note: Ehlonna can use this ability up to one time per day Any creature that attacks the deity automatically suffers the
per divine rank, and its effects last one day. luck penalty, and this does not count against the deity’s
Suggested Portfolio Elements: Nature. daily uses of this ability.
Suggested Portfolio Elements: Fate, gambling, luck.
POSSESS MORTAL []
The deity can infuse some of its energy into a mortal, POWER OF NATURE []
turning the mortal into an extension of the deity. The deity can control the forces of nature.
Prerequisites: Cha 29. Benefit: The deity can perform any of the following in a
Benefit: The deity can possess any mortal in any location radius of one mile per divine rank around the deity, at will,
the deity can sense. as a fullround action.
Unwilling mortals can attempt Will saves (DC 10 + the • Create or quell winds to produce anything from still air to
deity’s Charisma modifier + the deity’s rank). tornado force winds.
Notes: Spells that prevent possession block this ability if • Set the temperature anywhere from –50°F to 120°F.
the mortal is unwilling. • Shake the earth, as the earthquake spell.
Likewise, spells that end possession drive out the deity if • Create rain, sleet, hail, snow, or thunderstorms.
the mortal is unwilling. These effects last as long as the deity concentrates and for
If the mortal is willing, however, the deity cannot be up to 1 minute per divine rank afterward.
blocked or driven out, except by a divine shield or the use The deity can end an effect as a free action.
of the Alter Reality salient divine ability by a deity of See Chapter 3 of the DUNGEON MASTER’s Guide for
higher rank. weather effects.
The possessed mortal effectively becomes an avatar of the Suggested Portfolio Elements: Nature, sea, weather.
deity.
The deity can draw on all the possessed mortal’s memories,
and the deity senses what the mortal senses. POWER OF TRUTH []
Each mortal possessed counts as a remote location where The deity can discern lies and compel creatures to tell the
the deity is sensing and communicating. truth.
A demigod can possess up to two mortals at a time, a lesser Benefit: The deity knows when anyone (other than a
deity can possess up to five mortals at once, an intermediate deity of equal or higher rank) deliberately lies.
deity can possess up to ten, and a greater deity can possess This ability works like the discern lies spell, except that it
up to twenty mortals at once. works continuously and applies to any creature the deity
While the deity is in possession, the mortal’s abilities are can perceive.
unchanged, except as noted below. The deity also can enchant creatures so they become
Type: Same as the deity. truthful.
Hit Points: Same as the mortal, +1 for each rank of the deity. The deity can affect up to one creature per divine rank at
Armor Class: The mortal gains a divine bonus to Armor Class once, but no more than that number each day.
equal to half the deity’s divine rank. All must be within the deity’s line of sight when first
Ability Scores: Strength, Dexterity, and Constitution are affected.
unchanged. The enchanted creatures become unable to utter any
Intelligence, Wisdom, and Charisma become 5 points deliberate falsehoods or evasions of truth for one day.
lower than the deity’s (or remain as the mortal’s scores if The subject is allowed a Will save (DC 10 + the deity’s
they are higher). Charisma modifier + the deity’s divine rank) to resist.
Saves: Fortitude and Reflex same as the mortal; Will Subjects who make successful saves become immune to
adjusted if necessary for the mortal’s new Wisdom score. this ability for one day.
Skills: The mortal can use its own skills and the deity’s Suggested Portfolio Elements: Justice, law, truth.
skills.
If the mortal and the deity have the same skill, use the skill
150 of whichever has more ranks in the skill.
Prerequisites: Divine rank 6, Alter Size salient divine
REJUVENATION [] ability, Alter Form salient divine ability.
If destroyed, the deity simply re-forms. Benefit: The deity can assume the form of another
Prerequisites: Divine rank 11, Divine Fast Healing creature.
salient divine ability. The forms a deity can assume are limited and vary with
Benefit: When the deity suffers an attack that should each deity.
destroy it, it simply disperses and reassembles later. The forms allowed are listed in the deity’s description.
Roll 10d10 to determine the number of days before the The deity can remain in the assumed form indefinitely, but
deity returns. it resumes its own form if slain.
Notes: If the deity is killed in its own realm, subtract the Notes: The deity acquires the physical, natural, and
deity’s divine rank from the number of days it takes to extraordinary abilities of the form it has assumed (but not
return. spell-like or supernatural abilities) while retaining its own
If the deity’s realm is on a divinely morphic Outer Plane, mind.
and the deity is killed there, subtract twice the deity’s Physical abilities include natural size and Strength,
divine rank from the number of days it takes to return. Dexterity, and Constitution scores.
The return always takes at least one day. Natural abilities include armor, natural weapons (such as
This ability is ineffective if the deity is killed by another claws, bite, swoop and rake, and constriction; but not
deity of equal or higher rank. petrification, breath weapons, energy drain, energy effect,
Suggested Portfolio Elements: Death, life, undead. and the like), and similar gross physical qualities (presence
or absence of wings, number of extremities, and so on).
A body with extra limbs does not allow the deity to make
SEE MAGIC [] more attacks (or more advantageous two-weapon attacks)
The deity can see magical auras just by looking at them. than normal.
Prerequisites: Magic domain. Natural abilities also include mundane movement
Benefit: This ability is similar to a detect magic spell, capabilities, such as walking, swimming, and flight with
except that it covers the whole area the deity can see, and wings.
the deity immediately knows the number of auras present The deity’s speed is that of the assumed form or the deity’s
along with their locations and strengths. normal speed, whichever is higher.
The deity needs to make a Spellcraft check to identify the In general, any part of the body or piece of equipment that
school of each aura, but most deities with this ability can is separated from the whole reverts to its original form.
use Spellcraft as a free action. However, if the assumed form has an extraordinary ability
Suggested Portfolio Elements: Magic. that allows it to produce a substance or shed part of its
body, then this ability also grants that ability.
For example, a deity who shifts form into a viper has a
SHAPECHANGE [] poisonous bite.
The deity can assume the form of any living, corporeal The deity retains its Intelligence, Wisdom, and Charisma
creature (but not the form of another deity). scores, level and class, hit points (despite any change in its
This is an extraordinary ability. Constitution score), alignment, base attack bonus, and base
Prerequisites: Divine rank 11, Alter Size salient divine saves.
ability, Alter Form salient divine ability. (New Strength, Dexterity, and Constitution scores may
Benefit: The deity can assume the form of an animal, affect final attack and save bonuses).
beast, dragon, fey, giant, humanoid, magical beast, The deity retains its outsider type, extraordinary abilities,
monstrous humanoid, or plant. spells, and spell-like abilities, but not its supernatural
The assumed form must be both living and corporeal. abilities.
The deity can remain in the assumed form indefinitely, but The deity also retains its divine Armor Class bonus and
it resumes its own form if slain. divine qualities and abilities, provided they are not
Notes: This ability works like the Shift Form salient supernatural.
divine ability, except that the deity is not limited to a set The deity can cast spells for which it has components.
number of forms and as noted here. It needs a voice like that of a humanoid for verbal
The deity can use its Alter Size ability simultaneously with components and hands like those of a humanoid for
this one to become as small as a grain of sand or as large as somatic components, Likewise, the deity needs hands to
1,600 feet in the assumed form’s greatest dimension. use many of its powers, such as creating objects related to
The deity can use this ability to create disguises, gaining a its portfolio.
bonus of +20 on its Disguise checks. When the shape shift occurs, the deity’s equipment, if any,
Suggested Portfolio Elements: Nature, secrets, transforms to match the new form.
thieves. If the new form is a creature that does not use equipment
(aberration, animal, beast, magical beast, construct, dragon,
elemental, ooze, some outsiders, plant, some undead
SHIFT FORM [] creatures, some shapechangers, or vermin), the equipment
melds into the new form and becomes nonfunctional.
The deity can assume the forms of creatures related to its
Material components and focuses melded in this way
portfolio.
cannot be used to cast spells.
This is an extraordinary ability.
If the new form uses equipment (fey, giant, humanoid,
some outsiders, many shapechangers, many undead 151
creatures), the deity’s equipment changes to match the new
form and retains its properties. SUNDER AND DISJOIN []
This ability cannot confer class levels or class abilities. The deity can destroy weapons and items used against it in
The deity can change physical qualities such as hair color, combat.
hair texture, skin color, and gender. Benefit: If any weapon or item is used against the deity in
The deity can use this ability to create disguises, gaining a combat, the deity can destroy it with a touch.
bonus of +15 on its Disguise checks. Treat a successful touch as a combination of a disintegrate
The deity can use its Alter Size ability simultaneously with spell and a Mordenkainen’s disjunction spell, both targeted
this one to become as small as a grain of sand or as large as exclusively at the touched item.
1,600 feet in the assumed form’s greatest dimension. The save DC for both effects is 19 + the deity’s Charisma
Suggested Portfolio Elements: Nature. modifier.
An item remains vulnerable to this ability for up to one day
after being used against the deity.
SPEAK WITH CREATURES [] Suggested Portfolio Elements: Victory, war.
The deity can converse with certain types of creatures, as
specified in the deity’s description.
Benefit: The deity has the supernatural ability to SUPREME INITIATIVE []
converse with the specified creature. The deity always goes first in the initiative order.
This ability works like a permanent speak with animals or This is an extraordinary ability.
speak with plants spell, or like a tongues spell that only allows Prerequisites: Dex 29, Improved Initiative.
the deity to converse with the specified type of creature. Benefit: The deity goes first in the initiative order, no
Notes: A deity can have this ability multiple times, matter what its initiative result is or what initiative result
choosing a different type of creature each time. anyone else in an encounter or battle has.
Suggested Portfolio Elements: Nature. Notes: Determine initiative normally among any beings
who don’t have this ability, placing them in order after the
deity.
SPONTANEOUS WIZARD SPELLS [] The deity can choose to delay or ready an action, just any
The deity can spontaneously cast any wizard spell available other being can, and doing so changes the deity’s initiative
to it. as noted in Chapter 8 of the Player ‘s Handbook.
Prerequisites: Divine rank 6, Wizard level 1st, Int 29, The deity also can refocus, thereby resuming its position at
Spell Mastery, Arcane Mastery salient divine ability. the beginning of the initiative order.
Benefit: This ability works like a cleric’s ability to cast If two or more deities who have this ability are in the same
cure spells spontaneously, except that it applies to wizard battle, the deity with the highest divine rank gets the first
spells. position in the initiative order, the deity with the second
The deity must have a sufficient Intelligence score and highest rank gets the second position, and so on.
wizard levels to cast the spell. Other beings then go in order after the last deity with the
Notes: The deity still needs a spellbook for its wizard Supreme Initiative ability.
spells unless it also has the Divine Spellcasting ability. If two deities with this ability and the same divine rank are
Suggested Portfolio Elements: Knowledge, magic. in a battle, make an initiative check for each deity, and the
deity with the higher result goes first.
Suggested Portfolio Elements: Agility, thieves, war.
STRIDE []
The deity can move rapidly over long distances, can make
living creatures travel faster, and can jump extraordinary
TRUE KNOWLEDGE []
distances. The deity’s mastery of knowledge is nearly complete.
Prerequisites: Travel domain. Prerequisites: Divine rank 11, Int 40, bardic knowledge
Benefit: The deity’s movement is doubled on the local or or lore class feature and 10th level in the class that grants
overland scales (see the Player’s Handbook). the ability, Knowledge domain.
Also, having this ability means that the deity’s height does Benefit: The deity never fails a bardic knowledge or lore
not limit the distance it can jump. check, no matter how obscure the knowledge involved.
In addition, the deity can impart extra overland speed to The deity speaks and understands all languages.
living creatures. The deity can use legend lore and analyze dweomer as free
The deity can affect up to one creature per divine rank at actions at will.
once, but no more than that number each day. These actions count against the deity’s maximum number
All must be within the deity’s line of sight when first of free actions per round.
affected. Suggested Portfolio Elements: Knowledge.
Creatures who receive this boon double their speeds on the
local or overland scales.
Suggested Portfolio Elements: Travel.
TRUE SHAPECHANGE []
The deity can assume the form of any creature or object, but
not the form of another deity.
This is an extraordinary ability.
152
Prerequisites: Divine rank 16, Alter Size salient divine Suggested Portfolio Elements: Chaos.
ability, Alter Form salient divine ability, Shapechange
salient divine ability.
Benefit: The deity can assume the form of any object or WOUND ENEMY []
creature. Any weapon the deity wields causes a bleeding wound
The deity can remain in the assumed form indefinitely, but when it hits.
it resumes its own form if slain. Prerequisites: Base attack bonus +20.
Notes: This ability works like the Shift Form salient Benefit: The affected weapon deals damage to a creature
divine ability, except as noted below. such that a wound it causes deals 1d6 points of damage per
The deity can take any form, living or unliving, corporal or round thereafter in addition to the normal damage from
incorporeal. the weapon.
The deity gains the supernatural abilities of the assumed Multiple wounds from the weapon result in cumulative
form. bleeding loss (two wounds for 2d6 points of damage per
The deity can use this ability to create disguises, gaining a round, and so on).
bonus of +20 on its Disguise checks. The bleeding can only be stopped by a successful Heal
The deity can use its Alter Size ability simultaneously with check (DC 15 + the deity’s rank) or the application of any
this one to become as small as a grain of sand or as large as cure spell or other healing spell (heal, healing circle, and so
1,600 feet in the assumed form’s greatest dimension. on).
Suggested Portfolio Elements: Nature, secrets, Notes: The ability functions only when the deity
thieves. personally attacks with a physical weapon.
The ability works with a ranged weapon, but not if
someone else uses the weapon.
UNDEAD MASTERY [] The deity can apply to the ability to any weapon or natural
The deity has absolute dominion over the undead. weapon, but not to a spell, spell-like ability, supernatural
Prerequisites: Divine rank 14, Cleric level 17th. ability, or divine ability.
Benefit: The deity can automatically command or destroy A deity can have this ability multiple times, and its effects
any undead creature, as desired, as a free action, though this stack.
counts against the normal limit of free actions per round. For example, a single wound would bleed for 3d6 points of
The deity can do this as often as desired, but it can damage each round if the deity had this ability three times.
command no more than one undead creature per divine Suggested Portfolio Elements: Death, pain, war.
rank (regardless of the creatures’ Hit Dice) at any one time.
Suggested Portfolio Elements: Death, life, undead.
UNDEAD QUALITIES []
The deity, though alive, shares the qualities of the undead.
Benefit: Like undead, the deity is immune to poison,
sleep, paralysis, stunning, disease, death effects, and
necromantic effects, and it ignores mind-affecting effects
(charms, compulsions, phantasms, patterns, and morale
effects).
The deity is not subject to critical hits, subdual damage,
ability damage, ability drain, or energy drain.
The deity is immune to any effect requiring a Fortitude
save, unless it affects objects.
Some deities, such as Nerull or Toldoth, have this ability
because they resemble undead.
Osiris has undead qualities because he has died and now
lives in the underworld.
Suggested Portfolio Elements: Death, undead.
WAVE OF CHAOS []
The deity can cause nearby creatures to act unpredictably.
Prerequisites: Chaotic alignment.
Benefit: The deity can create a wave of mental force that
extends from the deity in a spread with a radius of 10 feet
per divine rank.
Creatures within the spread must make Will saves (DC 10 +
the deity’s Charisma modifier + the deity’s divine rank) or
be forced to act unpredictably.
This ability works like a confusion spell cast by a sorcerer of
level 10 + the deity’s divine rank.
153
DRACONOMICON
(3.5)
MAIN SECTION FEATS Special: This feat is effective against the Large and in
Charge feat.
The bonus from this feat does not stack with the Clever
Wrestling feat.
CLEVER WRESTLING [GENERAL]
You have a better than normal chance to escape or wriggle
free from a big creature’s grapple or pin. DEFT STRIKE [GENERAL]
Prerequisites: Improved Unarmed Strike, size Small or You can place attacks at weak points in your opponent’s
Medium. defenses.
Benefit: When your opponent is larger than Medium, Prerequisites: Int 13, Combat Expertise, Spot 10 ranks,
you gain a circumstance bonus on your grapple check to sneak attack +1d6.
escape a grapple or pin. Benefit: As a standard action, you can attempt to find a
The size of the bonus depends on your opponent’s size: weak point in a visible target’s armor.
Opponent Size Bonus Colossal +8 Gargantuan +6 Huge +4 This requires a Spot check against a DC equal to your
Large +2. target’s Armor Class.
If you succeed, your next attack against that target (which
must be made no later than your next turn) ignores the
CLOSE-QUARTERS FIGHTING target’s armor bonus and natural armor bonus to AC
[GENERAL] (including any enhancement bonuses to armor or natural
armor).
You are skilled at fighting at very close range and in Other AC bonuses still apply normally.
evading grappling attempts. If you use a ranged weapon to deliver the attack, your
Prerequisite: Base attack bonus +3. opponent must be within 30 feet of you in order for you to
Benefit: You can make an attack of opportunity when benefit from this feat.
someone tries to grapple you, provided that you are not flat-
footed or already grappled, even if the attacker has the
improved grab ability. DRAGON COHORT [GENERAL]
Any damage you deal with your attack of opportunity You gain the service of a loyal dragon ally.
applies as a bonus to the ensuing grapple check you make Prerequisites: Character level 9th, Speak Language
to avoid becoming grappled. (Draconic).
This feat does not grant you an additional attack of Benefit: You gain a cohort selected from Table 3–14:
opportunity in a round, so the feat does not help you if you Dragon Cohorts (page 139), just as you would by selecting
have no attacks of opportunity available. the Leadership feat.
Normal: A creature with the improved grab ability does However, you may treat the dragon’s ECL as if it were 3
not provoke an attack of opportunity when beginning a lower than indicated.
grapple. See Dragons as Cohorts, page 138, for more information.
REND [MONSTROUS]
You can rend opponents you hit with your claws.
Prerequisites: Two claw attacks, Str 13, Power Attack,
Snatch, size Huge or larger.
Benefit: If you strike the same opponent with two claw
attacks, you automatically deal extra damage equal to that of
two claw attacks plus 1-1/2 times your Strength bonus.
You cannot grab an opponent at the same time you rend
that opponent.
Normal: Without this feat, you can attack with just one
natural weapon and do not have a chance to knock down
the opponent.
161
SHAPE BREATH [METABREATH]
You can make the area of your breath weapon a cone or a
line, as you see fit.
Prerequisites: Con 13, breath weapon, size Small or
larger.
Benefit: If you have a line-shaped breath weapon, you can
opt to shape it into a cone.
Likewise, if you have a cone-shaped breath weapon, you can
shape it into a line.
When you use this feat, add +1 to the number of rounds
you must wait before using your breath weapon again.
Normal: Without this feat, the shape of your breath
weapon is fixed.
[MONSTROUS]
You can swallow creatures you have grabbed with your bite
attack.
Prerequisites: Con 19, dragon, Snatch, Improved
Snatch, size Huge or larger.
Benefit: If you begin your turn with an opponent held in
your mouth, you can attempt a new grapple check (as
though attempting to pin the opponent).
If you succeed, your opponent takes bite damage and is
swallowed.
A swallowed creature is considered grappled, while you are
not. When you use this feat, add +2 to the number of rounds
A swallowed creature can try to cut its way free with any you must wait before using your breath weapon again.
light piercing or slashing weapon (the amount of damage
required to get free is noted on the table below), or it can
just try to escape the grapple. SPLIT BREATH [METABREATH]
If the swallowed creature chooses the latter course, success You can split your breath weapon into a pair of weaker
puts it back in your mouth. effects.
Any damage a swallowed creature deals is deducted from Prerequisites: Con 13, breath weapon, Shape Breath,
your hit points. size Small or larger.
If a creature cuts itself free, muscular action closes the hole, Benefit: Your breath weapon retains its size and shape,
so that if you swallow someone again, that creature must but splits into two areas that you aim separately.
cut itself free again. Each portion deals half the damage the breath weapon
Swallowed creatures take damage in each round they normally deals or lasts half as long as the effect normally
remain swallowed, as shown below. lasts.
162
For example, an old silver dragon that uses this feat on its Benefit: When you use your breath weapon, in addition
cold breath weapon produces two 50-foot cones of cold that to its normal effects, creatures in the area are affected as
deal 8d8 points of cold damage each. through struck by wind effects.
If the same dragon used this feat on its paralyzing gas The force of the wind depends on your size, as indicated
breath weapon, it would produce two cones of gas, each of below.
which could paralyze a creature for 1d3+4 rounds. For the effects of high winds, see Table 3–24 on page 95 of
You can aim the split breath effects so that their areas the Dungeon Master’s Guide.
overlap.
Creatures caught in the area of overlap are struck by both
weapons and are affected twice, subject to all the normal
rules for stacking magical effects.
When you use this feat, add +1 to the number of rounds
you must wait before using your breath weapon again.
SUPPRESS WEAKNESS
[MONSTROUS]
Because your breath weapon has an instantaneous duration,
Your vulnerability to an energy type is reduced. creatures ignore the checked effect unless they are airborne
Prerequisites: Vulnerability to energy, Iron Will. (in which case they are blown back 1d6×5 feet).
Benefit: You can partially suppress your vulnerability to a When you use this feat, add +1 to the number of rounds
type of element or energy. you must wait before using your breath weapon again.
When subjected to an attack based on that type of energy,
you take one-quarter again as much (+25%) damage,
regardless of whether a saving throw is allowed, or if the WHIRLWIND TAIL SWEEP
save is a success or failure.
Normal: A creature vulnerable to an element or energy [MONSTROUS]
type takes half again as much (+50%) damage as normal You can sweep your tail in a circular arc.
from that energy type. Prerequisite: Tail sweep attack.
Benefit: Your tail sweep attack affects a circle with a
radius equal to your tail slap’s reach.
TAIL CONSTRICT [MONSTROUS] Normal: Your tail sweep attack affects a semicircle.
You can make constriction attacks with your tail.
Prerequisites: Dragon, Snatch, Improved Snatch.
Benefit: You can grab and constrict creatures you hit with WINGSTORM [MONSTROUS]
your tail slap attack. You can flatten targets with blasts of air from your wings.
This works just like a snatch attack, except that it can be Prerequisites: Str 13, dragon, fly speed 20, Hover,
used against any creature smaller than you. Power Attack, size Large or larger.
If you successfully grab an opponent with your tail, you Benefit: As a full-round action, you can hover in place
deal bludgeoning damage equal to your tail slap damage and use your wings to create a blast of air in a cylinder with
plus 1-1/2 times your Strength modifier. a radius and height of 10 feet times your age category.
Each round you hold your opponent, you deal constriction The wind blows from the center of your body toward the
damage. outside edge at the bottom of the cylinder.
You cannot make tail slap or tail sweep attacks while The force of the wind depends on your size, as indicated
constricting an opponent with your tail. below.
For the effects of high winds, see Table 3–24 on page 95 of
the Dungeon Master’s Guide.
TAIL SWEEP KNOCKDOWN
[MONSTROUS]
Your tail sweep attack knocks opponents prone.
Prerequisite: Tail sweep attack.
Benefit: Creatures who fail their saving throws against
your tail sweep attack are knocked prone in addition to
taking full damage.
TEMPEST BREATH [METABREATH] Because the blast of air only lasts for your turn, creatures
You can make your breath weapon strike with the force of a ignore the checked effect unless they are airborne (in
windstorm. which case they are blown back 1d6×5 feet).
Prerequisites: Str 13, breath weapon, Power Attack, size Special: You can elect to keep the wind in effect for
Large or larger. longer than your current turn.
If you do, the wind lasts until your next turn (and you can
opt to continue the effect during your next turn). 163
Anyone in or entering the cylinder is affected.
Because you are producing a continuous blast of air, the
checked effect works normally while the wind lasts
(checked creatures cannot move forward against the force
of the wind, or they are blown back 1d6×5 feet if airborne).
SIDEBAR FEATS
LEADERSHIP FEAT OPTIONS []
164
BLUE DRAGON LINEAGE
DRAGON MAGIC [DRACONIC]
You have learned to harness the powers of your blue dragon
DRACONIC AURA []
You can tap into the raw power of dragons to create a
variety of potent auras around you.
Prerequisite: Character level 3rd.
Benefit: When you select this feat, choose a draconic aura
(see page 86).
You can project this aura as a swift action.
Its benefit applies to you and to all allies within 30 feet.
The bonus of your draconic aura is +1.
The aura remains in effect until you dismiss it (a free
action), you are rendered unconscious or dead, or you DRACONIC KNOWLEDGE
activate another draconic aura in its place.
Special: If you are of the dragonblood subtype, the bonus [DRACONIC]
of your draconic aura improves with your class level. Your draconic blood lets you access ancient draconic
The aura grants a +2 bonus at 7th level, a +3 bonus at 14th knowledge.
level, and a +4 bonus at 20th level. Prerequisite: Draconic Heritage, sorcerer level 1st.
You can select this feat more than once. Benefit: You gain a bonus on Knowledge checks equal to
Each time you select it, you gain the ability to project the number of draconic feats you have.
another aura of your choice (but not more than one aura at All Knowledge skills are class skills for all your classes.
a time).
DRACONIC SENSES [DRACONIC]
DRACONIC HERITAGE [DRACONIC] Your draconic blood grants you great sensory powers.
You have a greater connection with your draconic Prerequisite: Cha 11, dragonblood subtype.
bloodline than others of your kind. Benefit: You gain low-light vision and a bonus on Listen,
Prerequisite: Sorcerer level 1st. Search, and Spot checks equal to the number of draconic
Benefit: You gain the dragonblood subtype. feats you have.
Choose one kind of dragon from the list in the table below. If you have three or more draconic feats, you also gain
This is your draconic heritage, which cannot later be darkvision out to 60 feet.
changed unless you undergo the Rite of Draconic Affinity If you have four or more draconic feats, you also gain
(see page 59 of Races of the Dragon). blindsense out to 20 feet.
Half-dragons must choose the same dragon kind as their
dragon parent.
166
This choice is made when first activating the ability, and
DRACONIC VIGOR [DRACONIC] the choice applies to all allies affected.
You gain some of the vitality of your draconic ancestry Each ally so inspired loses the standard morale bonus on
when casting spells. weapon attack rolls and damage rolls.
Prerequisite: Draconic Heritage, sorcerer level 1st. Instead, he deals an extra 1d6 points of fire damage with his
Benefit: Whenever you cast an arcane spell, you heal a weapons for every point of morale bonus that your inspire
number of points of damage equal to the spell’s level. courage ability would normally add to the attack roll.
For example, an 8th-level bard using this ability would add
2d6 points of fire damage to his allies’ attacks.
DRAGONFIRE ASSAULT [DRACONIC] Special: If you have the Draconic Heritage feat or if you
You can augment your most powerful melee attacks with are a half-dragon, the extra damage is of the energy type
draconic power. (acid, cold, electricity, fire, or sonic) that corresponds to
Prerequisite: Str 13, Cha 11, dragonblood subtype, your heritage or your draconic parent instead.
Power Attack. If your feat or your parent is not associated with one of
Benefit: When you use Power Attack to increase the these energy types, this feat has no effect for you.
damage dealt from your attack, you can choose for the extra
damage to be of the fire type instead of its normal type.
Make this choice for each attack after it is resolved but DRAGONFIRE STRIKE [DRACONIC]
before damage is dealt. You can call upon your innate draconic power to augment
This is a supernatural ability. certain weapon attacks.
Special: If you have the Draconic Heritage feat or if you Prerequisite: Cha 11, dragonblood subtype, and one of
are a half-dragon, the extra damage is of the energy type these class features: sneak attack, sudden strike, or
(acid, cold, electricity, fire, or sonic) that corresponds to skirmish.
your heritage or your draconic parent instead. Benefit: When you gain extra damage from a sneak
If your feat or your parent is not associated with one of attack, sudden strike, or skirmish, you can choose for the
these energy types, this feat has no effect for you. extra damage to be fire damage.
If you apply this effect, increase the extra damage dealt by
1d6 points.
DRAGONFIRE CHANNELING Make this choice for each attack after it is resolved but
[DIVINE, DRACONIC] before damage is dealt.
This is a supernatural ability.
You channel draconic fire through your holy symbol. Special: If you have the Draconic Heritage feat or if you
Prerequisite: Cha 11, dragonblood subtype, ability to are a half-dragon, the extra damage is of the energy type
turn or rebuke undead or elementals. (acid, cold, electricity, fire, or sonic) that corresponds to
Benefit: You can spend a turn or rebuke undead attempt your heritage or your draconic parent instead.
or a turn or rebuke elementals attempt as a standard action If your feat or your parent is not associated with one of
to create a 15-foot cone of fire that deals 1d6 points of these energy types, this feat has no effect for you.
damage per 2 cleric levels (minimum 1d6 points).
A successful Reflex save (DC 10 + 1/2 your cleric level +
your Cha modifier) halves this damage. DRAGONTOUCHED []
Half of this damage is fire, while the remainder is sacred You have a trace of draconic power, a result of dragons in
damage (to which resistance or immunity to fire does not your ancestry or a spiritual connection between you and
apply). the forces of dragonkind.
If your effective cleric level for the purpose of turning or Prerequisite: Cha 11.
rebuking is higher than your actual cleric level (for Benefit: You gain the dragonblood subtype.
instance, if you are a paladin), use that value instead. You gain 1 hit point, a +1 bonus on Listen, Search, and Spot
Special: If you have the Draconic Heritage feat or if you checks, and a +1 bonus on saving throws against paralysis
are a half-dragon, the extra damage is of the energy type and sleep effects.
(acid, cold, electricity, fire, or sonic) that corresponds to In addition, you can select draconic feats as if you were a
your heritage or your draconic parent instead. sorcerer of your character level.
If your feat or your parent is not associated with one of
these energy types, this feat has no effect for you.
GOLD DRAGON LINEAGE
DRAGONFIRE INSPIRATION [DRACONIC]
[DRACONIC] You can harness the legacy of your gold dragon ancestry to
protect your allies.
You can channel the power of your draconic ancestry into Prerequisite: Draconic Heritage (gold), sorcerer level
the attacks of your allies. 3rd.
Prerequisite: Cha 11, dragonblood subtype, bardic. Benefit: As a swift action, you can spend an arcane spell
Benefit: When you use your bardic music to inspire slot to create a lucky aura that protects your allies.
courage, you can choose to imbue your allies with All allies within 30 feet (including you) gain a luck bonus
dragonfire. equal to the spell slots level that they can apply on any one
saving throw as an immediate action. 167
This bonus must be used within a number of rounds equal Benefit: Add Bluff, Disguise, Speak Language, and
to your Charisma bonus (minimum 1 round), or it is lost. Sleight of Hand to your list of cleric, class skills.
An affected ally need not remain within 30 feet of you to If you are a spellscale (see Races of the Dragon), you also gain
use this bonus. a +2 competence bonus on Bluff, Disguise, and Sleight of
No character can have more than one luck bonus from this Hand checks.
feat at a time. In addition, you add the following spells to your cleric spell
If the feat is used a second time while the first use is still list.
active, the new duration replaces the previous one unless 1st Expeditious Retreat: Your speed increases by 30 ft.
the character chooses to retain the previous duration (for 2nd Soul of Anarchy: You gain +5 on Escape Artist
instance, if it were from a higher-level spell slot). checks and grapple checks to avoid being
grappled, your natural weapons are chaotic, and
you are treated as being chaotic for adjudicating
GREEN DRAGON LINEAGE effects.
[DRACONIC] 4th Invisibility, Greater: As invisibility, but subject can
attack and stay invisible.
Your link to your green dragon ancestors allows you to 6th Shadow Walk: Step into shadow to travel rapidly.
weaken the wills of others.
Prerequisite: Draconic Heritage (green), sorcerer level
3rd. INITIATE OF ASTILABOR [INITIATE]
Benefit: As a standard action, you can spend an arcane You share your deity’s desire to acquire and protect
spell slot to impose a penalty on the next Will save made by treasure, and she has recognized this by granting you an
one living creature within 30 feet. edge in achieving these goals.
The penalty is equal to the spell slot’s level and lasts until Prerequisite: Cleric level 3rd, dragonblood subtype,
the creature attempts a Will save against an effect that is deity Astilabor.
not harmless or until the end of your next turn, whichever Benefit: Add Disable Device, Open Lock, and Search to
comes first. your list of cleric class skills.
Multiple uses of this ability don’t stack. In addition, you add the following spells to your cleric spell
This is a mind-affecting enchantment (compulsion). list.
1st Hoard Gullet: Gain a second stomach to store
HEART OF DRAGONS [CEREMONY] objects in, similar to a bag of holding.
2nd Knock: Open locked or magically sealed door.
You imbue your allies with draconic power. 3rd Nondetection: Hides subject from divination and
Prerequisite: Dragonblood subtype, any draconic feat, scrying.
Knowledge (religion) 3 ranks. 7th Sequester: Subject is invisible to sight and scrying;
Benefit: You gain access to ceremonies based on your render creature comatose.
ranks in Knowledge (religion).
Each ceremony allows you to imbue up to four participants
with a tiny fraction of draconic might by chanting a liturgy INITIATE OF BAHAMUT [INITIATE]
invoking the power of dragons and sprinkling diamond The Platinum Dragon has entrusted you with great power
dust over them. in the battle against evil.
Each ceremony requires 10 minutes of time, and its effects Prerequisite: Cleric level 3rd, dragonblood subtype,
last for 24 hours. deity Baharnut.
Blood of Dragons (3 ranks): Each participant in the ceremony Benefit: Once per day, you can smite evil (as the paladin
is treated as having one more draconic feat than he actually class feature, PH 44), using your cleric level as your paladin
has for the purpose of determining the power of his level.
draconic feats. If you have the ability to smite evil from another class, your
This ceremony requires diamond dust worth 50 gp. cleric levels and levels in that class stack for the purpose of
Soul of Dragons (8 ranks): Each participant in the ceremony determining the extra damage dealt by your smite evil
gains the benefit of one draconic feat for which he meets ability.
the prerequisite. If you are a dragonborn (see Races of the Dragon), you can
The benefit doesn’t allow a character to meet any other instead smite evil twice per day.
requirement or prerequisite (such as qualifying for another In addition, you add the following spells to your cleric spell
feat). list.
This ceremony requires diamond dust worth 500 gp. 1st Feather Fall: Objects or creatures fall slowly.
3rd Wingblast: Create wings that can transform into a
INITIATE OF AASTERINIAN gust of wind or obscuring mist.
5th Lord of the Sky: Gain flight and one use of
[INITIATE] lightning bolt; slow airborne creatures.
You live for the moment, reveling in new experiences 7th Aspect of the Platinum Dragon: Take the form of
without fear of consequence. an aspect of Baharnut.
Prerequisite: Cleric level 3rd, dragonblood subtype,
deity Aasterinian.
168
6th Heroism, Greater: Cain +4 bonus on attack rolls,
INITIATE OF FALAZURE [INITIATE] saves, skill checks; immunity to fear; temporary
Your celebration of death and decay has opened up new hp.
magical secrets involving the living and undead. 8th Mind of the Labyrinth: Confuse enemies who try
Prerequisite: Cleric level 3rd, dragonblood subtype, to affect your mind; dominate one such attacker.
deity Falazure.
Benefit: When you cast an inflict spell on an undead
creature, you add the spell’s level to the damage healed by INITIATE OF IO [INITIATE]
the spell. Your deity has entrusted you with the responsibility of
In addition, you add the following spells to your cleric spell tending to dragonkind.
list. Prerequisite: Cleric level 3rd, dragonblood subtype,
1st Rot of Ages: Cloud of rotting debris sickens or deity Io.
nauseates one creature, provides concealment for Benefit: You gain a +2 competence bonus on saves
others. against effects created by dragons and creatures of the
3rd Vampiric Touch: Touch deals 1d6 damage per 2 dragonblood subtype.
levels; caster gains damage as hp. This includes spells, spell-like abilities, supernatural
5th Waves of Fatigue: Several targets become fatigued. abilities, or any other effect with a saving throw DC.
7th Waves of Exhaustion: Several targets become (If you have the draconic or half-dragon template, this
exhausted. bonus improves to +4).
You can treat your cleric levels as sorcerer levels for the
purpose of qualifying for draconic feats.
INITIATE OF GARYX [INITIATE] In addition, you add the following spells to your cleric spell
You channel the cleansing (ire of destruction, as wielded by list.
your deity. 1st Detect Dragonblood: Detect dragons and
Prerequisite: Cleric level 5th, dragonblood subtype, dragonblood creatures within 60 ft.
deity Garyx. 2nd Dragoneye Rune: Create an invisible draconic
Benefit: Once per day, you can apply the effect of the mark on an object or creature.
Empower Spell metamagic feat to any fire spell you cast 2nd Magic of the Dragonheart: Enhance the benefits
without adjusting the spell’s level or casting time. of your draconic feats.
The maximum level of spell that you can affect with this 7th Kiss of Draconic Defiance: Hinder nearby
ability is equal to one-third your caster level. spellcasters; counter one spell automatically.
In addition, you add the following spells to your cleric spell
list.
2nd Flaming Sphere: Create rolling ball of fire that INITIATE OF LENDYS [INITIATE]
deals 2d6 damage and lasts 1 round/level. Your dedication to justice grants you the ability to ferret
4th Ferocity of Sanguine Rage: Gain bonus on melee out and punish wrongdoers.
damage rolls and one use of true strike. Prerequisite: Cleric level 3rd, dragonblood subtype,
6th Dragonshape, Lesser: Take the form of a Large red deity Lendys.
dragon. Benefit: Add Gather Information and Sense Motive to
7th Haze of Smoldering Stone: Volcanic stones deal your list of cleric class skills.
4d6 bludgeoning and 8d6 fire damage in a 60-foot You gain a +1 competence bonus on Gather Information
cone. and Sense Motive checks.
In addition, you add the following spells to your cleric spell
list.
INITIATE OF HLAL [INITIATE] 2nd Detect Thoughts: Allows “listening” to surface
Fueled by faith in your deity, your audacity and bravery thoughts.
truly know no bounds. 2nd Soul of Order: Cain +2 on Will saves to resist
Prerequisite: Cleric level 5th, dragonblood subtype, enchantments, your natural weapons are lawful,
deity Hlal. and you are treated as being lawful for
Benefit: Three times per day, you can add your caster adjudicating effects.
level as a bonus on any Escape Artist check or any grapple 4th Geas, Lesser: Command subject of 7 or fewer Hit
check made to avoid or escape a grapple. Dice.
You must choose to use this ability before you roll the 5th Hold Monster: As hold person, but any creature.
check. 7th Justice of the Wyrm King: Create a field of arcane
If you have the bardic music class feature, you can use your force that deals 4d6 damage to melee attackers.
bardic music one additional time per day.
In addition, you add the following spells to your cleric spell
list. INITIATE OF TAMARA [INITIATE]
2nd Tasha’s Hideous Laughter: Subject loses actions You wield the twin powers of mercy and death in service to
for 1 round/level. your draconic patron.
3rd Dragonshape, Least: Take the form of a Prerequisite: Cleric level 3rd, dragonblood subtype,
pseudodragon. deity Tamara.
169
Benefit: When you cast a cure spell on a good-aligned Prerequisite: Draconic Heritage (silver), sorcerer level
creature, you add the spell’s level to the damage healed. 3rd.
For example, if you cast cure moderate wounds, it heals the Benefit: As a standard action, you can convert an arcane
standard 2d8 + caster level points of damage, plus an extra 2 spell slot into a paralyzing blast.
points of damage. All adjacent enemies are paralyzed for 1 round.
In addition, you add the following spells to your cleric spell A successful Fortitude save (DC 10 + the spell slot’s level +
list. your Cha modifier) negates the effect.
0 Disrupt Undead: Deal 1d6 damage to undead.
1st Chill Touch: One touch/level deals 1d6 damage
and possibly 1 Str damage. SLAYER OF DRAGONS [CEREMONY]
5th Undying Vigor of the Dragonlords: Heal yourself You protect your allies from the ravages they are sure to
of 5d6 or more points of damage. face while hunting dragons.
6th Call of the Twilight Defender: Summon a twilight Prerequisite: Knowledge (religion) 4 ranks, must not be
guardian to fight for you. of the dragonblood subtype, must not have any draconic
7th Sunbeam: Beam blinds and deals 4d6 damage. feats.
Benefit: You gain access to ceremonies based on your
ranks in Knowledge (religion).
INITIATE OF TIAMAT [INITIATE] Each ceremony allows you to provide up to five allies with
Your homage to the creator of evil dragonkind has been defenses against dragons.
rewarded with physical and mental power. Each ceremony takes 1 minute and requires a torch
Prerequisite: Cleric level 5th, dragonblood subtype, prepared with special herbs and incenses worth a certain
deity Tiamat. minimum gold piece value (see below).
Benefit: Add Intimidate to your list of cleric class skills. All participants stand in a circle facing inward and together
When you make a melee attack against a creature that is hold the torch.
shaken, frightened, or panicked, you deal an extra 1d6 The effect of each ceremony lasts for 24 hours.
points of damage. Stand Together (4 ranks): You draw forth the courage of all
In addition, you add the following spells to your cleric spell the would-be hunters so that all might share it.
list. When facing a creature that has frightful presence, each
1st Charm Person: Make one person your friend. participant can treat his Hit Dice (for the purpose of
4th Curse of the Elemental Lords: Bestow a curse on determining the frightful presence’s effectiveness) as 1
enemies, making them more susceptible to your higher for each other participant in the ceremony who is
energy damage. within 60 feet of him.
5th Dominate Person: Control humanoid This ritual requires special herbs and incenses worth 20 gp.
telepathically. Stand Apart (8 ranks): You chant a litany of freedom,
7th Glorious Master of the Elements: Channel acid, snuffing the torch in water at the end of the ceremony.
cold, electricity, or fire damage into ranged touch All participants gain a +2 bonus on saves against breath
attacks. weapons as long as at least one other participant in the
8th Aspect of the Chromatic Dragon: Take the form of ceremony is within 60 feet but not in the area of the same
an aspect of Tiamat. breath weapon.
This ritual requires special herbs and incenses worth 100
gp.
RED DRAGON LINEAGE [DRACONIC] Stand Alone (13 ranks): You chant a litany of devotion as each
The fiery blood of red dragons runs within your veins, participant passes a hand over the torch flame.
allowing you to produce flames from thin air. If at anytime during the next 24 hours, any participant is
Prerequisite: Draconic Heritage (red), sorcerer level reduced to –1 or fewer hit points by the attack, breath
3rd. weapon, spell, or other ability of a dragon, all other
Benefit: As a standard action, you can spend an arcane participants gain a +2 morale bonus on attack rolls and
spell slot to create a 15-foot cone-shaped burst of fire. damage rolls against dragons, as well as on saving throws
This effect deals 1d8 points of fire damage per level of the against the attacks of dragons.
spell. These bonuses last for the next 10 rounds or until the
A successful Reflex save (DC 10 + the spell slot’s level + wounded character is restored to 0 or more hit points,
your Cha modifier) halves the damage. whichever comes first.
Any character who fails the save also takes another 1d8 If at least half of the participants in the ritual have been
points of fire damage per spell level in the following round defeated in this manner, the bonus increases to +5-This
as the flames continue to burn. ritual requires special herbs and incenses worth 500 gp.
This extra damage can be avoided in the same manner as
can the extra damage from alchemist’s fire (PH 128).
WHITE DRAGON LINEAGE
SILVER DRAGON LINEAGE [DRACONIC]
Your veins run with the savage blood of white dragons,
[DRACONIC] allowing you to whip yourself into a rage-like state.
You are the descendant of silver dragons and can harness Prerequisite: Draconic Heritage (white), sorcerer level
your ancestors’ power to paralyze your opponents. 3rd.
170
Benefit: As a swift action, you can spend an arcane spell
slot to enter a state similar to that of a barbarian’s rage.
You gain temporary hit points and resistance to cold equal
to 5 × the spell’s level.
Unlike rage, this state doesn’t restrict you from casting
spells or performing any other actions, though you can’t
activate the ability again while it is already active.
The effect lasts for a number of rounds equal to 1 + your
Charisma bonus.
171
FAVORED IN GUILD BENEFIT
DRAGONS OF (BLOOD OF MORUEME) []
If you have the Favored in Guild feat, you become a scion of
INITIATE OF TCHAZZAR []
You have been initiated into the greatest mysteries of-
Tchazzar’s church.
Prerequisites: Cleric or blackguard 3rd or ranger 5th,
Servant of a Dragon Ascendant [Tchazzar].
Benefit: You receive a +2 bonus on saving throws against
dragon breath weapons and frightful presence.
In addition, you add the following spells to your
blackguard, cleric, or ranger spell list:
0—flare
2nd—flame blade, Palarandusk’s fire breath
3rd—fireball, magic vestment
4th—fire shield
SERVANT OF A DRAGON
ASCENDANT []
You formally supplicate yourself to an immortal dragon
quasi-deity.
Prerequisites: Cleric level 1st, druid level 1st, ranger
level 4th, or blackguard level 1st; dragon with 12 levels of
the dragon ascendant prestige class as patron deity.
173
CLEVER OPPORTUNIST []
DROW OF THE When an unwary opponent gives you an opportunity, you
use it to change positions with your foe.
Prerequisite: Combat Reflexes.
UNDERDARK (3.5) Benefit: If you hit a creature of your size or smaller with
an attack of opportunity, you can spend an immediate
action to exchange places with that creature.
Both you and the target must be able to move into and
MAIN SECTION FEATS legally occupy the new space in order for this feat to
function.
For example, an incorporeal character inside a solid object
AT HOME IN THE DEEP [] couldn’t exchange places with a corporeal character, nor
Your innate power over the darkness extends to your could a nonflying creature exchange places with an
senses. airborne flying creature.
Prerequisite: Darkness as a spell-like ability darkvision. Special: A fighter can select Clever Opportunist as a
fighter bonus feat.
Benefit: You can see through the shadowy illumination
created by a darkness spell as if the spell weren’t there.
This ability doesn’t apply to other spells that have the COERCIVE SPELL [METAMAGIC]
darkness descriptor.
Living foes damaged by your spell become more pliable and
vulnerable to your commands.
BLEND INTO SHADOWS [] Benefit: You can alter a spell that deals damage to foes so
You can draw from nearby magical shadow to cloak that any living creature dealt damage by the spell takes a –2
yourself in darkness. penalty on Will saves for 3 rounds.
Penalties from multiple coercive spells do not stack.
Prerequisite: Darkness as a spell-like ability.
A coercive spell uses up a spell slot one level higher than
Benefit: As a swift action, you can spend a use of your
the spell’s actual level.
darkness spell-like ability to make a Hide check, even while
being observed and without cover or concealment.
You must be within 10 feet of an area of magical darkness. CONSTANT GUARDIAN []
You also gain one additional daily use of your darkness spell-
like ability. By paying careful attention to nearby allies and reducing
the accuracy of your attacks, you help protect your
companions.
CAUTIOUS ATTACK [] Benefit: Once during you turn as a free action, you can
take a –2 penalty on your attack rolls to grant a single ally
When you take your time in combat, you quickly assess the
within 10 feet a +2 dodge bonus to Armor Class.
flow of battle to respond rapidly to threats.
This effect lasts until the start of your next turn or until you
Prerequisite: Wis 13, Dodge. are more than 10 feet from the chosen ally, whichever
Benefit: Whenever you ready a standard action to attack, comes first.
you gain a +1 dodge bonus to AC. Special: A fighter can select Constant Guardian as a
This bonus lasts until you take the readied action, or until fighter bonus feat.
the start of your next turn, whichever comes first.
180
Benefit: If you successfully disarm an opponent with Prerequisite: Half-elf with drow ancestry.
your rapier, you can make a free attack with your kukri at Benefit: You have a +2 racial bonus on Will saves against
your highest base attack bonus. spells and spell-like abilities.
You can use this feat once per round. You have darkvision out to 60 feet.
You receive Exotic Weapon Proficiency (hand crossbow), as
well as, Undercommon and the drow dialect of Elven as
TORMTOR SCHOOL [STYLE] automatic languages.
You have learned House Tormtor’s fighting technique from If you have an Intelligence score of 13 or higher, you also
its weapon masters. gain the following spell-like abilities, each usable once per
Prerequisite: Point Blank Shot, Weapon Focus (javelin), day: dancing lights, darkness, and faerie fire.
base attack bonus +6. Your caster level equals your class level.
Benefit: If you deal damage on a melee attack with a Normal: A half-elf with drow ancestry normally just
javelin, you can then throw that javelin at any other target receives the half-elf racial traits as described in the Player’s
within 30 feet as a swift action (using your highest base Handbook.
ranged attack bonus). Special: Taking this feat also causes you to have light
You take no penalty when making a melee attack with a sensitivity: You are dazzled (–1 circumstance penalty on
javelin. attack rolls, saves, and checks) in bright sunlight or within
You gain a +1 bonus on damage rolls with javelins. the radius of a daylight spell.
SIDEBAR FEATS
DROW LEGACY []
The drow blood in your veins runs true and grants you
some abilities from that heritage.
181
Regardless of the character’s Leadership score, he can’t
recruit a cohort of his level or higher.
DUNGEON A 6th-level paladin with a +3 Charisma bonus, for example,
can still only recruit a cohort of 5th level or lower.
Number of Followers by Level: The character can
MASTER’S GUIDE lead up to the indicated number of characters of each level.
For example, a character with a Leadership score of 14 can
lead up to fifteen 1st-level followers and one 2nd-level
3.0 (3.0) follower.
SIDEBAR FEATS
LEADERSHIP []
You are the sort of person others want to follow, and you
have done some work attempting to recruit cohorts and
followers.
Prerequisites: The character must be at least 6th level.
Benefits: Having this feat enables the character to attract
loyal companions and devoted followers, subordinates who
assist her.
See Table 2–25: Leadership for what sort of cohort and how
many followers the character can recruit.
183
(For instance, a 5th-level ranger/22nd-level sorcerer
couldn’t add a ranger spell slot, because she can’t cast the SPELL KNOWLEDGE [EPIC]
maximum normal spell level for ranger. You add two additional arcane spells to your repertoire.
She must add the spell slot to her sorcerer spells). Prerequisites: Ability to cast spells of the maximum
Special: You can gain this feat multiple times. normal spell level of an arcane spellcasting class.
Benefit: You learn two new arcane spells of any level up
to the maximum level you can cast.
IMPROVED STUNNING FIST [EPIC] This feat does not grant any additional spell slots.
Prerequisite: Dex 19, Wis 19, Improved Unarmed Special: You can gain this feat multiple times.
Strike, Stunning Fist.
Benefit: Add +2 to the DC of your stunning attack.
This feat may be taken multiple times. TERRIFYING RAGE [EPIC]
Its effects stack. While in a rage, you panic your opponents.
Prerequisites: Intimidate 25 ranks, rage 5/day.
Benefit: While you are raging, any enemy that views you
LASTING INSPIRATION [EPIC] must make a Will save opposed by your Intimidate check
Your songs continue to inspire allies long after your words or become panicked (if it has HD less than your character
have faded. level) or shaken (if it has HD equal to or up to twice your
Prerequisite: Perform (any one) 25 ranks, bardic music character level) for 4d6 rounds.
class feature. An enemy with Hit Dice greater than twice your character
Benefit: The effects of your bardic music inspiration level is not affected by this feat.
abilities last for ten times as long as normal after you stop
singing.
This has no effect on inspiration abilities that have no SIDEBAR FEATS
duration after you stop singing (such as inspire
competence).
IMPROVED FAMILIAR [GENERAL]
OVERWHELMING CRITICAL [EPIC] This feat allows spellcasters to acquire a new familiar from a
nonstandard list, but only when they could normally
Choose one type of melee weapon, such as longsword or acquire a new familiar (see page 52 of the Player’s Handbook).
greataxe. Prerequisites: Ability to acquire a new familiar,
With that weapon, you do more damage on a critical hit. compatible alignment, sufficiently high level (see below).
Prerequisites: Str 23, Cleave, Great Cleave, Improved Benefit: When choosing a familiar, the creatures listed
Critical (weapon to be chosen), Power Attack, Weapon below are also available to the spellcaster.
Focus (weapon to be chosen). The spellcaster may choose a familiar with an alignment up
Benefit: When using the weapon you have selected, you to one step away on each of the alignment axes (lawful
deal an extra 1d6 points of damage on a successful critical through chaotic, good through evil).
hit. For example, a chaotic good spellcaster could acquire a
If the weapon’s critical multiplier is ×3, add an extra 2d6 neutral familiar.
points of damage instead, and if the multiplier is 4, add an A lawful neutral spellcaster could acquire a neutral good
extra 3d6 points of damage instead. familiar.
(Creatures immune to critical hits can’t be affected by this
feat).
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.
LEADERSHIP [GENERAL]
A character with this feat is the sort of individual others
want to follow, and he or she has done some work
attempting to recruit cohorts and followers.
Prerequisites: A character must be at least 6th level to
take this feat.
Benefits: Having this feat enables the character to attract
loyal companions and devoted followers, subordinates who
assist her.
See the table below for what sort of cohort and how many
followers the character can recruit.
Leadership Modifiers: Several factors can affect a
character’s Leadership score, causing it to vary from the
base score (character level + Cha modifier).
A character’s reputation (from the point of view of the
cohort or follower he is trying to attract) raises or lowers his
Leadership score:
185
TATTOO FOCUS [SPECIAL]
You bear the powerful magical tattoos of a Red Wizard of
Thay.
Prerequisite: Specialized in a school of magic.
Region: Thay.
Benefit: Add +1 to the DC for all saving throws against
spells from your specialized school.
You get a +1 bonus on caster level checks (1d20 + caster
level) to overcome a creature’s spell resistance when casting
spells from that school.
Special: Only characters with the Tattoo Focus feat can
participate in Red Wizard circle magic (see below).
186
Whenever you are adjacent to another member, each of you
gains a +1 competence bonus to Armor Class.
DUNGEON Naturalist: A naturalist guild uses a complex and constantly
evolving set of trailglyphs and blazes to keep its members
informed of dangers, shelter, good hunting, and other
MASTER’S GUIDE 2 hazards or hidden benefits in the wilderness.
You gain a +2 competence bonus on any Survival check
made to keep from getting lost or to avoid a natural hazard,
(3.5) such as quicksand.
In addition, you can choose a particular type of creature
from the following list: animal, fey, giant, monstrous
humanoid, plant, or vermin.
SIDEBAR FEATS You gain a +5 competence bonus on any Knowledge
(nature) check you make concerning your chosen creature
type.
APPRENTICE [] Performer: While in a city that has a guildhouse, you can
A character with this feat has apprenticed himself to a substitute a Perform or Profession check for a Diplomacy or
master in order to speed his learning and bolster his skills. Gather Information check by offering your service for free.
This feat must be taken at 1st level. In addition, you gain twice the normal income when using
Once you start gaining experience, your methods of the Perform or Profession skill to earn money.
learning are already too ingrained for you to be able to gain Psionic: The guild subsidizes the creation of psionic items,
the benefits of a mentor-apprentice relationship. reducing your raw material costs by 5%.
Religious: Your faith is bolstered by active membership in
Prerequisite: 1st level only.
the guild.
Benefits: When you select this feat, you gain all the
Once per character level, you can deem a particularly
benefits described in this section for being an apprentice. insidious mind-affecting ability possessed by an enemy to
be a test of faith, thereby gaining a one-time +5 bonus on
BUSINESS SAVVY [] your Will saving throw.
Scholastic: Once per character level, you can take 20 on any
You are particularly gifted when it comes to setting up and Knowledge skill in which you have at least 1 rank.
maintaining profitable businesses. Using this ability takes 1 hour, and you can do so only
Prerequisite: Negotiator. while you are in your guildhouse, since you must research
Benefits: You gain a +2 bonus on all profit checks. the desired information in the guild’s holdings from other
In addition, you get a +1 luck bonus on all attack rolls, guild members to accomplish the task.
saving throws, and checks when resolving any business- Normal: To receive general benefits from your guild, you
related events. must pay your monthly dues.
You do not gain any guild fringe benefits.
FAVORED IN GUILD []
You are an active and valued member of your guild. GUILDMASTER []
Prerequisite: Membership in a guild. You are one of the leaders of your guild.
Benefit: Select one of your guild’s associated skills. Prerequisites: Favored in Guild, Leadership, at least one
As long as you remain a member of that guild, you gain a +2 guildmaster-associated feat (see the table below); your
competence bonus on all checks made with that skill. followers and cohorts must also qualify to join the guild;
As a fringe benefit, you also gain an ability relating to your and at least one of your guild-associated skills must be a
guild’s type, as described below. class skill for you and must be at maximum rank.
Arcane: The guild subsidizes the creation of magic items, Benefits: You gain a +2 competence bonus on each of
reducing your raw material costs by 5%. your guild-associated skills.
Criminal: The guild opens up new options for black In addition, because of your enhanced status, you no longer
marketeering. need to pay guild dues.
Once every character level, you can purchase any product If your guild is a standard or expansive one, you can expect
or service for 75% of its actual price in any city in which special treatment—specifically, free lodging, free food, an
your guild maintains a guildhouse. office, and a simple workshop, laboratory, or other space
Government: You gain a +1 bonus on Diplomacy and that contains any basic tools of your guild’s trade—at any
Intimidate checks when dealing with members of any guildhouse.
guild, including your own. Furthermore, as a guildmaster, you have some degree of
Mercantile: You can charge a little bit more for the goods authority over other guild members.
and services you sell, since membership in the guild Once per day, you can exchange the primary cohort you
implies quality. gained from your Leadership feat for a different cohort
Once per character level, you can sell a good or service for from your guild.
100% markup over its regular price in any city where the Otherwise, the standard rules for choosing a cohort apply.
organization maintains a guildhouse. The DM determines the actual pool of cohorts available to
Mercenary: Members of the same mercenary guild tend to you, but the new cohort is usually from the list of associated
use combat tactics that mesh well with each other.
187
classes provided in the description of each guild type (see Special: You must keep at least one of your guild-
Guild Types, page 223). associated class skills at maximum rank as you attain new
Special: Guildmasters are expected to spend at least 8 levels.
consecutive hours per week dealing with administrative A guildmaster who fails to meet this requirement loses the
matters and interacting with other guild members. benefits of this feat until he gains the necessary ranks.
A guildmaster who fails to meet this requirement loses the Special: As a nonstandard award for completing a
benefits of this feat for the following week. particularly dangerous and lengthy mission of great
importance to a PC’s guild, the DM can award this feat as a
bonus feat to anyone who qualifies for it.
MENTOR []
A character who takes this feat has offered his knowledge
and skill to a lower-level NPC and takes that NPC on as an
apprentice.
Prerequisites: 8 ranks in at least two of the four skills
associated with your mentor category; Apprentice; you
must have graduated from an apprenticeship.
Benefits: When you select this feat, you gain all the
benefits described in this section for being a mentor.
TRUEBOND []
Your bond to your chosen item becomes stronger.
Prerequisite: Character level 6th, completion of a
bonding ritual.
Benefit: You gain a special ability from the bond you have
established with your chosen item, as noted in the ritual
description for the last bonding ritual you completed.
This special ability applies only while the bonded item is in
your immediate possession (held or carried on your body).
In addition, you can use locate object as a spell-like ability at
will (caster level equals your character level), but only to
locate the bonded item.
188
As part of this action, make a Tumble check to move
through the target’s space.
DUNGEONSCAPE On a successful check, you stop in his space (rather than
move past him) and attack as part of your full-round action.
If the check fails, you provoke an attack of opportunity, and
(3.5) the rest of your full-round action is wasted.
If your melee attack hits, you move your foe 5 feet in a
direction of your choice.
You now occupy the space that he occupied (or one of the
MAIN SECTION FEATS spaces of your choice).
If your melee attack misses, you return to the space you
occupied when you started this maneuver.
COMBAT TINKERING [] Wall Leaper: If you drop from a wall while climbing and
land adjacent to a creature, you can make one attack as a
You can disarm traps or pick locks quickly and efficiently,
even under the pressure of combat. standard action.
This attack counts as a charge, and you gain a bonus on
Benefit: You gain a +4 bonus on Concentration checks to your damage roll equal to the number of points of falling
avoid being distracted in combat while making Disable
damage that you take.
Device or Open Lock checks.
Special: A fighter can select Gnome Tunnel Acrobatics as
You also gain a +4 bonus when attempting to quicken a
Disable Device or Open Lock check (see the Quickened one of his fighter bonus feats (PH 38).
Skill Checks sidebar).
Normal: You must make a Concentration check HAMMER AND PITON [STYLE]
whenever you are damaged or otherwise distracted while
attempting to use the Disable Device or Open Lock skills. You can drive pitons into your foes, giving you a useful
The DC to open a lock or disable a device is increased by 20 perch from which to strike.
if you attempt to complete the task in a shorter amount of Prerequisites: Strength 15, Climb 3 ranks.
time. Benefit: While wielding a one-handed bludgeoning
Special: This feat is particularly useful against encounter melee weapon in your primary hand and a climbing piton
traps (see page 120). or spike in the other, you can make a touch attack with the
piton as a standard action.
This attack deals 1d4 points of damage + your Strength
GNOME TUNNEL ACROBATICS modifier.
The target must be size Large or bigger.
[TACTICAL] If the target is at least one size category larger than you, you
Goblin raiding parties whisper of the crazed but effective can make a special Climb check (DC equal to the target’s
tactics that gnome tunnel guards use to defend their Armor Class) to enter his space as a move action.
homes. You must make the check on the same turn in which you
The gnomes excel at using acrobatics to penetrate enemy struck your foe with the piton.
ranks or launch devastating attacks from above. If the check succeeds, you enter and remain in the target’s
Prerequisites: Gnome; or base attack bonus +4, space without provoking an attack of opportunity from the
Knowledge (dungeoneering) 2 ranks, and Tumble 9 ranks. target.
Benefit: The Gnome Tunnel Acrobatics feat enables the You lose your Dexterity bonus to Armor Class, but if your
use of certain tactical maneuvers, described below. foe moves, you remain in his space as he moves, if any
Combat Puppeteer: You slip between your foes in a blur of attack against you deals 10 or more points of damage, you
movement, confusing them and causing them to strike at must make a Climb check (DC equal to the number of
each other by mistake. points of damage) to remain in place.
If you use the Tumble skill to avoid an opponent’s attack of If the check fails, you must leave your foe’s space and enter
opportunity, you can use this maneuver on the following the nearest clear space.
round. Special: A fighter can select Hammer and Piton as one of
You must make a double move and attempt a Tumble check his fighter bonus feats (PH 38).
at a –5 penalty to avoid a foe’s attack of opportunity.
If your check succeeds, your foe makes an attack of QUICK RECONNOITER []
opportunity but targets a creature of your choice within its
reach rather than you. You are skilled at scanning an area or object quickly and
You can use this maneuver against one creature per round. thoroughly.
Tunnel Scrambler: Using a series of deft tumbles and Prerequisite: Listen 5 ranks, Spot 5 ranks.
somersaults, you crowd your opponent and force him to Benefit: You can make one Spot check and one Listen
move. check each round as a free action.
If you make a successful melee attack against an opponent You also gain a +2 bonus on initiative checks.
who has walls adjacent to at least two sides of his space, you Normal: Using Spot or Listen in a reactive fashion is a
can make a special Tumble check on your next turn. free action, but actively trying to make a Spot check or a
This check requires a full-round action. Listen check requires a move action.
189
Your opponent can opt to succeed automatically on his
TRAP ENGINEER [] Balance check.
You have spent a great deal of time studying trap If he does so, he will lose his move action on his next turn,
construction and recognize the work of famous builders, but he will Succeed automatically on Balance checks to
which gives you an edge against their devices. resist this maneuver until the start of his next turn.
Prerequisites: Knowledge (architecture and Your opponent must make this choice before seeing the
engineering) 1 rank, Knowledge (dungeoneering) 4 ranks. result of his Balance check.
Benefit: You know the styles of famous dungeon You can target a particular creature with this maneuver
architects or recognize their influences. once per round.
After finding or setting off a trap in a dungeon, you gain a Tunnel Fighter: To use this maneuver, you must be the target
+2 bonus on future Search checks and Disable Device of at least one melee attack from at least one foe while
checks to find or disarm traps in that same dungeon. standing with walls adjacent to you on two or more sides.
You also gain a +4 bonus on Reflex saves to avoid traps in When you are attacked under such conditions, you gain a
that dungeon, and a +4 dodge bonus to Armor Class against +2 bonus to Armor Class due to cover.
attacks made by traps in that dungeon. (If you gain cover from another source, this benefit does
not stack with it).
You also block line of sight for any spells or attacks made by
TRAP SENSITIVITY [] your opponents, though your allies can fire through your
Your senses are so attuned that you can detect mechanical space as normal.
traps that are close by. Door Sentinel: To use this maneuver, you must fight
Prerequisites: Elf or trapfinding class feature, trap sense defensively while adjacent to or standing in a doorway, a
+2. gate, or a similar opening in a wall.
Benefit: When you pass within 5 feet of a mechanical You must be adjacent to or standing in each square across
trap, you are entitled to make a Search check to notice the the doorway’s width.
trap as if you were looking for it. For 1 round after you fight defensively, you gain a +4 bonus
You cannot sense magic traps or spell traps with this feat. on Strength or Dexterity checks to resist bull rush or trip
Normal: Without this feat, you must actively search for a attacks.
trap to find it before it activates. Any creature attempting a Tumble check to avoid your
attack of opportunity takes a –5 penalty on the check.
Any creature attempting to tumble through your space
TUNNEL FIGHTING [] takes a –10 penalty on its check.
You are adept at maneuvering and fighting in tight spaces Special: A fighter can select Undermountain Tactics as
and underground passages. one of his fighter bonus feats (PH 38).
Prerequisites: Base attack bonus +1.
Benefit: When squeezing into or through a tight space, WEAPON AND TORCH [STYLE]
you do not take a penalty on your attack rolls or to your
Armor Class. You have mastered a style of fighting (hat uses a melee
Normal: Each movement into or through a narrow space weapon and a torch to devastating effect.
counts as if it were 2 squares, and while squeezed in a You can dazzle and burn your opponent with the open
narrow space, you take a –4 penalty on your attack rolls and flame.
a –4 penalty to your Armor Class (PH 148). Benefit: While fighting with a one-handed melee weapon
Special: A fighter can select Tunnel Fighting as one of his and holding a lit torch in the other hand, you can make a
fighter bonus feats (PH 38). special attack as a full-round action.
Attack once with your melee weapon.
If the attack hits, you also sweep your torch across your
UNDERMOUNTAIN TACTICS foe’s eyes, dealing 1d6 points of fire damage and dazzling
him for 1d4 rounds.
[TACTICAL] You can also use this feat while wielding a lit lantern, a
Dwarves have developed a variety of cunning tactics to sunrod, or an everburning torch in your off hand, although
defeat those foolish enough to enter their mountain items that do not give off heat do not deal fire damage.
redoubts.
While gnomes lack the dwarves’ militaristic streak, they too
have refined these tactics in countless battles against
kobolds and goblins.
Prerequisites: Dwarf or gnome; or base attack bonus +6
and Knowledge (dungeoneering) 2 ranks.
Benefit: The Undermountain Tactics feat enables the use
of certain tactical maneuvers, described below.
Stair King: To use this maneuver, you must gain the high
ground bonus on your attacks against an opponent.
If you hit your foe with two or more melee attacks during
your turn, he must make a Balance check (DC 10 + your Str
modifier) or be knocked prone.
190
Make this decision before determining the result of the
roll.
ELDER EVILS (3.5) DARK SPEECH [VILE]
You learn a smattering of the language of truly dark power.
MAIN SECTION FEATS Prerequisites: Will save bonus +5, Int 15, Cha 15.
Benefit: You can use the Dark Speech to bring loathing
and fear to others, to help cast evil spells and create evil
ABYSS-BOUND SOUL [VILE] magic items, and to weaken physical objects.
You have pledged your immortal soul to a particular demon Dread: Whenever you use Dark Speech in this manner, you
lord in return for a gift that aids your evil works in life. take 1d4 points of Charisma damage, and every other
Prerequisite: Evil Brand, Thrall to Demon. creature in a 30-foot radius must attempt a Will save (DC 10
Benefit: Your evil brand incorporates the personal + 1/2 your character level + your Cha modifier).
symbol of your demon lord patron, who watches over you The result of a failed save by a listener depends on the
from the Abyss. listener’s character level and alignment, as detailed in the
You gain a +2 bonus on saving throws made against spells table below.
that have the good descriptor.
Additionally, a tiny portion of your patron’s power infuses
your body, granting you an additional benefit.
The exact benefit gained depends on who your patron is, as
given below.
DIVINE ENERVATION []
ELDER EVILS MALEFIC An elder evil that has this property can destroy the link
PROPERTIES between a deity and its mortal followers.
Benefit: All divine spellcasters lose the ability to regain
spells so long as they remain within the area of this malefic
property.
This interdiction does not interfere with spellcasting.
This ability is always active.
DIVINE SCOURGE []
An elder evil that has this property can punish deities’
ANATHEMATIC SECRECY [] servants with a powerful surge of profane energy.
This malefic property shrouds an elder evil from discovery Benefit: Once per day, as a swift action, the elder evil can
by divination spells of a divine origin. unleash a deadly pulse throughout the area of this malefic
Benefit: Any divine spell of the divination school property.
automatically fails when used to ascertain information All divine spellcasters and extraplanar creatures within the
about an elder evil. area become sickened for 1d4 hours.
Divination spells that are also arcane function normally if In addition, each affected creature must succeed on a
they are cast by a nondivine spellcaster. Fortitude save (DC 10 + 1/2 elder evil’s Hit Dice + elder
This ability is always active. evil’s Con or Cha modifier, whichever is higher) or take 1
point of vile damage per Hit Die of the elder evil.
DARK VISITING []
An elder evil that has this property projects terrifying IMPERVIOUS TO THE DIVINE []
nightmares into the dreams of the gods’ servants. An elder evil that has this property cannot be affected by
Benefit: Each living divine spellcaster who sleeps within divine magic of any kind, regardless of the source.
the area of this malefic property must succeed on a Will Benefit: The elder evil is immune to all divine spells,
save (DC 10 + 1/2 elder evil’s HD + elder evil’s Cha whether from a spellcaster or a magic item.
modifier) or be plagued with maddening dreams. It is also immune to spell-like and supernatural abilities of
Upon awakening, the caster takes 1d4+1 points of Wisdom extraplanar creatures and deities.
damage and is fatigued for the remainder of the day. This ability is always active.
In addition, the caster does not benefit from the rest
required to regain spells or spell slots, psionic power points,
194 and the like.
TRUE DEATH []
The presence of an elder evil that has this property weakens
the souls of living creatures so that they are lost on death.
Benefit: Any creature that dies within the area of this
malefic property is forever dead.
Its soul has not passed to the Outer Planes but has died
with the body; the creature cannot be raised by any means.
In addition, all spells and spell-like effects that have the
death descriptor are cast at +4 caster level.
This ability is always active.
195
ENEMIES AND
ALLIES (3.0)
SIDEBAR FEATS
IMPROVED SUNDER [GENERAL]
You are adept at placing you attacks precisely where you
want to land.
Prerequisites: Base attack bonus +2, Power Attack,
Sunder, Str 13+.
Benefit: When you strike an opponent’s weapon, you
inflict double damage.
196
AUTOMATIC QUICKEN SPELL [EPIC]
EPIC LEVEL You can cast any of your lesser spells with a moment’s
thought.
Prerequisites: Quicken Spell, Spellcraft 30 ranks, ability
HANDBOOK (3.0) 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 you
MAIN SECTION FEATS may cast per round applies.
Spells with a casting time of more than 1 full round can’t be
quickened.
ADDITIONAL MAGIC ITEM SPACE Special: You can gain this feat multiple times.
Each time you take the feat, the spells of your next three
[EPIC] lowest spell levels can now be quickened with no
You can wear more magic items. adjustment to their spell slots.
Benefit: Choose one type of magic item that has a limit Thus, a wizard who took this feat twice could quicken his 0-
on the number you can simultaneously wear and gain its through 6th-level spells with no adjustment to their spell
benefit, such as ring or belt. slots.
You can now wear one more magic item of this type and This feat doesn’t increase the casting time for those spells
also gain its benefit. that normally become full-round actions when cast in
Normal: Without this feat, a character is limited to one metamagic form (including bard spells, sorcerer spells, and
headband, hat, or helmet; one pair of eye lenses or goggles; spontaneously cast spells, such as a good cleric’s cure spells).
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 AUTOMATIC SILENT SPELL [EPIC]
pair of gloves or gauntlets; two rings; one belt; and one pair You can cast any of your lesser spells silently.
of boots. Prerequisites: Silent Spell, Spellcraft 24 ranks, ability to
Special: You can gain this feat multiple times. cast 9th-level arcane or divine spells.
Each time you take the feat, it applies to a new type of Benefit: You may cast all 0-, 1st-, 2nd-, and 3rd-level spells
wearable magic item. as silent spells without using higher-level spell slots.
Special: You can gain this feat multiple times.
Each time you take the feat, the spells of your next three
ARMOR SKIN [EPIC] lowest spell levels can now be silenced with no adjustment
Your skin becomes like armor. to their spell slots.
Benefit: You gain a +2 natural armor bonus to Armor Thus, a wizard who took this feat twice could cast his 0-
Class, or your existing natural armor bonus increases by 2. through 6th-level spells as silent spells with no adjustment
This feat does not stack with any natural armor bonus to their spell slots.
granted by magic items or nonpermanent magical effects. This feat doesn’t increase the casting time for those spells
Special: A character can gain this feat multiple times Its that normally become full-round actions when cast in
effects stack. metamagic form (including sorcerer spells and
spontaneously cast spells, such as a good cleric’s cure spells).
However, since bard spells can’t be enhanced with the
AUGMENTED ALCHEMY [EPIC] Silent Spell feat, they can’t be affected by this feat either.
You can create alchemical items and substances that are
much more powerful than normal. AUTOMATIC STILL SPELL [EPIC]
Prerequisites: Int 21, Alchemy 24 ranks.
Benefit: Whenever creating an alchemical item or You can cast any of your lesser spells without gestures.
substance, you can choose to make it more powerful than Prerequisites: Still Spell, Spellcraft 27 ranks, ability to
normal by adding +20 to the DC required to create it and cast 9th-level arcane or divine spells.
multiplying its price by 5. Benefit: You may cast all 0-, 1st-, 2nd-, and 3rd-level spells
If the item or substance deals damage, double the damage as stilled spells without using higher-level spell slots.
dealt. Special: You can gain this feat multiple times.
If the item or substance doesn’t deal damage, double the Each time you take the feat, the spells of your next three
duration of [ its effect. lowest spell levels can now be stilled with no adjustment to
If the item or substance doesn’t deal damage and doesn’t their spell slots.
have a specific listed duration (or has an instantaneous Thus, a wizard who took this feat twice could still his 0-
duration), double all dimensions of its area. through 6th-level spells with no adjustment to their spell
If the item or substance doesn’t fit any of these categories, slots.
then it cannot be affected by this feat. This feat doesn’t increase the casting time for those spells
See the Alchemy skill description earlier in this chapter for that normally become full-round actions when cast in
more information. metamagic form (including bard spells, sorcerer spells, and
spontaneously cast spells, such as a good cleric’s cure spells).
197
BANE OF ENEMIES [EPIC] BULWARK OF DEFENSE [EPIC]
Your attacks deal great damage to your favored enemies. Prerequisites: Con 25, defensive stance 3/day.
Prerequisites: Wilderness Lore 24 ranks, five or more Benefit: Your defensive stance bonuses increase to +4
favored enemies (as the ranger class feature). Strength, +6 Constitution, +4 resistance bonus on all saves,
Benefit: Any weapon you wield against one of your and +6 dodge bonus to AC.
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). CHAOTIC RAGE [EPIC]
This ability doesn’t stack with similar abilities (for instance, Your rage is particularly damaging to lawful creatures.
if the weapon is already a bane weapon). Prerequisites: Rage 5/day, chaotic alignment.
Benefit: Any weapon you wield while in a rage is treated
as a chaotic weapon (it deals +2d6 points of damage against
BEAST COMPANION [WILD] [EPIC] creatures of lawful alignment).
You can befriend a beast. This ability does not stack with similar abilities (for
Prerequisites: Beast Wild Shape, Knowledge (nature) 24 instance, if the weapon is already a chaotic weapon).
ranks, wild shape 6/day.
Benefit: As the druid’s animal companion ability, except
that when you use animal friendship, the spell also applies to COLOSSAL WILD SHAPE [WILD]
beasts. [EPIC]
Despite the greater intelligence of beasts, companion beasts
will not submit to tasks (or perform “tricks”) that animals You can wild shape into animals of Colossal size.
cannot accomplish. Prerequisite: The ability to wild shape into a Gargantuan
At most, you can have beast and animal companions whose creature.
combined HD are not more than twice your caster level. Benefit: You can use your wild shape to take the shape of a
Colossal animal.
Normal: Without this feat, you cannot wild shape into an
BEAST WILD SHAPE [WILD] [EPIC] animal of greater than Huge size.
You can wild shape into beast form.
Prerequisites: Knowledge (nature) 24 ranks, wild shape
6/day.
COMBAT ARCHERY [EPIC]
Benefit: You can use your normal wild shape ability to You can fire a bow in melee safely.
take the form of a beast. Prerequisites: Dodge, Mobility, Point Blank Shot.
The size limitation is the same as your limitation on animal Benefit: You do not incur any attacks of opportunity for
size. firing a bow when threatened.
You gain any extraordinary abilities of the beast whose Normal: Without this feat, you incur an attack of
form you take. opportunity from all opponents who threaten you
whenever you use a bow.
BLINDING SPEED [EPIC]
You can trigger short bursts of great speed. CRAFT EPIC MAGIC ARMS AND
Prerequisite: Dex 25. ARMOR [ITEM CREATION] [EPIC]
Benefit: You can act as if hasted for 5 rounds each day.
You can craft magic arms and armor of epic power.
The duration of the effect need not be consecutive rounds.
Activating this power is a free action. Prerequisites: Craft Magic Arms and Armor,
Knowledge (arcana) 28 ranks, Spellcraft 28 ranks.
Special: You can gain this feat multiple times.
Each time you take the feat, it grants an additional 5 rounds Benefit: You can craft magic arms and armor which
of haste per day. exceed the normal limits for such items (as stated in the
DUNGEON MASTER’s Guide).
For instance, you could craft a magic sword with an
BONUS DOMAIN [EPIC] enhancement bonus of greater than +5, with a total
effective enhancement bonus greater than +10, or that
You have access to one additional domain of spells. required prerequisite spells of higher than 9th level.
Prerequisites: Wis 21, ability to cast 9th-level divine See Chapter 4: Epic Magic Items for examples of epic magic
spells. arms and armor.
Benefit: Choose an additional domain from your deity’s
domain list.
You now have access to that domain’s spells and granted CRAFT EPIC ROD [ITEM CREATION]
powers as normal for your domain spells.
Special: You can gain this feat multiple times. [EPIC]
Each time you take the feat, it applies to a different domain. You can craft magic rods of epic power.
Prerequisites: Craft Rod, Knowledge (arcana) 32 ranks,
Spellcraft 32 ranks.
198
Benefit: You can craft rods that exceed the normal limits You can choose to exclude any characters from this effect
for such items (as stated in this book and in the DUNGEON (usually your allies).
MASTER’s Guide). You may sing, play, or recite a deafening song while taking
For instance, you could craft a rod with an enhancement other mundane actions, but not magical ones (see the bard’s
bonus greater than +5 or a rod with prerequisite spells of inspire courage ability for more details).
higher than 9th level. You may keep up the deafening song for a maximum of 10
See Chapter 4: Epic Magic Items for examples of epic rods. rounds.
Using the deafening song counts as one of your uses of
song or poetics for the day.
CRAFT EPIC STAFF [ITEM
CREATION] [EPIC] DEATH OF ENEMIES [EPIC]
You can craft magic staffs of epic power. You can instantly slay your favored enemies with a single
Prerequisites: Craft Staff, Knowledge (arcana) 35 ranks, strike.
Spellcraft 35 ranks. Prerequisites: Bane of Enemies, Wilderness Lore 30
Benefit: You can craft staffs that exceed the normal limits ranks, five or more favored enemies (as ranger class
for such items (as stated in this book and in the DUNGEON feature).
MASTER’s Guide). Benefit: Any time you score a critical hit against one of
For instance, you could craft a staff that cast spells greater your favored enemies, it must make a Fortitude save (DC 10
than 9th level, or a staff with an enhancement bonus + 1/2 your ranger class level + your Wisdom modifier) or
greater than +5. die instantly.
See Chapter 4: Epic Magic Items for examples of epic staffs. Special: Creatures immune to critical hits can’t be
affected by this feat.
CRAFT EPIC WONDROUS ITEM
[ITEM CREATION] [EPIC] DEVASTATING CRITICAL [EPIC]
You can craft wondrous items of epic power. Choose one type of melee weapon, such as longsword or
Prerequisites: Craft Wondrous Item, Knowledge greataxe.
(arcana) 26 ranks, Spellcraft 26 ranks. With that weapon, you are capable of killing any creature
Benefit: You can craft wondrous items that exceed the with a single strike.
normal limits for such items (as stated in this book and in Prerequisites: Str 25, Cleave, Great Cleave, Improved
the DUNGEON MASTER’s Guide). Critical (weapon to be chosen), Overwhelming Critical
For instance, you could craft a cloak of Charisma with an (weapon to be chosen), Power Attack, Weapon Focus
enhancement bonus greater than +6 or an item that (weapon to be chosen).
required prerequisite spells higher than 9th level. Benefit: When using the weapon you have selected,
See Chapter 4: Epic Magic Items for examples of epic whenever you score a critical hit the target must make a
wondrous items. Fortitude save (DC 10 + 1/2 your character level + your
Strength modifier) or die instantly.
(Creatures immune to critical hits can’t be affected by this
DAMAGE REDUCTION [EPIC] feat).
You can shrug off some damage from attacks. Special: You can gain this feat multiple times.
Prerequisite: Con 21. Its effects do not stack.
Benefit: You gain damage reduction 3/–. Each time you take the feat, it applies to a different type of
This does not stack with damage reduction granted by weapon.
magic items or nonpermanent magical effects, but it does
stack with any damage reduction granted by permanent DEXTEROUS FORTITUDE [EPIC]
magical effects, class features, or this feat itself.
Special: A character can gain this feat multiple times. You are able to resist physical attacks with exceptional
Each time you gain the feat, your damage reduction agility.
increases by 3. Prerequisites: Dex 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
DEAFENING SONG [EPIC] save instead to avoid the effect (evasion is not applicable).
Your bardic music deafens those nearby.
Prerequisites: Perform 24 ranks, bardic music class DEXTEROUS WILL [EPIC]
feature.
Benefit: You can use song or poetics to temporarily You are able to resist compelling effects with exceptional
deafen all enemies within a 30-foot spread from you. agility.
A successful Fortitude save (DC 10 + 1/2 your class level + Prerequisites: Dex 25, slippery mind class feature.
your Charisma modifier) negates the effect. Benefit: Once per round, when targeted by an effect that
The deafening effect lasts for as long as you continue the requires a Will saving throw, you may make a Reflex save
deafening song. instead to avoid the effect (evasion is not applicable).
199
DIMINUTIVE WILD SHAPE [WILD] ENERGY RESISTANCE [EPIC]
[EPIC] You can resist the effects of a chosen type of energy.
Benefit: Choose a type of energy (acid, cold, electricity,
You can wild shape into animals of Diminutive size. fire, or sonic).
Prerequisite: Ability to wild shape into a Huge animal. You gain resistance 10 to that type of energy, or your
Benefit: You can use your wild shape to take the shape of a existing resistance to that type of energy increases by 10.
Diminutive animal. This feat does not stack with energy resistance granted by
Normal: Without this feat, you cannot wild shape into an magic items or nonpermanent magical effects.
animal of smaller than Tiny size. Special: A character can gain this feat multiple times, if
the same type of energy is chosen, the effects stack.
DIRE CHARGE [EPIC]
You can make a full attack as part of a charge. ENHANCE SPELL [METAMAGIC]
Prerequisite: Improved Initiative.
Benefit: If you charge a foe during the first round of
[EPIC]
combat (or the surprise round, if you are allowed to act in You can increase the power limit of your damage-dealing
it), you can make a full attack against the opponent you spells.
charge. Prerequisite: Maximize Spell.
Normal: Without this feat, you may only make a single Benefit: The damage cap for your spells increases by 10
attack as part of a charge. dice (for spells that deal a number of dice of damage equal
to your caster level, such as fireball) or by 5 dice (for spells
that deal a number of dice of damage equal to half your
DISTANT SHOT [EPIC] level, such as searing light).
You can target anything you can see with a ranged weapon. An enhanced spell uses up a spell slot four levels higher
Prerequisites: Dex 25, Far Shot, Point Blank Shot, Spot than the spell’s actual level.
20 ranks. For example, an enhanced fireball has a damage cap of 20d6
Benefit: You may throw or fire a ranged weapon at any (rather than 10d6).
target within line of sight, with no penalty for range. An enhanced searing light has a damage cap of 10d8 (rather
than 5d8).
This feat has no effect on spells that don’t specifically deal a
DRAGON WILD SHAPE [WILD] number of dice of damage equal to your level or half your
level, even if the spell’s effect is largely dictated by your
[EPIC] level.
You can take the form of a dragon. Thus, it has no effect on magic missile (even though your
Prerequisites: Wis 30, Beast Wild Shape, Knowledge level indicates how many missiles you fire), Melf’s acid arrow
(nature) 30 ranks, wild shape 6/day. (even though your level indicates how many rounds the
Benefit: You may use wild shape to change into a dragon acid deals damage), or produce flame (even though you add
(black, blue, green, red, white, brass, bronze, copper, gold, your level to the base 1d4 damage dealt).
or silver). Normal: Without this feat, use the damage dice caps
The size limitation is the same as your limitation on animal indicated in the spell’s description.
size. Special: You may gain this feat multiple times.
You gain all extraordinary and supernatural abilities of the Each time you select this feat, the damage cap increases by
dragon whose form you take. 10 dice or 5 dice, as appropriate to the spell, and the
enhanced spell takes up a spell slot an additional four levels
higher (thus, a twice-enhanced fireball would be an 11th-
EFFICIENT ITEM CREATION [EPIC] level spell).
Select an item creation feat.
You can create magic items using that feat much more
quickly than normal. EPIC DODGE [EPIC]
Prerequisites: Item creation feat to be selected, You are able to evade attacks with exceptional agility.
Knowledge (arcana) 24 ranks, Spellcraft 24 ranks. Prerequisites: Dex 25, Dodge, Tumble 30 ranks,
Benefit: Select an item creation feat. improved evasion, defensive roll class feature.
Creating a magic item using that feat requires one day per Benefit: Once per round, when struck by an attack from
10,000 gp of the item’s market price, with a minimum of an opponent you have designated as the object of your
one day. dodge, you may automatically avoid all damage from the
Normal: Without this feat, creating a magic item requires attack.
one day for each 1,000 gp of the item’s market price.
Special: You can gain this feat multiple times.
Its effects do not stack. EPIC ENDURANCE [EPIC]
Each time you take the feat, it applies to a different item You are capable of legendary feats of stamina.
creation feat. Prerequisites: Con 25, Endurance.
Benefit: Whenever you make a check for performing a
200 physical action that extends over a period of time (running,
swimming, holding your breath, and so on), you get a +10 your inspire competence now grants a +4 competence
bonus on the check. bonus on skill checks; and your inspire greatness ability
now grants +4d10 Hit Dice, a +4 competence bonus on
attacks, and a +2 competence bonus on Fortitude saves.
EPIC FORTITUDE [EPIC] Special: A character can gain this feat multiple times.
You have tremendously high fortitude. Its effects stack.
Benefit: You gain a +4 bonus on all Fortitude saving Remember that two doublings equals a tripling, and so
throws. forth.
201
EPIC REPUTATION [EPIC] EPIC SPELLCASTING [EPIC]
Your reputation provides great bonuses on interactions You can create and cast spells that transcend the most
with others. powerful existing spells.
Benefit: You gain a +4 bonus on Bluff, Diplomacy, Gather Prerequisite: Spellcraft 24 ranks, Knowledge (arcana) 24
Information, Intimidate, and Perform checks. ranks, ability to cast 9th-level arcane spells.
OR
Spellcraft 24 ranks, Knowledge (religion) 24 ranks, ability
EPIC SKILL FOCUS [EPIC] to cast 9th-level divine spells.
Choose a skill, such as Move Silently. OR
You have a legendary knack with that skill. Spellcraft 24 ranks, Knowledge (nature) 24 ranks, ability to
Prerequisite: 20 ranks in the skill selected. cast 9th-level divine spells.
Benefit: You gain a +10 bonus on all skill checks with Benefit: You may develop and cast epic spells, as detailed
that skill. in Chapter 2: Epic Spells.
Special: You can gain this feat multiple times. If you are an arcane spellcaster, you may cast a number of
Its effects do not stack. epic spells per day equal to your ranks in Knowledge
Each time you take the feat, it applies to a different skill. (arcana) divided by 10.
If you are a divine spellcaster, you may cast a number of
epic spells per day equal to your ranks in Knowledge
EPIC SPEED [EPIC] (religion) or Knowledge (nature) divided by 10.
You can move much more quickly than a normal person. Special: If you meet more than one set of prerequisites,
Prerequisites: Dex 21, Run. the limit on the number of spells you may cast per day is
Benefit: Your speed increases by 30 feet. cumulative.
This benefit does not stack with increased speed granted by For example, if you are a wizard/cleric, you may cast a
magic items or nonpermanent magical effects. number of arcane epic spells per day equal to your number
Special: This feat only functions when you are wearing of ranks in Knowledge (arcana), divided by ten, and a
medium armor, light armor, or no armor. number of divine epic spells per day equal to your number
of ranks in Knowledge (religion) or Knowledge (nature),
divided by ten.
EPIC SPELL FOCUS [EPIC] Epic Spellcasting feat: Psionic characters can acquire
Choose a school of magic, such as Illusion. epic “spells,” though in their parlance they are epic powers.
Your spells of that school are far more potent than normal. Psionic characters take the Epic Manifestation feat, which
Prerequisites: Greater Spell Focus* and Spell Focus in works just like the Epic Spellcasting feat.
the school selected, ability to cast at least one 9th-level spell The prerequisites for this feat are 24 ranks of Psicraft, 24
of the school to be chosen. ranks of Knowledge (psionics), and the ability to manifest
Benefit: Add +6 to the Difficulty Class for all saving 9th-level psionic powers.
throws against spells from the school of magic you select to Just as spellcasters use no spell slots to cast epic spells,
focus on. psionic characters use no power points to manifest epic
This overlaps (does not stack with) the bonuses from Spell powers.
Focus and Greater Spell Focus. Instead, they freely manifest their known epic powers a
Special: You can gain this feat multiple times. number of times per day equal to their Knowledge
Its effects do not stack. (psionics) skill divided by 10 (round down).
Generally, all the other epic spell rules work for epic
Each time you take the feat, it applies to a different school
of magic. powers as well except as noted below for displays.
* This feat is presented in the Nonepic Feats section at the
end of this chapter.
202
EPIC WILL [EPIC]
You have tremendously strong willpower.
Benefit: You gain a +4 bonus on all Will saving throws.
210
Roll a normal rebuke (or command) check, except that the Prerequisite: Dex 25, three or more hands, Greater
negative energy burst affects living creatures rather than Multiweapon Fighting*, Multidexterity, Multiweapon
undead. Fighting.
Any creature that would be rebuked by this result gains one Benefit: You can make as many attacks with each extra
negative level. weapon as with your primary weapon, using the same base
Any creature that would be commanded by this check attack bonus.
gains two negative levels. For example, a four-armed creature with this feat and a base
The Fortitude save DC to remove these levels one day later attack of +18/+13/+8/+3 could make four attacks per round
is equal to 10 + 1/2 your effective turning level + your with his primary weapon and four attacks per round with
Charisma modifier. each extra weapon, using this base attack bonus.
You still take the normal penalties for fighting with two
weapons.
OVERWHELMING CRITICAL [EPIC] Normal: A creature without this feat can make only one
Choose one type of melee weapon, such as longsword or attack per round with each extra weapon (or two attacks per
greataxe. round with each weapon if it has Multiweapon Fighting, or
With that weapon, you do more damage on a critical hit. three attacks per round with each extra weapon if it has
Prerequisites: Str 23, Cleave, Great Cleave, Improved Greater Multiweapon Fighting).
Critical (weapon to be chosen), Power Attack, Weapon Each attack after the first extra attack has a cumulative –5
Focus (weapon to be chosen). penalty.
Benefit: When using the weapon you have selected, you Special: This feat replaces the Perfect Two-Weapon
deal +1d6 points of bonus damage on a successful critical Fighting feat for creatures with more than two arms (and
hit. functions identically to that feat if you have fewer than
If the weapon’s critical multiplier is ×3, add +2d6 points of three arms).
bonus damage instead, and if the multiplier is ×4, add +3d6 * This feat is presented in the Nonepic Feats section at the
points of bonus damage instead. end of this chapter.
Special: Creatures immune to critical hits can’t be
affected by this feat.
You can gain this feat multiple times. PERFECT TWO-WEAPON FIGHTING
Its effects do not stack. [EPIC]
Each time you take the feat, it applies to a different type of
weapon. You can attack with your off-hand weapon as frequently as
with your primary weapon.
Prerequisites: Dex 25, Ambidexterity, Greater Two-
PENETRATE DAMAGE REDUCTION Weapon Fighting*, Improved Two-Weapon Fighting, Two-
Weapon Fighting.
[EPIC] Benefit: You can make as many attacks with your offhand
You can bypass a creature’s damage reduction. weapon as with your primary weapon, using the same base
Benefit: Your attacks are made as if with an additional +2 attack bonus.
bonus to their standard enhancement bonus. For example, a character with this feat and a base attack
For instance, when attacking a creature with damage bonus of +18/+13/+8/+3 could make four attacks per round
reduction 35/+3, you would only need a +1 weapon to with his primary weapon and four attacks per round with
bypass the damage reduction. his off-hand weapon using this base attack bonus.
Special: This feat does not actually confer an You still take the normal penalties for fighting with two
enhancement bonus; it only emulates one for the purpose weapons.
of penetrating an opponent’s damage reduction. Normal: Without this feat, you can only get a single
The bonus conferred by Penetrate Damage Reduction attack with an off-hand weapon (or two attacks with an off-
stacks with the bonus conferred by Ki Strike. hand weapon if you have Improved Two-Weapon Fighting,
or three attacks with an off-hand weapon if you have
Greater Two-Weapon Fighting).
PERFECT HEALTH [EPIC] Special: A ranger can qualify for this feat even if he hasn’t
You are immune to normal diseases and common poisons. taken Ambidexterity or Two-Weapon Fighting, but can
Prerequisite: Con 25, Great Fortitude. only use it when wearing light armor or no armor.
Benefit: You are immune to all nonmagical diseases, as * This feat is presented in the Nonepic Feats section at the
well as to all poisons whose Fortitude save DC is 25 or less. end of this chapter.
219
EPIC DIVINE RESISTANCE [DIVINE] INTENSIFY TURNING [EPIC]
[EPIC] You turn or rebuke undead with exceptionally great
strength.
You can channel energy to temporarily reduce damage you Prerequisites: Knowledge (religion) 30 ranks, Empower
and your allies take from energy sources. Turning, Extra Turning, Heighten Turning, ability to turn
Prerequisite: Divine Cleansing, Divine Resistance, or rebuke creatures.
Extra Turning, ability to turn or rebuke creatures. Benefit: When you make a turning check to turn or
Benefit: Spend one of your turn/rebuke undead attempts rebuke undead, you determine the result of the turning
to imbue all allies within a 60-foot burst (including check by consulting the following table.
yourself) with fire resistance 30, cold resistance 30, and
electricity resistance 30.
This resistance does not stack with similar resistances, such
as those granted by spells or special abilities.
This protection lasts for a number of rounds equal to your
Charisma modifier (minimum of 1 round).
221
slots (see the Violate Spell metamagic feat in the Book of Vile
Darkness). EPIC ANCESTRAL DAISHO [EPIC]
The character can choose not to apply this effect to any Your ancestral weapon gains the capacity for even greater
spell as a free action as the spell is being cast (for instance, if power.
her target is resistant to evil spells). Prerequisites: Samurai level 21, Wis 19.
Special: The character can gain this feat multiple times. Benefit: The maximum weapon bonus that you can
Each time the character takes the feat, the spells of the awaken in your ancestral daisho increases by +1 (such as
character’s next three lowest spell levels can be violated from +10 to +11).
with no adjustment to their spell slots. Also, your ancestral daisho’s maximum enhancement
Thus, a wizard who took this feat twice could cast her 0- bonus increases by +1 (such as from +5 to +6).
through 6th-level spells as violated spells with no You must still make an appropriate sacrifice to awaken this
adjustment to their spell slots. bonus, as shown on the table below.
This feat doesn’t increase the casting time for those spells For instance, to increase a +5 flaming katana of dancing to a
that normally become full-round actions when cast in +6 flaming katana of dancing, the samurai must sacrifice
metamagic form (including bard spells, sorcerer spells, and 2,220,000 gp.
spontaneously cast spells, such as an evil cleric’s inflict The samurai must spend one day per 10,000 gp sacrificed in
spells). the shrine or temple.
He must spend at least 8 hours each of these days kneeling
before his ancestors and his weapons, not stopping to eat or
BRILLIANT MIND-BLADE [EPIC] rest.
[PSIONIC]
Your mind-blade is a brilliant energy weapon.
Prerequisites: Mind-blade enhancement bonus of +6,
reserve power points (see below).
Benefit: Your mind-blades have the brilliant energy
weapon quality.
You can choose to turn this ability on or off as a free action.
Special: This feat increases your prerequisite of reserve
power points for your mind-blades by 10.
This feat can be taken as a bonus feat by the epic soulknife.
222 resistance.
If you have the Reactive Counterspell feat, you can She gains a +6 circumstance bonus on Diplomacy and
counterspell an opponent’s spell if you haven’t readied an Intimidate checks made against evil creatures (this stacks
action, but only once per turn and not when flat-footed. with the bonus from the Evil Brand feat).
Special: This feat should be considered part of the epic Furthermore, all evil creatures within 30 feet of her gain a
bonus feat list for any class that grants access to spells of at +2 profane bonus on saves.
least 6th level as part of normal (nonepic) class progression
(for example, bards, clerics, druids, sorcerers, and wizards),
as well as for any prestige class that grants “+1 level of EPIC INNER HARMONY [EPIC]
existing class” spell progression at all levels. [PSIONIC]
You achieve an inner harmony that allows psychic
EPIC DEVOTION [EPIC] meditation effects to last longer.
Choose an alignment component (chaos, evil, good, or law) Prerequisite: Meditant 11+ levels.
different from your own alignment. Benefit: The duration for the bonuses gained through
You are particularly resistant to spells of that alignment. psychic meditation is increased to 1 hour per character
Prerequisites: Wis 21, Iron Will, alignment different level.
from the chosen component, patron deity who does not Special: Psychic meditation bonuses are always
accept clerics who have the chosen component. considered temporary bonuses regardless of how long they
Benefit: You gain a +4 divine bonus on saves against last and statistic increases do not affect bonus power points
spells of the chosen alignment component. or any other ability that relies on a permanent statistic or
For instance, a lawful good paladin of Helm who selected value.
“chaos” would gain a +4 divine bonus on saves against This feat can be taken as a bonus feat by the epic meditant.
chaotic spells.
That paladin could not select “good” or “law” because they EPIC KI FRENZY [EPIC]
are part of her own alignment, and she could not select
“evil” because Helm accepts evil clerics. Your ki frenzy grants you even greater power and agility.
Special: You can take this feat more than once. Prerequisite: Ki frenzy 6/day, Wis 21.
Each time you select the feat, select a new alignment Benefits: Your ki frenzy grants you a +4 bonus to
component. Strength and Dexterity and increases your speed by 20 feet.
Normal: Without this feat, ki frenzy grants only a +2
bonus to Strength and Dexterity and a speed increase of 10
EPIC EMBED GEM [EPIC] [PSIONIC] feet.
Your body can handle the stress of embedding additional
gems.
Prerequisites: Crystal master level 11+, at least five
EPIC POISON CRAFTER [EPIC]
embedded gems. The character knows secrets of poison crafting best left
Benefit: You embed one new gem. forgotten by mortals.
The gem must come from the list of gems available to the Prerequisites: Craft (alchemy or poisonmaking) 30
crystal master. ranks.
Once a part of the body has a gem embedded in it, another Benefit: The character can craft the epic poisons
gem cannot be embedded in that part of the body. described under Epic Poisons, below.
The powers and restrictions on each gem are found with In addition, the character gains a +10 bonus on skill checks
the crystal master prestige class (see the crystal master made to craft poisons.
prestige class above). Normal: Without this feat, a character cannot craft the
The level restriction is the minimum level of crystal master epic poisons described in this supplement.
needed to take this gem. Special: This feat is available as an epic bonus feat for the
Each type of gem can be embedded only once. assassin class.
Special: This feat may be taken up to five times.
Each time this feat is taken, you can embed an additional
gem—one each in hands, feet, or head. EPIC PSYCHIC MEDITATION [EPIC]
This feat can be taken as a bonus feat by the epic crystal [PSIONIC]
master.
You further your study and understanding of psychic
energy centers, which allows you to enter the deepest levels
EPIC EVIL BRAND [EPIC, VILE] of meditation.
The character is physically marked forever as a mighty Prerequisite: 21+ levels, Intense Psychic Meditation
servant of evil. (seven times), Psychic Meditation (seven times).
Prerequisites: Cha 19, Epic Reputation, Evil Brand. Benefit: When you take this feat, you are granted
Benefit: Evil creatures automatically recognize the additional psychic energy center bonuses.
symbol now emblazoned on the character as a sign of her You can select a given psychic energy center only once.
incredible dark power and reputation for evil. You can take this feat multiple times and must select a
psychic energy center that you have not already previously
selected.
223
Bonuses from this feat stack with bonuses received from
the Psychic Meditation and Intense Psychic Meditation EPIC TRIGGER POWER [EPIC ]
feats. [PSIONIC]
Meditation time is increased to 40 minutes.
The duration of the benefits increase to 4 hours. You choose one power that you can manifest for free.
You can activate this feat only once per day. Prerequisite: Inner Strength, Talented, Trigger Power,
This feat can be taken as a bonus feat by the epic meditant. reserve power points (see below).
Benefit: Choose any 4th-, 5th-, or 6th-level power you
know.
From now on you can attempt to trigger that power
without paying its cost.
To trigger a power, you must first satisfy the requirement of
a power point reserve equal to or greater than what it would
normally cost you to manifest the power.
Then, make an ability check appropriate for the power’s
discipline (for instance, you would make a Charisma check
for charm person).
If you meet or exceed the ability check DC (see below), the
power is manifested normally with no power point cost.
If you fail the check, you are forced to pay its cost, but the
power is still manifested normally.
You can’t use Epic Trigger Power in conjunction with
EPIC SPELL SECRET [EPIC] psionic attack or defense modes.
DCs for the ability check are determined by level:
Choose a single spell that you know. 4th level, 19; 5th level, 21; and 6th level, 23.
You can apply one of your metamagic feats to that spell Special: You can take this feat multiple times, each time
without altering the spell’s level. using it for a new triggered power.
Prerequisite: Wu jen level 21, Spellcraft 27 ranks, three This feat can be taken as a bonus feat by the epic metamind.
or more metamagic feats.
Benefits: You choose a spell that you know, which
becomes permanently modified as though affected by any FOCUSED SPELL PENETRATION
one of your metamagic feats.
The spell’s level does not change, and once the choice of [EPIC]
spell and modification are chosen, they cannot be changed. Choose a school of magic for which you have selected the
You can apply this feat’s effect to a spell already modified by Epic Spell Focus feat.
a spell secret, but you can’t apply Epic Spell Secret to the Your spells of that school are more capable of overcoming
same spell more than once. spell resistance.
Prerequisites: Epic Spell Focus (chosen school), Spell
Focus (chosen school), Spell Penetration, ability to cast 9th-
EPIC SPELL SPECIALIZATION [EPIC] level spells.
Choose a spell that you can cast. Benefits: When casting spells of the chosen school, you
That spell is more powerful when you cast it. gain a +4 bonus to caster level checks to defeat spell
Prerequisites: Spellcraft 24 ranks, ability to cast 9th- resistance.
level spells. This stacks with all other bonuses to overcome spell
Benefits: When casting the chosen spell, treat your resistance; however, having this feat does not make such
caster level as 2 higher for all purposes, including range, bonuses stack with each other if they normally don’t.
duration, resistance to dispel checks, and overcoming spell Special: You may select this feat multiple times.
resistance. Each time you select this feat, it applies to a different school
of magic for which you have selected Epic Spell Focus.
EPIC SPELLFIRE WIELDER [EPIC]
Your ability to store spellfire energy levels is greater than IMPROVED ELEMENT FOCUS [EPIC]
normal. The spells of your specialized element are even more
Prerequisites: Concentration 20 ranks, Endurance, powerful than normal.
Spellfire Wielder. Prerequisite: Shugenja level 21, Spellcraft 24 ranks, Cha
Benefit: For purposes of determining your limit of stored 25.
spellfire energy levels, treat your Constitution as if it were 4 Benefits: The spells of your chosen element focus are
points higher than normal. treated as if you had the Greater Spell Focus feat; that is,
Normal: Without this feat, a spellfire wielder’s limit of their save DC is increased by a total of +2 (including the
stored spellfire energy levels is equal to her Constitution benefit from Spell Focus).
score.
Special: You can select this feat multiple times.
Each time you gain this feat, your limit of stored spellfire
energy levels increases by 4.
224
When attempting to break an object with sudden force
IMPROVED SPELLPOOL ACCESS rather than dealing regular damage, you gain a +4 bonus on
[EPIC] your Strength check.
You can use your spellpool access to call spells of greater
than normal power. STAFF EXPERTISE [EPIC]
Prerequisites: Knowledge (arcana) 30 ranks, Spellcraft You can activate staffs with the speed that an archer fires
30 ranks, ability to call spells from a spellpool. arrows.
Benefit: The chance of a desired spell being available in Prerequisites: Craft Staff, Master Staff, Quicken Spell,
the spellpool in any given 24-hour period is equal to 90% Spellcraft 30 ranks.
minus 5% per level of the spell, to a minimum of 5% for Benefits: You may activate a staff in place of an attack
spells of 17th level or higher. instead of as a standard action.
Normal: The chance of a spell being available is equal to As a full-round action, you could thus make as many staff
65% minus 5% per level of the spell, to a minimum of 5% for activations as you could normally make ranged attacks.
spells of 12th level or higher. For instance, if your base attack bonus is +11, you could
Special: This feat should be considered part of the epic activate a staff three times as a full-round action.
bonus feat list for any class that grants its members If you also had the Rapid Shot feat, you could activate the
spellpool access. staff four times as a full-round action.
Each activation after the first costs one additional charge
INSCRIBE EPIC RUNE [EPIC] from the staff, cumulative.
Thus, the second activation in a round costs 2 extra charges,
You can inscribe runes of epic power. the third activation 3 extra charges, and so forth.
Prerequisite: Int 19, Inscribe Rune, Craft (appropriate
skill) 24 ranks.
Benefit: You can inscribe runes that exceed the normal SUPERIOR BONDED WEAPON [EPIC]
limit for such items (as described above in the Epic
Runecaster). [PSIONIC]
For instance, you could inscribe a rune with a spell of Your bonded weapon gains the capacity for greater power.
greater than 9th level, or a rune with a caster level greater Prerequisites: Psychic Weapon Master 11+, bonded
than 20th. weapon bonus +10.
Even this feat does not allow you to inscribe a rune with an Benefit: The maximum weapon bonus that your superior
epic spell (see Chapter 2: Epic Spells in the Epic Level bonded weapon can have is equal to your total levels of
Handbook). psychic weapon master.
Such magic defies the power of the written word and thus Also your bonded weapon’s maximum enhancement bonus
cannot be scribed into runic form. increases by +1 per level of epic psychic weapon master.
You must still make an appropriate sacrifice to awaken this
bonus, as shown on the table below.
MIGHTY SUNDER [EPIC] For instance, to increase a +5 psychic longsword to a +6
You deal extra damage when attacking objects. psychic longsword, the psychic weapon master must
Prerequisites: Str 25, Epic Prowess, Improved Sunder, sacrifice a total of 12,100 XP.
Power Attack. The psychic weapon master must meditate to increase the
Benefit: When attacking an object, you can double any new ability as usual.
bonus damage derived from Strength. This feat can be taken as a bonus feat by the epic psychic
weapon master.
225
VILE DEATHSTRIKE [EPIC, VILE]
NEW FAITHS AND
Creatures slain by the character’s attack can be raised only
on holy ground.
PANTHEONS EPIC FEATS
Prerequisites: Evil alignment, Vile Martial Strike (or
Vile Ki Strike or Vile Natural Attack). CHOSEN WEAPON SPECIALIZATION
Benefit: Any creature that dies as a result of the
character’s weapon or natural weapon attack can be raised [EPIC]
or otherwise returned to life by magic cast only within the You deal more damage when wielding your deity’s chosen
area of a consecrate or hallow spell. weapon.
Prerequisites: War domain, Epic Prowess, Weapon
Focus with deity’s chosen weapon.
VILE SMITE [EPIC, VILE] Benefits: You gain a +2 bonus on weapon damage when
Your smite attack channels especially potent evil power. wielding your deity’s chosen weapon.
Prerequisites: Cha 25, evil alignment, smite ability
(from class feature or domain granted power), Power
Attack, Unholy Strike, Vile Martial Strike (or Vile Ki Strike DIVINE SPELL PENETRATION [EPIC]
or Vile Natural Attack). Choose a component of your alignment.
Benefit: All extra damage inflicted by your smite attack is Your divine spells of that alignment are more capable of
considered vile damage (see the Book of Vile Darkness). defeating spell resistance.
Prerequisites: Wis 21, Improved Alignment-Based
Casting, domain of chosen alignment, alignment matching
WAND EXPERTISE [EPIC] chosen component, ability to cast 9th-level divine spells.
You can activate wands with the speed that an archer fires Benefits: When casting spells of the chosen alignment,
arrows. you gain a +4 bonus on caster level checks to defeat spell
Prerequisites: Craft Wand, Master Wand, Quicken resistance.
Spell, Spellcraft 25 ranks.
Benefits: You may activate a wand in place of an attack
instead of as a standard action. EPIC DEVOTION [EPIC]
As a full-round action, you could thus make as many wand Choose an alignment component (chaos, evil, good, or law)
activations as you could normally make ranged attacks. different from your own alignment.
For instance, if your base attack bonus is +11, you could You are particularly resistant to spells of that alignment.
activate a wand three times as a full-round action. Prerequisites: Wis 21, Iron Will, alignment different
If you also had the Rapid Shot feat, you could activate the from the chosen component, patron deity who does not
wand four times as a full-round action. accept clerics who have the chosen component.
Each activation after the first costs one additional charge Benefit: You gain a +4 divine bonus on saves against
from the wand, cumulative. spells of the chosen alignment component.
Thus, the second activation in a round costs 2 extra charges, For instance, a lawful good paladin of Helm who selected
the third activation 3 extra charges, and so forth. “chaos” would gain a +4 divine bonus on saves against
chaotic spells.
That paladin could not select “good” or “law” because they
WIELD OVERSIZED WEAPON [EPIC] are part of her own alignment, nor could she select “evil”
You can use larger than normal weapons with ease. because Helm accepts evil clerics.
Prerequisites: Str 25, Epic Prowess, base attack bonus Special: You can take this feat more than once.
+21. Each time you select the feat, select a new alignment
Benefit: You can treat any weapon as if it were one size component.
category smaller than normal for the purpose of wielding it
in combat.
For instance, a halfling with this feat could wield a NEW FORGOTTEN REALMS
longsword as a one-handed weapon, or a human could
wield an ogre’s Huge greatclub as a two-handed weapon.
Normal: You can wield weapons of your size or smaller
CAMPAIGN SETTING
only.
Special: You can’t use this feat in conjunction with
SIDEBAR FEATS
Weapon Finesse.
For instance, a halfling with this feat couldn’t apply the
effects of Weapon Finesse while wielding a short sword,
INSCRIBE EPIC RUNE []
even though this feat enables him to otherwise treat it as a You can inscribe runes of epic power.
light weapon. Prerequisite: Intelligence 19+, Inscribe Rune, Craft
(appropriate skill) 24 ranks.
Benefit: You can inscribe runes that exceed the normal
limit for such items (as described above).
226
For instance, you could inscribe a rune with a spell of Hot Witchlight: Your witchlight deals 2d6 points of fire
greater than 9th level, or a rune with a caster level greater damage every round to the target.
than 20th. Bright Witchlight: Your witchlight sheds light as a daylight
Even this feat does not allow you to inscribe a rune with an spell.
epic spell (see Chapter 2: Epic Spells in the Epic Level You can voluntarily reduce the power of your witchlight (to
Handbook). the levels listed for Greater Witchlight) if you so choose
Such magic defies the power of the written word and thus when activating the ability.
cannot be scribed into runic form.
ETHEREAL LEAP [EPIC, GHOST,
NEW GHOSTWALK EPIC TRAVELER]
FEATS Your teleports can cover a greater distance.
Prerequisites: Wis 21, Ethereal Sidestep, Incorporeal
Form.
ENDLESS MALEVOLENCE [EPIC, Benefit: The distance you can transfer via your Ethereal
Sidestep feat increases by 30 feet.
GHOST, DOMINATOR] Special: You may select this feat multiple times.
You can possess creatures for an unlimited period of time. Each time you choose the feat, the distance covered by your
Ethereal Sidestep increases by 30 feet.
Prerequisites: Cha 25, Ghost Ride, Iron Will, Minor
Malevolence, Malevolence.
Benefit: As the Malevolence feat, except the duration is EXTENDED FULL MANIFESTATION
permanent.
You may take a standard action to end your possession of a [EPIC, GHOST, TRAVELER]
target creature. You can manifest fully for an extended period of time.
Prerequisites: Con 17, Wis 17, Full Manifestation.
EPIC ENERVATING TOUCH [EPIC, Benefit: When incorporeal, as a standard action you can
make a Will saving throw (DC 15) to manifest fully for 1
GHOST, CORRUPTOR] minute.
Your touch bestows a powerful surge of negative energy Normal: A ghost without this feat cannot manifest fully
upon creatures. outside the Manifest Ward without magical aid, or (if he
Prerequisites: Cha 23, Corrupting Touch, Enervating has the Full Manifestation feat) can manifest only for a
Touch, nongood alignment. single round.
Benefit: Your enervating touch bestows two negative
levels upon the creature touched. POLTERGEIST SHIELD [EPIC, GHOST,
Add +2 to the save DC require to remove the negative
levels. POLTERGEIST]
You can extend a shield of deflection around a nearby ally.
EPIC HORRIFIC APPEARANCE [EPIC, Prerequisites: Cha 19, Ghost Hand, Improved
Deflection, Poltergeist Hand.
GHOST, HAUNT] Benefit: As a move action, you can grant any creature
Your appearance causes tremendous impairment to those within 30 feet a deflection bonus to AC equal to your
who view it. incorporeal deflection bonus.
Prerequisites: Cha 25, Control Visage, Haunting This bonus lasts until you end it (a free action), grant it to
Appearance, Horrific Appearance, Improved Control another target, or until you and your target move more than
Visage, nongood alignment. 30 feet apart.
Benefit: Your horrific appearance deals 1d6 points of
temporary damage to each viewer’s Strength, Dexterity, and RAPID GHOST FLIGHT [EPIC, GHOST,
Constitution scores.
TRAVELER]
EPIC WITCHLIGHT [EPIC, GHOST, Your fully manifested ghost body can fly at great speed
with unsurpassed maneuverability.
SHAPER] Prerequisites: Ghost Flight, Ghost Glide, Improved
Ghost Flight.
Your witchlight grows in duration, strength, and power of
illumination. Benefit: Your ghost flight speed increases by 20 feet.
Prerequisites: Ectoplasm, Greater Witchlight, (This stacks with the increase gained from Improved Ghost
Witchlight. Flight).
Your maneuverability becomes perfect.
Benefits: Your witchlight effects grow in power, as
follows: Extended Witchlight: Your witchlight lasts as long as
you concentrate + 1 hour.
227
As a full-round action, you could thus make as many wand
NEW MAGIC EPIC FEATS activations as you could normally make ranged attacks.
For instance, if your base attack bonus is +11, you could
activate a wand three times as a full-round action.
FOCUSED SPELL PENETRATION If you also had the Rapid Shot feat, you could activate the
wand four times as a full-round action.
[EPIC] Each activation after the first costs one additional charge
Choose a school of magic for which you have selected the from the wand, cumulative.
Epic Spell Focus feat. Thus, the second activation in a round costs 2 extra charges,
Your spells of that school are more capable of overcoming the third activation 3 extra charges, and so forth.
spell resistance.
Prerequisites: Epic Spell Focus (chosen school), Spell
Focus (chosen school), Spell Penetration, ability to cast 9th- NEW MAGIC OF FAERÛN
level spells.
Benefits: When casting spells of the chosen school, you
gain a +4 bonus to caster level checks to defeat spell
EPIC FEATS
resistance.
This stacks with all other bonuses to overcome spell EPIC COUNTERSPELL [EPIC]
resistance; however, having this feat does not make such
bonuses stack with each other if they normally don’t. You can counterspell any number of spells each round.
Special: You may select this feat multiple times. Prerequisites: Combat Reflexes, Improved
Each time you select this feat, it applies to a different school Counterspell, Improved Initiative, Quicken Spell, Reactive
of magic for which you have selected Epic Spell Focus. Counterspell, Spellcraft 30 ranks.
Benefit: Any number of times per round, you can
counterspell an opponent’s spell even if you have not
EPIC SPELL SPECIALIZATION [EPIC] readied an action to do so.
Choose a spell that you can cast. This counterspell doesn’t count against your later actions.
That spell is more powerful when you cast it. You can even use this feat when flat-footed.
Prerequisites: Spellcraft 24 ranks, ability to cast 9th- Normal: Without this feat, you must ready an action each
level spells. round you wish to use a counterspell.
If you have the Reactive Counterspell feat, you can
Benefits: When casting the chosen spell, treat your
caster level as 2 higher for all purposes, including range, counterspell an opponent’s spell if you haven’t readied an
duration, resistance to dispel checks, and overcoming spell action, but only once per turn and not when flat-footed.
resistance. Special: This feat should be considered part of the epic
bonus feat list for any class that grants access to spells of at
least 6th level as part of normal (nonepic) class progression
STAFF EXPERTISE [EPIC] (for example, bards, clerics, druids, sorcerers, and wizards),
as well as for any prestige class that grants “+1 level of
You can activate staffs with the speed that an archer fires
existing class” spell progression at all levels.
arrows.
Prerequisites: Craft Staff, Master Staff, Quicken Spell,
Spellcraft 30 ranks. EPIC SPELLFIRE WIELDER [EPIC]
Benefits: You may activate a staff in place of an attack
Your ability to store spellfire energy levels is greater than
instead of as a standard action.
normal.
As a full-round action, you could thus make as many staff
Prerequisites: Concentration 20 ranks, Endurance,
activations as you could normally make ranged attacks.
Spellfire Wielder.
For instance, if your base attack bonus is +11, you could
activate a staff three times as a full-round action. Benefit: For purposes of determining your limit of stored
If you also had the Rapid Shot feat, you could activate the spellfire energy levels, treat your Constitution as if it were 4
staff four times as a full-round action. points higher than normal.
Each activation after the first costs one additional charge Normal: Without this feat, a spellfire wielder’s limit of
from the staff, cumulative. stored spellfire energy levels is equal to her Constitution
Thus, the second activation in a round costs 2 extra charges, score.
the third activation 3 extra charges, and so forth. Special: You can select this feat multiple times.
Each time you gain this feat, your limit of stored spellfire
energy levels increases by 4.
WAND EXPERTISE [EPIC]
You can activate wands with the speed that an archer fires IMPROVED SPELLPOOL ACCESS
arrows.
Prerequisites: Craft Wand, Master Wand, Quicken [EPIC]
Spell, Spellcraft 25 ranks. You can use your spellpool access to call spells of greater
Benefits: You may activate a wand in place of an attack than normal power.
instead of as a standard action. Prerequisites: Knowledge (arcana) 30 ranks, Spellcraft
30 ranks, ability to call spells from a spellpool.
228
Benefit: The chance of a desired spell being available in
the spellpool in any given 24-hour period is equal to 90% INSTANT INFUSION [ITEM
minus 5% per level of the spell, to a minimum of 5% for CREATION] [EPIC]
spells of 17th level or higher.
Normal: The chance of a spell being available is equal to You can create infusions instantly by touch.
65% minus 5% per level of the spell, to a minimum of 5% for Prerequisites: Automatic Quicken Spell, Create
spells of 12th level or higher. Infusion, Create Epic Infusion, Quicken Spell, Knowledge
Special: This feat should be considered part of the epic (nature) 30 ranks, Spellcraft 30 ranks.
bonus feat list for any class that grants its members Benefit: You can create infusions as a full-round action.
spellpool access. You must still expend the appropriate amount of gold
pieces and experience points to create the infusion.
SLIPPERY SKIN []
HANDBOOK (3.5)
You can expertly avoid the grasp of your enemies.
Prerequisites: Escape Artist 9 ranks, Combat Reflexes. MAIN SECTION FEATS
Benefit: If a creature makes a touch attack against you to
initiate a grapple, you can sacrifice one of your attacks of
opportunity as an immediate action to make an Escape ALIGNED ATTACK [PSIONIC]
Artist check. Your melee or ranged attack overcomes your opponent’s
You must use the check result in place of your touch Armor alignment-based damage reduction and deals additional
Class, even if the result is lower. damage.
Prerequisite: Base attack bonus +6.
STRENGTH OF CONVICTION [] Benefit: When you take this feat, choose either chaos,
good, evil or law.
You can channel the fury of your deity against a foe. (Your choice must match one of your alignment
Prerequisites: Smite good or smite evil. components; for example, if you are lawful good, you can
Benefit: Each day, you can sacrifice one use of smite evil choose either lawful or good, but not chaotic or evil).
or smite good to smite a single target regardless of his Once you’ve made this alignment choice, it cannot be
alignment. changed.
You gain no additional bonus on the attack roll, but if you To use this feat, you must expend your psionic focus (see
hit the target, you deal a number of extra points of damage the Concentration skill description, page 37).
equal to your class level. When you make a successful melee or ranged attack, you
deal an extra 1d6 points of damage, and your attack is
treated as either a good, evil, chaotic, or lawful attack
TWIST THE KNIFE [] (depending on your original choice) for the purpose of
You can make a vicious attack that leaves your victim overcoming damage reduction.
gasping in pain. You must decide whether or not to use this feat prior to
Prerequisites: Sneak attack +2d6, Improved Critical making an attack.
(melee weapon). If your attack misses, you still expend your psionic focus.
Benefit: Whenever you confirm a critical hit while
wielding a melee weapon for which you have the Improved
Critical feat, you can forego the extra damage and wrack the ANTIPSIONIC MAGIC [GENERAL]
target with pain instead. Your spells are more potent when used against psionic
For a number of rounds equal to the weapon’s critical characters and creatures.
multiplier, the target takes a –3 penalty on attack rolls, Prerequisite: Spellcraft 5 ranks.
weapon damage rolls, saving throws, ability checks, and Benefit: You get a get a +2 bonus on caster level checks
skill checks. made to overcome a psionic creature’s power resistance.
This bonus stacks with the bonus conferred by Spell
Penetration and Greater Spell Penetration.
UNCANNY FORETHOUGHT [] Moreover, whenever a psionic creature attempts to dispel a
You cunningly prepare your spells for any exigency. spell you cast, it makes its manifester level check against a
Prerequisites: Int 17, Spell Mastery. DC of 13 + its manifester level.
Benefit: When preparing your daily allotment of spells, The benefits of this feat apply only to power resistance.
you can reserve a number of spell slots equal to your The bonus does not apply to spell resistance.
Intelligence modifier. This is an exception to the psionics-magic transparency rule
As a standard action, you can use one of these slots to cast a (see page 55).
spell that you selected for the Spell Mastery feat. Special: You cannot take or use this feat if you have the
The level of the slot used must be equal to or greater than ability to use powers (if you have a power point reserve or
the level of the spell you intend to cast. psi-like abilities).
Alternatively, as a full-round action, you can use a reserved
slot to cast any spell that you know.
The spell is resolved as normal, but for the purpose of the AUTONOMOUS [GENERAL]
spell, your caster level is reduced by two. You have a knack for psionic self-sufficiency.
236
Benefit: You get a +2 bonus on all Autohypnosis checks You can chain any power that affects a single target and that
and Knowledge (psionics) checks. deals either acid, cold, electricity, fire, or sonic damage.
After the primary target is struck, the power can arc to a
number of secondary targets equal to your manifester level
BODY FUEL [PSIONIC] (maximum twenty).
You can expand your power point total at the expense of The secondary arcs each strike one target and deal half as
your health. much damage as the primary one did (round down).
Benefit: You can recover 2 power points by taking 1 point Each target gets to make a saving throw, if one is allowed by
of ability burn damage (see page 67) to each of your three the power.
ability scores: Strength, Dexterity, and Constitution. You choose secondary targets as you like, but they must all
You can recover additional power points for a proportional be within 30 feet of the primary target, and no target can be
cost; for example, you could choose to recover 6 power struck more than once.
points by taking 3 points of ability burn damage to You can choose to affect fewer secondary targets than the
Strength, Dexterity, and Constitution. maximum (to avoid allies in the area, for example).
These recovered points are added to your power point Using this feat increases the power point cost of the power
reserve as if you had gained them by resting overnight. by 6.
Special: Only living creatures can use this feat. The power’s total cost cannot exceed your manifester level.
You can take advantage of this feat only while in your own
body (if you are under the effect of mind switch or
metamorph, for example, you gain no benefit).
CHAOTIC MIND [GENERAL]
The turbulence of your thoughts prevents others from
gaining insight into your actions.
BOOST CONSTRUCT [PSIONIC] Prerequisite: Chaotic alignment, Cha 15.
Your astral constructs have more abilities. Benefit: Creatures and characters who have an insight
Benefit: When you create an astral construct, you can bonus on their attack rolls, an insight bonus to their Armor
give it one additional special ability from any menu (see Class, or an insight bonus on skill checks or ability checks
page 186) that the construct currently has an ability from. do not gain those bonuses against you.
The benefit of this feat applies only to insight bonuses
gained from psionic powers and psi-like abilities.
BURROWING POWER This is an exception to the psionics-magic transparency rule
(see page 55).
[METAPSIONIC] Special: You cannot take or use this feat if you have the
Your powers sometimes bypass barriers. ability to use powers (if you have a power point reserve or
Benefit: To use this feat, you must expend your psionic psi-like abilities).
focus (see the Concentration skill description, page 37).
You can attempt to manifest your powers against targets
that are sheltered behind a wall or force effect. CLOAK DANCE [GENERAL]
Your power briefly skips through the Astral Plane to bypass You are skilled at using optical tricks to make yourself seem
the barrier. to be where you are not.
The strength and thickness of the barrier determine your Prerequisites: Hide 10 ranks, Perform (dance) 2 ranks.
chance of success. Benefit: You can take a move action to obscure your exact
To successfully bypass the barrier with your power, you position.
make a Psicraft check against a DC equal to 10 + the Until your next turn, you have concealment.
hardness of the barrier + 1 per foot of thickness (minimum Alternatively, you can take a full-round action to entirely
1). obscure your exact position.
Assign a hardness of 20 to barriers without a hardness Until your next action, you have total concealment.
rating, such as force effects (or a wall of ectoplasm).
Force walls or walls of ectoplasm are assumed to have less
than 1 foot of thickness unless noted otherwise. CLOSED MIND [GENERAL]
If a power requires line of sight (which includes most Your mind is better able to resist psionics than normal.
powers that affect a target or targets instead of an area), you Benefit: You get a +2 bonus on all saving throws to resist
cannot manifest it as a burrowing power unless you can powers.
somehow see the target, such as with clairvoyant sense. The benefit of this feat applies only to psionic powers and
Using this feat increases the power point cost of the power psi-like abilities.
by 2. This is an exception to the psionics-magic transparency rule
The power’s total cost cannot exceed your manifester level. (see page 55).
Special: You cannot take or use this feat if you have the
CHAIN POWER [METAPSIONIC] ability to use powers (if you have a power point reserve or
psi-like abilities).
You can manifest powers that arc to hit other targets in
addition to the primary target.
Benefit: To use this feat, you must expend your psionic
focus (see the Concentration skill description, page 37).
237
See page 169 for descriptions of psicrowns, the
COMBAT MANIFESTATION prerequisites associated with each one, and their prices.
[PSIONIC] Some psicrowns incur extra costs in XP as noted in their
descriptions.
You are adept at manifesting powers in combat. These costs are in addition to those derived from the
Benefit: You get a +4 bonus on Concentration checks psicrown’s base price.
made to manifest a power or use a psi-like ability while on
the defensive (see Manifesting Powers on the Defensive,
page 54) or while you are grappling or pinned. CRAFT PSIONIC ARMS AND ARMOR
[ITEM CREATION]
CRAFT COGNIZANCE CRYSTAL You can create psionic weapons, armor, and shields.
[ITEM CREATION] Prerequisite: Manifester level 5th.
Benefit: You can create any psionic weapon, armor, or
You can create psionic cognizance crystals that store power shield whose prerequisites you meet.
points. Enhancing a weapon, suit of armor, or shield takes one day
Prerequisite: Manifester level 3rd. for each 1,000 gp in the price of its psionic features.
Benefit: You can create a cognizance crystal. To enhance a weapon, you must spend 1/25 of its features’
Doing so takes one day for each 1,000 gp in its base price. total price in XP and use up raw materials costing one-half
The base price of a cognizance crystal is equal to the highest- of this total price.
level power it could manifest using all its stored power See Chapter 7 for descriptions of psionic weapons, armor,
points, squared, multiplied by 1,000 gp. and shields, the prerequisites associated with each, and the
For example, a cognizance crystal that stores 5 power points prices of their features.
could be used to manifest a power as high as 3rd level. The weapon, armor, or shield to be enhanced must be a
Thus, its cost is 9,000 gp (3 × 3 × 1,000 = 9,000). masterwork item that you provide.
To create a cognizance crystal, you must spend 1/25 of its base Its cost is not included in the above cost.
price in XP and use up raw materials costing one-half its You can also mend a broken psionic weapon, suit of armor,
base price. or shield if it is one that you could make.
Doing so costs half the XP, half the raw materials, and half
CRAFT DORJE [ITEM CREATION] the time it would take to enhance that item in the first
place.
You can create slender crystal wands called dorjes than
manifest powers when charges are expended.
Prerequisite: Manifester level 5th. CRAFT PSIONIC CONSTRUCT [ITEM
Benefit: You can create a dorje of any psionic power you
know (barring exceptions, such as bestow power, as noted in CREATION]
a power’s description). You can create golems and other psionic automatons that
Crafting a dorje takes one day for each 1,000 gp in its base obey your orders.
price. Prerequisites: Craft Psionic Arms and Armor, Craft
The base price of a dorje is its manifester level × the power Universal Item.
level × 750 gp. Benefit: You can create any psionic construct whose
To craft a dorje, you must spend 1/25 of this base price in prerequisites you meet.
XP and use up raw materials costing one-half of this base Creating a construct takes one day for each 1,000 gp in its
price. base price.
A newly created dorje has 50 charges. To create a construct, you must spend 1/25 of the
Any dorje that stores a power with an XP cost also carries a construct’s base price in XP and use up raw materials
commensurate cost. costing one-half of this price (see the psion-killer
In addition to the XP cost derived from the base price, you description, page 208, for details).
must pay fifty times the XP cost. A newly created construct has average hit points for its Hit
Dice.
CRAFT PSICROWN [ITEM
CRAFT UNIVERSAL ITEM [ITEM
CREATION]
You can create psicrowns, which have multiple psionic CREATION]
effects. You can create universal psionic items, such as a third eye or
Prerequisite: Manifester level 12th. a psychoactive skin.
Benefit: You can create any psicrown whose prerequisites Prerequisite: Manifester level 3rd.
you meet. Benefit: You can create any universal psionic item whose
Crafting a psicrown takes one day for each 1,000 gp in its prerequisites you meet (see page 172 for prerequisites and
base price. other in formation on universal items).
To craft a psicrown, you must spend 1/25 of its base price in Crafting a universal psionic item takes one day for each
XP and use up raw materials costing one-half of its base 1,000 gp in its base price.
price.
238
To craft a universal psionic item, you must spend 1/25 of Any effects resolved by those affected by the power,
the item’s base price in XP and use up raw materials costing including saving throws, are decided when the delay period
one-half of this price. ends.
You can also mend a broken universal item if it is one that A delayed power can be dispelled normally during the
you could make. delay, and can be detected normally in the area or on the
Doing so costs half the XP, half the raw materials, and half target by the use of powers that can detect psionic effects.
the time it would take to craft that item in the first place. Using this feat increases the power point cost of the power
Some universal items incur extra costs in XP, as noted in by 2.
their descriptions. The power’s total cost cannot exceed your manifester level.
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 EMPOWER POWER [METAPSIONIC]
broken one. You can manifest powers to greater effect.
Benefit: To use this feat, you must expend your psionic
focus (see the Concentration skill description, page 37).
DEADLY PRECISION [GENERAL] You can empower a power.
You empty your mind of all distracting emotion, becoming All variable, numeric effects of an empowered power are
an instrument of deadly precision. increased by one-half.
Prerequisite: Dex 15, base attack bonus +5. An empowered power deals half again as much damage as
Benefit: You have deadly accuracy with your sneak normal, cures half again as many hit points, affects half
attacks. again as many targets, and so forth, as appropriate.
You can reroll any result of 1 on your sneak attack’s extra Augmented powers can also be empowered (multiply 1-1/2
damage dice. times the damage total of the augmented power).
You must keep the result of the reroll, even if it is another Saving throws and opposed checks (such as the one you
1. make when you manifest dispel psionics) are not affected, nor
are powers without random variables.
Using this feat increases the power point cost of the power
DEEP IMPACT [PSIONIC] by 2.
You can strike your foe with a melee weapon as if making a The power’s total cost cannot exceed your manifester level.
touch attack.
Prerequisite: Str 13, Psionic Weapon, base attack bonus
+5.
ENLARGE POWER [METAPSIONIC]
Benefit: To use this feat, you must expend your psionic You can manifest powers farther than normal.
focus (see the Concentration skill description, page 37). Benefit: To use this feat, you must expend your psionic
You can resolve your attack with a melee weapon as a touch focus (see the Concentration skill description, page 37).
attack. You can alter a power with a range of close, medium, or
You must decide whether or not to use this feat prior to long to increase its range by 100%.
making an attack. An enlarged power with a range of close has a range of 50
If your attack misses, you still expend your psionic focus. feet + 5 feet per level, a medium range power has a range of
200 feet + 20 feet per level, and a long-range power has a
range of 800 feet + 80 feet per level.
DELAY POWER [METAPSIONIC] Powers whose ranges are not defined by distance, as well as
You can manifest powers that go off up to 5 rounds later. powers whose ranges are not close, medium, or long, are
Benefit: To use this feat, you must expend your psionic not affected.
focus (see the Concentration skill description, page 37). Using this feat does not increase the power point cost of
You can manifest a power as a delayed power. the power.
A delayed power doesn’t activate immediately.
When you manifest the power, you choose one of three
trigger mechanisms: (1) The power activates when you take
EXPANDED KNOWLEDGE [PSIONIC]
a standard action to activate it; (2) It activates when a You learn another power.
creature enters the area that the power will affect (only Prerequisites: Manifester level 3rd.
powers that affect areas can use this trigger condition); or Benefit: Add to your powers known one additional power
(3) It activates on your turn after 5 rounds pass. of any level up to one level lower than the highest-level
If you choose one of the first two triggers and the power you can manifest.
conditions are not met within 5 rounds, the power activates For example, a 7th-level psion gains either a new 1st, 2nd,
automatically on the fifth round. or 3rd-level power.
Only area and personal powers can be delayed. You can choose any power, including powers from another
Any decisions you would make about the delayed power, discipline’s list or even from another class’s list.
including attack rolls, designating targets, or determining Special: You can gain this feat multiple times.
or shaping an area, are decided when the power is Each time, you learn one new power at any level up to one
manifested. less than the highest-level power you can manifest.
239
Benefit: You must be psionically focused to use this feat.
EXTEND POWER [METAPSIONIC] When you make a melee attack or a ranged attack against
You can manifest powers that last longer than normal. an incorporeal creature, you can make two rolls to check
Benefit: To use this feat, you must expend your psionic for the miss chance.
focus (see the Concentration skill description, page 37). If either is successful, the attack is treated as if it were made
You can manifest an extended power. with a ghost touch weapon for the purpose of affecting the
An extended power lasts twice as long as normal. creature.
A power with a duration of concentration, instantaneous, or Your weapon or natural weapon actually appears to become
permanent is not affected by this feat. briefly incorporeal as the attack is made.
Using this feat increases the power point cost of the power
by 2.
The power’s total cost cannot exceed your manifester level. GREATER MANYSHOT [GENERAL]
You are skilled at firing many arrows at once, even at
different opponents.
FELL SHOT [PSIONIC] Prerequisites: Dex 17, Manyshot, Point Blank Shot,
You can strike your foe with a ranged weapon as if making a Rapid Shot, base attack bonus +6.
touch attack. Benefit: When you use the Manyshot feat, you can fire
Prerequisite: Dex 13, Point Blank Shot, Psionic Shot, each arrow at a different target instead of firing all of them
base attack bonus +5. at the same target.
Benefit: To use this feat, you must expend your psionic You make a separate attack roll for each arrow, regardless of
focus (see the Concentration skill description, page 37). whether you fire them at separate targets or the same target.
You can resolve your ranged attack as a ranged touch attack. Your precision-based damage applies to each arrow fired,
You must decide whether or not to use this feat prior to and, if you score a critical hit with more than one of the
making an attack. arrows, each critical hit deals critical damage.
If your attack misses, you still expend your psionic focus. Special: A fighter may select this feat as one of his fighter
bonus feats.
FOCUSED SUNDER [PSIONIC]
You can sense the stress points on others’ weapons. GREATER POWER PENETRATION
Prerequisite: Str 13, Power Attack, Improved Sunder. [PSIONIC]
Benefit: To use this feat, you must expend your psionic
focus (see the Concentration skill description, page 37). Your powers are especially potent at breaking through
When you strike at an opponent’s weapon, you ignore half power resistance.
of the weapon’s total hardness (round down). Prerequisite: Power Penetration.
Total hardness includes any magical or psionic Benefit: To use this feat, you must expend your psionic
enhancements possessed by the weapon that increase its focus (see the Concentration skill description, page 37).
hardness. You get a +4 bonus on manifester level checks to overcome
Special: You can also sense the stress points in any hard a creature’s power resistance.
construction, such as wooden doors or stone walls, and can This bonus stacks with the bonus from Power Penetration
ignore half of the object’s total hardness (round down) (see page 49).
when attacking that object.
GREATER POWER SPECIALIZATION
FORCE OF WILL [GENERAL] [PSIONIC]
You are able to resist psionic attacks with extreme force of You deal more damage with your powers.
will. Prerequisites: Power Specialization, Weapon Focus
Prerequisite: Iron Will. (ray), manifester level 12th.
Benefit: Once per round, when targeted by a psionic Benefit: Your powers that deal damage deal an extra 2
effect that allows a Reflex save or a Fortitude save, you can points of damage.
instead make a Will saving throw to avoid the effect. This damage stacks with other bonuses on damage rolls to
The benefit of this feat applies only to psionic powers and powers, including the one from Power Specialization.
psi-like abilities. The damage bonus applies only if the target or targets are
This is an exception to the psionics-magic transparency rule within 30 feet.
(see page 55).
Special: You cannot take or use this feat if you have the
ability to use powers (if you have a power point reserve or GREATER PSIONIC ENDOWMENT
psi-like abilities).
[PSIONIC]
You can use meditation to focus your powers.
GHOST ATTACK [PSIONIC] Prerequisite: Psionic Endowment.
Your deadly strikes against incorporeal foes always find Benefit: When you use the Psionic Endowment feat, you
their mark. add +2 to the save DC of a power you manifest instead of +1.
Prerequisite: Base attack bonus +3.
240
Any power stone that stores a power with an XP cost also
GREATER PSIONIC FIST [PSIONIC] carries a commensurate cost.
You can charge your unarmed strike or natural weapon In addition to the costs derived from the base price, you
with additional damage potential. must pay the XP when encoding the stone.
Prerequisite: Str 13, Psionic Fist, base attack bonus +5.
Benefit: When you use the Psionic Fist feat, your
unarmed attack or attack with a natural weapon deals an IMPROVED PSICRYSTAL [PSIONIC]
extra 4d6 points of damage instead of an extra 2d6 points. You can upgrade your psicrystal.
Prerequisites: Psicrystal Affinity.
Benefit: You can implant another personality fragment in
GREATER PSIONIC SHOT [PSIONIC] your psicrystal.
You can charge your ranged attacks with additional damage You gain the benefits of both psicrystal personalities.
potential. Your psicrystal’s personality adjusts and becomes a blend
Prerequisite: Point Blank Shot, Psionic Shot, base attack between all implanted personality fragments.
bonus +5. From now on, when determining the abilities of your
Benefit: When you use the Psionic Shot feat, your ranged psicrystal, treat your manifester level as one higher than
attack deals an extra 4d6 points of damage instead of an your normal manifester level.
extra 2d6 points. Special: You can gain this feat multiple times.
Each time, you implant a new personality fragment in your
psicrystal, from which you derive the noted benefits, and
GREATER PSIONIC WEAPON you treat your level as one higher for the purpose of
[PSIONIC] determining your psicrystal’s abilities.
You can charge your melee weapon with additional damage
potential. INQUISITOR [PSIONIC]
Prerequisite: Str 13, Psionic Weapon, base attack bonus You know when others lie.
+5. Prerequisite: Wis 13.
Benefit: When you use the Psionic Weapon feat, your Benefit: To use this feat, you must expend your psionic
attack with a melee weapon deals an extra 4d6 points of focus (see the Concentration skill description, page 37).
damage instead of an extra 2d6 points. You gain a +10 bonus on a Sense Motive check to oppose a
Bluff check.
HOSTILE MIND [GENERAL] You must decide whether or not to use this feat prior to
making a Sense Motive check.
Your mind recoils violently against those who use psionics If your check fails, or if the opponent isn’t lying, you still
against you. expend your psionic focus.
Prerequisite: Cha 15.
Benefit: Whenever you are subject to a power from the
telepathy discipline (regardless of whether the power is MAXIMIZE POWER [METAPSIONIC]
harmful or beneficial to you), the manifester must make a You can manifest powers to maximum effect.
Will saving throw against a DC of 10 + 1/2 your character Benefit: To use this feat, you must expend your psionic
level + your Charisma bonus or take 2d6 points of damage. focus (see the Concentration skill description, page 37).
The benefit of this feat applies only to psionic powers and You can maximize a power.
psi-like abilities. All variable, numeric effects of a power modified by this
This is an exception to the psionics-magic transparency rule feat are maximized.
(see page 55). A maximized power deals maximum damage, cures the
Special: You cannot take or use this feat if you have the maximum number of hit points, affects the maximum
ability to use powers (if you have a power point reserve or number of targets, and so on, as appropriate.
psi-like abilities). Saving throws and opposed checks are not affected, nor are
powers without random variables.
IMPRINT STONE [ITEM CREATION] Augmented powers can be maximized; a maximized
augmented power deals the maximum damage (or cures the
You can create power stones to store psionic powers. maximum hit points, and so on) of the augmented power.
Prerequisite: Manifester level 1st. An empowered and maximized power gains the separate
Benefit: You can create a power stone of any power that benefits of each feat: the maximum result plus one-half the
you know. normally rolled result.
Encoding a power stone takes one day for each 1,000 gp in Using this feat increases the power point cost of the power
its base price. by 4.
The base price of a power stone is the level of the stored The power’s total cost cannot exceed your manifester level.
power × its manifester level × 25 gp.
To imprint a power stone, you must spend 1/25 of this base
price in XP and use up raw materials costing one-half of MENTAL LEAP [PSIONIC]
this base price. You can make amazing jumps.
Prerequisite: Str 13, Jump 5 ranks.
241
Benefit: To use this feat, you must expend your psionic
focus (see the Concentration skill description, page 37).
NARROW MIND [PSIONIC]
You gain a +10 bonus on a Jump check. Your ability to concentrate is as keen as an arrowhead,
allowing you to gain your psionic focus even in the most
turbulent situations.
MENTAL RESISTANCE [GENERAL] Prerequisite: Wis 13.
Your mind is armored against mental intrusion. Benefit: You gain a +4 bonus on Concentration checks
Prerequisite: Base Will save bonus +2. you make to become psionically focused.
Benefit: Against psionic attacks that do not employ an
energy type to deal damage, such as mind thrust, you gain
damage reduction 3/–. OPEN MINDED [GENERAL]
In addition, when you are hit with ability damage (but not You are naturally able to reroute your memory, mind, and
ability drain or ability burn damage) from a psionic attack, skill expertise.
you take 3 points less than you would normally take. Benefit: You immediately gain an extra 5 skill points.
The benefit of this feat applies only to psionic powers and You spend these skill points as normal.
psi-like abilities. If you spend them on a cross-class skills they count as 1/2
This is an exception to the psionics-magic transparency rule ranks.
(see page 55). You cannot exceed the normal maximum ranks for your
Special: You cannot take or use this feat if you have the level in any skill.
ability to use powers (if you have a power point reserve or Special: You can gain this feat multiple times.
psi-like abilities). Each time, you immediately gain another 5 skill points.
DIVINE SPLENDOR []
Any mortal who approaches within the listed range of you
DIVINE WEAPON MASTERY []
while you are in your natural form dies immediately, with Gain the benefits of the Weapon Focus, Weapon
no saving throw. Specialization, and Improved Critical feats when wielding
any simple or martial weapon.
253
You can also resurrect an elemental or outsider or a
DIVINE WEAPON SPECIALIZATION [] creature whose soul is trapped, provided it is not held by a
Increase the damage you deal with the selected weapon by deity of higher rank than you.
your divine rank. You cannot restore life to a creature that has been slain by
If the selected weapon is a ranged weapon, the extra the Hand of Death or by Life and Death ability of a deity of
damage applies against any target you can see. higher rank.
This ability otherwise works just like the true resurrection
spell.
ENERGY BURST []
Create an emanation of the specified energy type in the
listed radius. GROW CREATURE []
Anything in the area takes the listed amount of the This ability works just like the animal growth spell, except
appropriate energy damage. that it can affect up to the listed number of creatures of the
A successful saving throw (Reflex for acid, cold, electricity, specified type, all of which must be within your line of
or fire, or Fort for sonic energy) reduces damage by half. sight when first affected.
The effect lasts one day.
ENERGY STORM []
Surround yourself with a vortex of the specified energy that HAND OF DEATH []
extends from you in an emanation with the listed radius. Snuff out the life of any mortal within your sensory range
Attacks with thrown weapons and projectiles fail if they are by pointing at it.
made by creatures inside the area, or are targeted at There must be an unbroken line of effect between you and
creatures within the area, or if their paths take them the target.
through the area. This ability works just like the destruction spell, except that
Energy storms deal the listed amount of damage of the there is no material component.
appropriate energy types per round. If the target makes a successful Fort saving throw, it still
takes 10d6 points of damage.
A mortal killed by this attack cannot be raised or
EXTRA DOMAIN [] resurrected, except by a deity of equal or higher rank using
Choose one additional domain. the Gift of Life, Life and Death, or Mass Life and Death
You can grant spells and powers from that domain and use salient ability.
those spells and powers personally.
INCREASED ENERGY RESISTANCE []
EXTRA ENERGY IMMUNITY [] Gain extra resistance to the selected type of energy.
Gain immunity to acid, cold, electricity, fire, or sonic
energy.
This ability is effective even if the attacker is a deity of INCREASED DAMAGE REDUCTION []
higher rank. Increase both aspects of your damage reduction.
254
You can affect up to the listed daily maximum of creatures
IRRESISTIBLE BLOWS [] at once, but all targets must be within your line of sight.
Resolve any melee attack with the selected weapon as a
melee touch attack (ignoring the target’s armor and natural
armor bonuses). LAY QUEST []
If the weapon hits, the creature struck must make a Fort This ability works just like the geas/quest spell except that it
save or be stunned for 1d10 rounds. works only on mortals and it can be removed only by a
An attack with the selected weapon against an object deity of your divine rank or higher.
ignores the object’s hardness. All targets must be within your line of sight when first
affected.
IRRESISTIBLE PERFORMANCE []
Create any of the following effects when engages in any LIFE AND DEATH []
type of performance as a full-round action. Snuff out the life of any one mortal, or restore any dead
It affects up to the listed number of creatures within a burst mortal to life.
with the listed radius, centered on you. The subject must be in a location you can sense, either
Once a creature saves successfully against any performance directly or remotely.
effect that allows a save, it cannot be affected again for one A subject that cannot be seen must be unambiguously
day. identified in some fashion.
• Creatures that fail a Will save are so engaged by the This ability works across planar boundaries and penetrates
performance that they are unable to take actions. any barrier except a Divine Shield.
They suffer a –4 penalty to Armor Class, cannot succeed in The death aspect of this ability works just like the
Ref saves (except on a roll of 20), and cannot use shields. destruction spell, except that there is no material component
These effects last for as long as the performance and for up or saving throw.
to 1 round per divine rank thereafter. The subject cannot be raised or resurrected afterward,
• Affected creatures are blissfully calm, becoming immune except by a deity of equal or higher rank using the Gift of
to fear and compulsion effects and rage, and any such Life or Life and Death salient ability.
effects already operating on them are countered and The life aspect works just like the true resurrection spell,
dispelled ,except for those created by deities of higher rank except that there is no material component and the time
than you. the subject has been dead is irrelevant.
The effects last as long as the performance and for up to 1 This ability cannot restore a creature to life against its will,
round per divine rank thereafter. but it can resurrect an elemental, outsider, or creature
• Creatures that fail a Will save fall asleep for 1 hour per whose soul is trapped, provided it is not held by a deity of
divine rank or until awakened. higher divine rank.
This works exactly like the sleep spell except that any living This ability cannot restore life to creature that has been
creature can be affected. slain by the Hand of Death, Life and Death, or Mass Life
You can end this effect at will. and Death ability of a deity with a higher divine rank.
• Creatures that fail a Fort save are so deeply moved that After using either version of this ability, you must rest for 1
they simply die. minute per Hit Die of the creature affected, unless you have
Only living creatures with Hit Dice equal to or less than the Death or Repose domain.
your divine rank are affected.
MASS DIVINE BLAST []
KNOW DEATH [] As Divine Blast, except that you can specify up to the listed
Discern the exact moment and circumstances of any mortal number of targets and the type and dimensions of the area.
creature’s death just by looking at it. Each use of this ability counts as a use of Divine Blast.
TRUE KNOWLEDGE []
Always succeed at bardic knowledge or lore checks, no
matter how obscure the knowledge.
Speaks and understand all languages.
Use legend lore and analyze dweomer as free actions at will.
These actions count against your maximum number of free
actions per round.
259
Benefit: Against lawful or good enemies, you gain a +1
profane bonus on attack and weapon damage rolls.
FIENDISH CODEX 1 CHAOTIC SPELL RECALL [ABYSSAL
(3.5) HERITOR]
A few choice spells never stray far from your mind.
Prerequisite: Any one Abyssal heritor feat, ability to
MAIN SECTION FEATS prepare and cast spells.
Benefit: Once per day, you can recall one spell with the
chaotic descriptor that you had prepared and then cast.
ABYSS-BOUND SOUL [VILE] The spell is then prepared again, just as if it had not been
cast.
You have pledged your immortal soul to a particular demon You recall the spell as a swift action.
lord in return for a gift that aids your evil works in life. The spell can be of any level you know, and you can recall
Prerequisite: Evil Brand, Thrall to Demon. the same spell or a different spell every time you use this
Benefit: Your evil brand incorporates the personal teat.
symbol of your demon lord patron, who watches over you You gain an additional daily use of this ability for every two
from the Abyss. abyssal heritor feats you possess.
You gain a +2 bonus on saving throws made against spells Special: Your mind frequently fills with chaotic thoughts,
with the good descriptor. imposing a –2 penalty on Concentration checks.
Additionally, a tiny portion of your patron’s power infuses
your body, granting you an additional benefit.
The exact benefit gained depends on who your patron is, as CLAWS OF THE BEAST [ABYSSAL
given below.
Baphomet: You deal double damage with weapons when you HERITOR]
charge. Your hands are twisted like claws.
Dagon: You can breathe water as well as you can breathe air. This deformity allows you to deal more damage than usual
Demogorgon: Once per day, you can automatically summon a with your unarmed strikes and sneak attacks.
tanar’ri with a CR equal to or less than one-half your Benefit: Your natural weapons or unarmed strikes gain a
character level. +1 profane bonus on damage rolls.
The summoned demon follows your commands and This bonus increases by 1 for every two Abyssal heritor
remains at your side for up to 1 hour. feats you possess.
This ability is the equivalent of a spell cast at a level equal to Special: Your talons make subtle manipulation of objects
your character level. more difficult, imposing a –2 penalty on Sleight of Hand
Fraz-Urb’luu; You cast illusion spells at +1 caster level. checks.
Graz’zt: You have immunity to fear effects.
Juiblex: You gain resistance to acid 5 (or your current
resistance to acid increases by 5). CLOAK OF THE OBYRITH [ABYSSAL
Kostchtchie: You gain resistance to cold 5 (or your current
resistance to cold increases by 5).
HERITOR]
Malcanthet: You cast enchantment spells at +1 caster level. The chaos of the Abyss suffuses your being, as it does the
Obox-ob: Your natural armor bonus increases by 1. ancient obyriths.
Orcus: You cast necromancy spells at +1 caster level. Prerequisite: Chaotic alignment.
Pale Night: You have immunity to insanity and confusion Benefit: You gain damage reduction 1/lawful.
effects. The amount of damage reduction increases by 1 for each
Pazuzu: While flying, you gain a +2 profane bonus on Reflex additional Abyssal heritor feat you possess.
saves. Special: You are careless when it comes to your own
Yeenoghu: When you attack with natural weapons, you gain fundamental well-being and take a –2 penalty on Survival
a +1 profane bonus on attack and damage rolls. checks.
Zuggtmoy: You ignore extra damage from critical hits and
sneak attacks 25% of the time.
Special: When you die, your soul becomes the personal DARK SPEECH [VILE]
plaything of your demon patron. You learn a smattering of the language of truly dark power.
You can be restored to life only by true resurrection, miracle, Prerequisite: Will save bonus +5, Int 15, Cha 15.
or wish. Benefit: You can use the Dark Speech to bring loathing
and fear to others, to help cast evil spells and create evil
magic items, and to weaken physical objects.
BLOOD WAR CONSCRIPT [VILE] The four basic uses are detailed below.
Your evil brand indicates your rank in the armies of the Dread: Whenever you use Dark Speech in this manner, you
Blood War and infuses you with fury. take 1d4 points of Charisma damage, and every other
Prerequisite: Evil Brand. creature in a 30-foot radius must attempt a Will save (DC 10
+ 1/2 your character level + your Cha modifier).
260
The result of a failed save by a listener depends on the This improvement increases by 1 for every two Abyssal
listener’s character level and alignment, as detailed on the heritor feats you possess.
table below. If you do not have natural armor, assume your natural
armor bonus is +0.
Special: Your thickened skin tends to catch on objects
and makes you less flexible.
Because of these effects, you take a –2 penalty on Escape
Artist checks.
266
In addition, once per round as a swift action, you can infuse
MARK OF MALBOLGE [] a single natural attack with hellfire, dealing an extra 1d6
Malbolge has transformed into a place of disturbing growth points of damage.
and decay.
Glasya, the new mistress, has blessed you with the same
essence that infects everything in her domain, enabling you MARK OF PHLEGETHOS []
to draw power from the remains of the Hag Countess. The disturbing infatuation of physical pleasure and pain
Prerequisites: Brand of the Nine Hells, allegiance to has indelibly touched your mind, enabling to draw strength
Glasya. from your own suffering, as well as that of others.
Benefit: Your body throbs with a number of fleshy Prerequisites: Brand of the Nine Hells, allegiance to
tumors equal to your Constitution modifier +3 (minimum Belial or Fierna.
three tumors). Benefit: You gain your master’s or mistress’s penchant for
Each round, as a swift action, you can draw strength from perverse sensuality.
one of these cancerous growths to gain one of the following Whenever you take or deal damage, you gain 1 pleasure
benefits: point.
• +10-foot enhancement bonus to your base speed for 1 You can spend a single pleasure point as a swift action to
round. gain a +4 bonus on your next attack roll, save, or ability or
• Heal 2d6 points of damage +1 point per Hit Die. skill check.
• Increase your natural reach with your melee attacks by 5 Accumulated pleasure points disappear at the end of the
feet for 1 round. encounter.
• Spray a stream of noxious filth at an adjacent target,
forcing that creature to succeed on a Fortitude save (DC 10
+ 1/2 your HD + your Con modifier) or become sickened MARK OF STYGIA []
for 1 round. Levistus demands that his servants work endlessly to
Spent tumors regrow in 10 rounds. extract him from his icy tomb.
From your time on the glacier, you have learned to use your
environment to best advantage.
MARK OF MINAUROS [] Prerequisites: Brand of the Nine Hells, allegiance to
Mammon is an expert at managing the various powers of Levistus.
Hell. Benefit: Those who serve Levistus are accustomed to the
From service to this archdevil, you know when to use inhospitable cold and ice of Stygia.
explosive violence and when to beat a hasty retreat. You never need to make Balance checks when on slippery
Prerequisites: Brand of the Nine Hells, allegiance to or severely slippery surfaces, and you can move at full speed
Mammon. over any terrain that would ordinarily require a Balance
Benefit: Like your master, you know when to fight and check.
when to flee. Whenever both you and an opponent stand on icy or frozen
When making a charge attack, you gain a +2 bonus on your surfaces, you gain a +4 bonus on attack rolls and damage
attack roll at the end of the charge for every 10 feet you rolls.
move as part of the charge (in addition to the normal attack Finally, each round as a swift action, you can limn a weapon
bonus from charging). you wield with Stygian cold for 1 round.
In addition, when you move (and only when you move), On a successful hit, this weapon deals an extra 1d6 points of
the square in which you start your movement is not cold damage.
considered threatened. If the weapon is made of Baatorian green steel (see page
Normal: You gain a +2 bonus on your attack roll at the 99), it deals an extra 2d6 points of cold damage instead.
end of a charge.
Withdrawing is a full-round action.
PERSISTENT REFUSAL [DIVINE]
You can channel divine energy to make a second save
MARK OF NESSUS [] against an effect that specifically targets you.
All bow before Asmodeus. Prerequisite: Ability to turn or rebuke undead.
The Lord of Nessus grants you a hint of his commanding Benefit: As a swift action, spend one of your turn or
nature. rebuke undead attempts to make another save against any
Prerequisites: Brand of the Nine Hells, allegiance to effect that targets you and has a continuing duration.
Asmodeus. For example, on his turn, a cleric with this feat who fails a
Asmodeus himself, and you have learned to tap into this saving throw to resist the effect of a hold monster spell can
commanding authority. spend a turn undead attempt as a swift action to attempt
Whenever a creature would attack you, target you with a another save.
spell, or use spell-like or supernatural ability against you, it
must first succeed on a Will save (DC 10 + 1/2 your HD +
your Cha modifier). PIOUS DEFIANCE [DIVINE]
If it fails, it must select another target or take some other You can channel positive or negative energy to firm your
action. resolve.
Once an opponent succeeds on the saving throw, it cannot Prerequisite: Ability to turn or rebuke undead.
be affected again by your Mark of Nessus for 24 hours. 267
Benefit: You can spend a turn or rebuke attempt as an
immediate action to gain a bonus on Will saves equal to 1/2
your character level for 1 round.
RAPID REGENERATION []
You regenerate more rapidly.
Prerequisite: Regeneration ability.
Benefit: The amount of nonlethal damage removed by
your regeneration ability increases by 1.
Special: You can select this feat multiple times.
Its effects stack.
SUPERNATURAL INSTINCTS []
Your uncanny insight enables you to take advantage of the
Subtle opportunities created when an opponent uses
supernatural abilities against you.
Prerequisite: Combat Reflexes.
Benefit: When a creature you threaten uses a
supernatural ability, it provokes an attack of opportunity
from you.
Unlike a spell or spell-like ability, though, a successful hit
does not require the target to succeed on a Concentration
check to continue to make use of the supernatural ability.
Normal: Supernatural abilities do not provoke attacks of
opportunity.
UNDO RESISTANCE []
You learn to use cold iron weapons to unravel your
opponent’s magical defenses with a well-placed sneak
attack.
Prerequisite: Sneak attack, sudden strike, or skirmish
ability.
Benefit: If you successfully deal sneak attack damage
with a cold iron weapon, you reduce the target’s spell
resistance by 1 point per die of sneak attack damage.
Multiple uses of this feat stack.
Undo Resistance can reduce a target’s spell resistance to 0,
but not below 0.
Spell resistance reduced in this manner returns to normal 1
hour after the last sneak attack.
Special: You also gain this benefit with skirmish and
sudden strike damage.
Your DM might also allow you to use this feat with similar
special abilities that grant you extra dice of damage against
fiat-footed or flanked opponents.
VENGEFUL SURGE []
Opponents who target you with magical effects risk
sparking your ire.
Prerequisite: Iron Will.
Benefit: Whenever you make a successful saving throw
against a spell, spell-like ability, or supernatural effect, for 1
round you gain a ×2 bonus on damage rolls against the
creature that targeted you.
268
BLOODLINE OF FIRE [GENERAL]
FORGOTTEN You are descended from the efreet who ruled Calimshan
for two millennia.
The blood of these fire-spirits runs thick in your veins.
REALMS CAMPAIGN Region: Calimshan.
Benefit: You receive a +4 bonus on saving throws against
fire effects.
SETTING (3.0) You also add +2 to the DC of saving throws for any sorcerer
spells with the fire descriptor that you cast.
This benefit stacks with the Spell Focus feat if the spell you
cast is from your chosen school.
MAIN SECTION FEATS Special: You may only take this feat as a 1st-level
character.
270
FORESTER [GENERAL] IMPROVED FAMILIAR [GENERAL]
Faerûn’s great forests stretch for hundreds of mites across So long as you are able to acquire a new familiar, you may
the northlands. choose your new familiar from a nonstandard list.
You are knowledgeable about the secrets of the forest and Prerequisite: Ability to acquire a new familiar,
wise in its ways. compatible alignment.
Regions: Chondalwood, Dalelands, the Great Dale, the Benefit: When, choosing a familiar, the following
High Forest, ghostwise halfling, moon elf, wild elf, wood creatures are also available to you.
elf. You may choose a familiar with an alignment up to one step
Benefit: You receive a +2 bonus on all Heal checks and a away on each of the alignment axes (lawful through
+2 bonus on all Wilderness Lore checks. chaotic, good through evil).
The improved familiar is magically linked to its master just
like a normal familiar.
GREATER SPELL FOCUS [GENERAL] The familiar uses the basic statistics for a creature of its
Choose a school of magic to which you already have kind, as given in the Monster Manual or Chapter 9:
applied the Spell Focus feat. Monsters of this book, with these exceptions:
Your spells of that school are even more potent than Hit Points: One-half the master’s total or the familiar’s
normal. normal total, whichever is higher.
Prerequisite: Spell Focus. Attacks: Use the master’s base attack bonus or the familiar’s,
Benefit: Add +4 to the DC for all saving throws against whichever is better.
spells from the school of magic you select to focus on. Use the familiar’s Dexterity or Strength modifier,
This overlaps (does not stack with) the bonus from Spell whichever is greater, to get the familiar’s melee attack
Focus. bonus with unarmed attacks.
Special: You can gain this feat multiple times. Damage equals that of a normal creature of that kind.
Its effects do not stack. Special Attacks: The familiar has all the special attacks of its
Each time you take the feat, it applies to a new school of kind.
magic. Special Qualities: The familiar has all the special qualities of
its kind.
272
You come from a family that excels at a particular trade and
knows well the value of any kind of trade good or PERSISTENT SPELL [METAMAGIC]
commodity. You make one of your spells last all day.
Regions: Impiltur, Lake of Steam, Lantan, Sembia, Prerequisite: Extend Spell.
Tashalar, Tethyr, Thesk, the Vast, deep gnome, gray dwarf. Benefit: A persistent spell has a duration of 24 hours.
Benefit: You gain a +2 bonus on all Appraise checks and a The persistent spell must have a personal range or a fixed
+2 bonus on skill checks in the Craft or Profession skill of range (for example, comprehend languages or detect magic).
your choice. Spells of instantaneous duration, spells with a range of
touch, and spells whose effects are discharged cannot be
affected by this feat.
MILITIA [GENERAL] You need not concentrate on spells such as detect magic and
You served in a local militia, training with weapons suitable detect thoughts to be aware of the mere presence or absence
for use on the battlefield. of the thing detected, but you must still concentrate to gain
Region: Dalelands, Impiltur, Luiren, strongheart halfling. additional information as normal.
Benefit: You get Martial Weapon Proficiency (longbow) Concentration on such a spell is a standard action that does
and Martial Weapon Proficiency (longspear). not provoke an attack of opportunity, A persistent spell
In Luiren, this feat applies to Martial Weapon Proficiency uses up a spell slot four levels higher than the spell’s actual
(shortbow) and Martial Weapon Proficiency (short sword) level.
instead of longbow and longspear.
RESIST POISON [GENERAL]
MIND OVER BODY [GENERAL] Over years, some among your people carefully expose
The arcane spellcasters of some lands have learned to themselves to poisons in controlled dosages in order to
overcome the frailties of the body with the unyielding build up immunity to their effects.
power of the mind. A few are thereby weakened, but the strong adjust.
Regions: Calimshan, Thay, moon elf, sun elf. Regions: Gray dwarf, half-ore, ore.
Benefit: At 1st level, you may use your Intelligence Benefit: You get a +4 bonus on Fortitude saving throws
modifier instead of your Constitution modifier to against poison.
determine bonus hit points. Special: You may only take this feat as a 1st-level
(For all ensuing levels, you revert to your Constitution character.
modifier).
You gain +1 hit point every time you learn a metamagic
feat.
SADDLEBACK [FIGHTER, GENERAL]
Special: You may only take this feat as a 1st-level Your people are as comfortable riding as walking.
character. Regions: Cormyr, Hordelands, Narfell, the North,
Western Heartlands.
Benefit: You receive a +3 bonus on all Ride checks.
PERNICIOUS MAGIC [METAMAGIC]
You can use the Shadow Weave to make your spells harder
for Weave users to counter. SHADOW WEAVE MAGIC [GENERAL]
Any creature using a spell, spell-like ability, or magic item You have discovered the dark and dangerous secret of the
without the Shadow Weave Magic feat is considered to be a Shadow Weave.
Weave user. Prerequisite: Wisdom 13+ or patron deity Shar.
Prerequisite: Shadow Weave Magic. Benefit: From now on, your spells tap the Shadow Weave
Benefit: Your spells resist counterspell attempts by instead of the Weave, You also can activate magic items that
Weave users. use the Shadow Weave without taking damage.
When a Weave caster tries to counterspell a spell you, are Add a +1 bonus to the DC for all saving throws of spells you
casting, he must make a level check (DC 11 + your caster cast from the schools of Enchantment, Illusion, and
level) to succeed at the counterspell. Necromancy, and spells with the darkness descriptor.
This benefit does not extend to spells you cast from the You get a +1 bonus on caster level checks to overcome spell
school of Evocation or Transmutation, nor to opponents resistance for these schools and spells.
using dispel magic to counterspell (see Tenacious Magic, The Shadow Weave proves less than optimal for effects
later in this section). involving energy or matter.
From now on your ability to counterspell Weave magic is Your effective caster level for spells you cast from the
impaired. schools of Evocation or Transmutation (except spells with
When you attempt to counter a Weave spell, you must the darkness descriptor) is reduced by one.
make a level check with a DC of 9 + your opponent’s caster (First-level Shadow Weave users cannot cast spells from
level to succeed. these schools).
This penalty does not extend to Enchantment, Illusion, or The reduced caster level affects the spell’s range, duration,
Necromancy effects, (You counterspell them normally). damage, and any other level-dependent variables the spell
You may attempt counterspells with dispel magic normally. might have, including dispel checks against you.
You can no longer cast spells with the light descriptor, no
matter what your level is.
273
Such spells automatically fail.
Your ability to use magic items that produce light effects is SNAKE BLOOD [GENERAL]
also limited—you cannot invoke an item’s light power if The taint of the yuan-ti runs in your veins.
the item’s activation method is spell trigger or spell No outward signs give away your heritage, but you are
completion. something more—or less—than entirely human.
From now on, any magic item you create is a Shadow Regions: Chult, Tashalar, the Vilhon Reach (Hlondeth
Weave item (see Chapter 2: Magic). only).
Special: Knowledge of the Shadow Weave has a price. Benefit: You get a +2 bonus on Fortitude saving throws
When you acquire this feat, your Wisdom score is against poison and a +1 bonus on all Reflex saving throws.
immediately reduced by 2 points. Special: You may only take this feat as a 1st-level
If this loss or any future Wisdom loss reduces your character.
Wisdom score to less than 13, you still have the feat.
(This is an exception to the general rule governing feats
with prerequisites). SPELLCASTING PRODIGY [GENERAL]
Restorative Spells (such as restoration or greater restoration) You have an exceptional gift for magic.
do not reverse the Wisdom loss. Benefit: For the purpose of determining bonus spells and
You can, however, strike a deal with Shar, the goddess who the saving throw DCs of spells you cast, treat your primary
holds sway over the Shadow Weave, to regain your lost spellcasting ability score (Charisma for bards and sorcerers.
Wisdom. Wisdom for divine spellcasters.
You must receive an atonement spell from a cleric of Shar. Intelligence for wizards) as 2 points higher than its actual
Sharran clerics require the subject to complete a dangerous value.
quest before receiving the atonement, and afterward you If you have more than one spellcasting class, the bonus
must choose her as your patron. applies to only one of those classes.
The usual quest is to destroy a follower of Selûne whose Special: You may only take this feat as a 1st-level
level is at least as high as yours). character.
If you later change your patron, you immediately suffer the If you take this feat more than once (for example, if you are
Wisdom loss. a human or another type of creature that gets more than
If you take Shar back again as your patron deity, it is not one feat at 1st level), it applies to a different spellcasting
regained. class each time.
You can take this feat even if you don’t have any
spellcasting classes yet.
SIGNATURE SPELL [GENERAL]
You are so familiar with a mastered spell that you can
convert other prepared spells into that spell. STEALTHY [GENERAL]
Prerequisite: Spell Mastery. Your people are known for their stealthiness.
Benefit: Each time you take this feat, choose a spell you Region: Drow elf, half-orc, ghostwise halfling, lightfoot
have mastered with Spell Mastery. halfling, strongheart Halfling.
You may now convert prepared arcane spells of that spell’s Benefit: You gain a +2 bonus on all Hide and Move
level or higher into that signature spell, just as a good cleric Silently checks.
spontaneously casts prepared spells as cure spells.
Special: You may gain this feat multiple times.
Each time you take the feat, it applies to a new mastered STREET SMART [GENERAL]
spell. You have learned how to keep informed, ask questions, and
interact with the underworld without raising suspicion.
SILVER PALM [GENERAL] Regions: Amn, Calimshan, Chessenta, Moonsea, Lanther.
Benefit: You get a +2 bonus on all Bluff and Gather
Your culture is based on haggling and the art of the deal. Information checks.
Regions: Amn, Dragon Coast, Great Dale, Impiltur,
Moonsea, Sembia, the Shaar, Thesk, Vilhon Reach, gold
dwarf, gray dwarf. STRONG SOUL [GENERAL]
Benefit: You get a. The souls of your people are hard to separate from their
+2 bonus on all Appraise and Bluff checks. bodies.
Regions: Dalelands, Moonshaes, deep gnome, ghostwise
SMOOTH TALK [GENERAL] halfling, lightfoot halfling, moon elf, rock gnome,
strongheart halfling, sun elf, wild elf, wood elf.
Your people are accustomed to dealing with strangers and Benefit: You get a +1 bonus on all Fortitude and Will
foreigners without needing to draw weapons to make their saves and an additional +1 bonus on saving throws against
point. energy draining and death effects.
Regions: Luiren, Silvery moon, Thesk, Waterdeep, gold
dwarf, lightfoot halfling.
Benefit: You gain a +2 bonus on all Diplomacy and Sense
Motive checks.
274
SURVIVOR [GENERAL] THUNDER TWIN [GENERAL]
Your people thrive in regions that others find You are one of the dwarven generation of twins born after
uninhabitable,, and excel at uncovering the secrets of the Moradin’s Thunder Blessing in the Year of Thunder (1306
wilderness and surviving to tell the tale. DR).
Regions: Anauroch, Chondalwood, Chult, Damara, Regions: Gold dwarf, shield dwarf.
Hordelands, Moonshaes, Narfell, the North, the Shaar, Benefit: You receive a +1 bonus on all Charisma-based
Rashemen, Silverymoon, Vaasa, Vilhon Reach, Western checks.
Heartlands, deep gnome, drow elf, lightfoot halfling, You have a twin brother or sister (fraternal or identical).
ghostwise halfling, shield dwarf, wild elf. You may detect the direction of your twin if he or she is
Benefit: You get a +1 bonus on Fortitude saves and a +1 alive, on the same plane, and you succeed at an Intuit
bonus on all Wilderness Lore checks. Direction check against DC 15 (or a Wisdom check if you
do not have the skill).
A failure on this check gives no information.
TATTOO FOCUS [SPECIAL] You may retry once per round as a standard action.
You bear the powerful magic tattoos of a Red Wizard of Special: You may only take this feat as a 1st-level
Thay. character.
Prerequisite: Specialized in a school of magic.
Region: Thay.
Benefit: Add +1 to the DC for all saving throws against TREETOPPER [GENERAL]
spells from your specialized school. Your people are at home, in the trees and high places,
You get a +1 bonus on caster level checks (1d20 + caster daring falls that paralyze most other folk in abject terror.
level) to beat a creature’s spell resistance when casting Regions: Aglarond, Chondalwood, High Forest,
spells from that school. ghostwise halfling, wild elf, wood elf.
Special: Only characters with the Tattoo Focus feat can Benefit: You get a +2 bonus on all Climb checks.
participate in Red Wizards’ circles. You do not lose your Dexterity bonus to Armor Class or
A character can only select this feat with the help of a Red give your attacker a +2 bonus when you are attacked while
Wizard who has the scribe tattoo ability. climbing.
276
CHOSEN OF IBORIGHU [GENERAL]
FROSTBURN (3.5) Your skin has a noticeable blue tint and your left eye is pale
blue (your right eye is some other color); these features
identify you as an ally to the church of Iborighu and grant
you supernatural qualities.
MAIN SECTION FEATS Prerequisite: Patron deity must be Iborighu.
Benefit: Your left eye radiates faint evocation magic if it is
viewed with a detect magic spell, and faint evil if viewed with
ALTITUDE ADAPTATION [GENERAL] a detect evil spell.
Cleric is now a favored class for you; the cleric class does
Your body adapts quickly to changes in altitude, preventing
not count when determining whether you take an
you from suffering as much from altitude sickness.
experience point penalty for multiclassing.
Prerequisite: Base Fortitude save bonus +2. Once per day, you can cause one creature within 30 feet
Benefit: You gain a +4 bonus on all Fortitude saving that meets your gaze to become overwhelmed with a wave
throws to avoid the effects of altitude. of supernatural cold.
Additionally, when you determine what effect the altitude The target can resist the effects of this attack with a
has on you, you apply the effect for the next lower category successful Fortitude save (DC 10 + 1/2 your character level
of altitude than the category you are actually in. + your Charisma modifier), otherwise it causes cold damage
After you spend a week at a specific altitude, you become equal to your Charisma modifier + 3 (minimum 1 point of
acclimated to that altitude and all lower altitudes, and no damage) and causes the victim to become fatigued.
longer have to make Fortitude saving throws for each 6- If you use this attack against someone who is fatigued, they
hour period to avoid altitude sickness. instead become exhausted.
If you travel to a lower altitude and remain there for a week, Using this supernatural ability is a standard action that does
you lose your acclimation to the higher altitude and must not provoke attacks of opportunity.
reacclimatize, although you always retain the other benefits
Special: If you ever lose favor with Iborighu, or change
granted by this feat.
your patron deity to another deity, you lose all benefits of
Special: This feat grants a +2 bonus on all Survival checks this feat but your unusual skin color and eye color remain.
made in high altitude (above 5,000 feet) areas. You do not gain a replacement feat.
If you later return to Iborighu’s faithful and receive an
ARCTIC PRIEST [GENERAL] atonement spell, you regain the benefits of the feat.
You can swap out prepared spells to cast spells to aid in
exploring and surviving in frostfell areas. COLD ENDURANCE [GENERAL]
Prerequisite: Access to Cold or Winter cleric domain. Either because of growing up in a frostfell or training your
Benefit: You can channel stored spell energy into spells body and mind to ignore the biting effect of cold, you can
that aid in exploring and surviving in the frostfell, even if exist with ease in low-temperature environments.
you did not prepare these spells ahead of time. Prerequisite: Base Fortitude save bonus +2.
You can “lose” any prepared spell that is not a domain spell Benefit: You can exist comfortably in conditions between
in order to cast any of the spells that appear on the list 0° F and 90° F without having to make Fortitude saves (as
below, as long as the spell to be cast is of an equal or lower described in Cold Dangers, page 8).
level to the one you lose. You also gain a +2 bonus on saving throws against cold
Spells you can spontaneously cast when using this feat effects.
include: control weather, create food and water, endure elements, Cold Endurance doesn’t provide any level of resistance to
heroes’ feast, hibernate, protection from energy, and resist energy. cold damage.
281
If the attack scores a critical hit, the damage is doubled
(ghosts are not subject to critical hits).
GHOSTWALK (3.0) Only one kind of damage or effect from the path of the
corrupter applies from each attack.
You may use this attack once per day per character level.
You do not have to use this ability when you touch another
MAIN SECTION FEATS creature, and creatures that touch you do not take this
ability damage.
Normal: A ghost’s touch attack normally deals no
AGONY TOUCH [GHOST, damage.
Special: You can gain this feat multiple times.
CORRUPTER] Its effects do not stack.
Choose one physical ability score (Strength, Dexterity, or Each time you take the feat, it applies to a different ability
Constitution). score.
When you touch a creature, you can deal damage to this
ability score.
Prerequisites: Corrupting Touch, Cha 11. CIRCLE MAGIC [GENERAL]
Benefit: You can make a touch attack that deals 1d4 You know how to use your connection to Galaedros the
points of temporary ability damage to the selected ability Wood God to channel magical power to another spellcaster
score of a target. of your faith.
When you are manifested fully or attacking incorporeal Prerequisite: Divine spellcaster with Galaedros as a
opponents, you add your Strength modifier to attack rolls. patron deity.
When you are incorporeal, you add your Dexterity modifier Benefit: You may participate in circle magic.
to attack rolls. You gain a +2 bonus on Wilderness Lore checks.
292
You gain an elf’s ability to notice secret doors just by
SIDEBAR FEATS passing them.
Wizard is always a favored class for you, as is your highest-
level class.
COMBINE TURNING [DIVINE]
You can combine multiple turn or rebuke attempts into a
single, more powerful attempt.
Prerequisites: Able to turn or rebuke undead more than
once per day.
Benefit: If you have more than one use of your turn (or
rebuke) ability remaining for the day, you can spend
additional uses of that ability to improve your chances of
success on a single attempt.
You decide whether or not to combine uses of your turning
ability in this way and how many uses you want to spend
before the turning check is rolled.
For each additional use of the ability that you spend in this
manner, you gain a +4 bonus on both your turning check
and your turning damage roll.
For example, suppose a 1st-level cleric with a Charisma
score of 10 has this feat.
Confronted on a solo adventure by two ghouls (each 2 HD
with +2 turn resistance), he decides to spend one additional
use of turning to improve his chances against these foes.
He marks off two turn attempts for the day and makes a
turning check.
He rolls a 15 on the d20 and adds +0 for his Charisma
modifier and +4 for the extra use of turning, giving a total
of 19.
According to Table 8–16: Turning Undead in the Player’s
Handbook, he can turn an undead with Hit Dice less than or
equal to 3 + his cleric level, or 4 in this case.
Success!
He rolls his turning damage on 2d6 and gets a 3, to which
he adds +1 for his level, +0 for his Charisma modifier, and
+4 for the extra turning use spent.
His total is 8, which is just enough to affect both ghouls.
They ghouls retreat on their turn, and on his next turn the
cleric runs away to safety.
There is no limit to the number of uses of turn (or rebuke)
you can spend to improve a single roll; the bonuses stack.
The additional turning uses spent must always be of the
same type as the one to be improved.
For example, turn undead attempts cannot be spent to
improve one’s ability to turn fire creatures (granted by the
Water domain).
You can also spend uses of your own turn ability to aid
another’s turning attempt.
In that case, you grant the recipient a +4 bonus on his
turning check for every daily use of your turning ability
that you spend in this manner.
To aid another’s turning attempt, you must use a ready
action.
Uses of turn cannot be combined with rebuke attempts,
and vice versa.
ELFBLOOD [GENERAL]
The traits from your elven ancestry are particularly strong.
Prerequisites: Half-elf (nondrow).
Benefit: Your racial bonus on Listen, Search, and Spot
checks increases to +2.
293
HERO BUILDER’S
GUIDEBOOK (3.0)
294
Prerequisite: Aura of courage class feature.
Benefit: Your aura of courage now affects allies within 60
HEROES OF BATTLE feet of you.
Normal: Without this feat, your aura of courage only
(3.5)
works on allies within 10 feet.
PLUNGING SHOT []
You can use the force of gravity to make your ranged
attacks deal extra damage if your target is below you.
Prerequisites: Dex 13, Point Blank Shot.
Benefit: If your target is at least 30 feet lower than you,
you deal an extra 1d6 points of damage with a thrown
weapon or a projectile weapon.
297
In addition, you gain a +1 bonus on Intimidate checks.
DEBILITATING STRIKE [TAINTED]
By calling upon the taint within, you add a malign power to
your melee attacks. DEFORMITY (TONGUE) [VILE]
Prerequisites: Surge of Malevolence, moderate taint. Through protracted self-mutilation that involves frequently
Benefit: This feat makes your unarmed or melee attacks piercing your tongue and dipping it in acid, your tongue
evil for purposes of overcoming damage reduction. becomes hideous to behold but oddly sensitive to the
Furthermore, if you successfully attack and deal physical environment.
damage to a creature, the target also takes either 2 points of Prerequisites: Evil alignment, Willing Deformity.
Constitution damage (if your corruption is higher than Benefit: You gain the ability to sense your surroundings
your depravity) or 4 points of Wisdom damage (if your by taste, much as a serpent can.
depravity is higher than your corruption). You gain the blindsense ability out to a range of 30 feet.
If you have an equal level of corruption and depravity,
choose which sort of damage you wish to deal.
You can use this ability twice per day if you have moderate DISEASE IMMUNITY []
taint and four times per day if you have severe taint. Whether due to prolonged exposure or natural hardiness,
Special: You must declare whether you are using this feat you have grown immune to some diseases and resistant to
before making your attack. all others.
If you use this feat on a creature immune to the ability Prerequisite: Constitution 13.
damage, that daily use of the feat is still expended. Benefit: You are immune to one specific type of disease,
You cannot combine this feat with Debilitating Spell on a such as the red ache or mummy rot.
single attack (for example, with a touch attack spell). In addition, you gain a +2 circumstance bonus on saving
If you have both feats, you must elect to use one or the throws against other diseases (including magical diseases).
other on a given attack. You recover points lost to ability damage from disease at
double the normal rate (2 points per day, rather than 1).
DEFORMITY (SKIN) [VILE] If someone with the Heal skill (including yourself) uses
your blood to help someone with the disease to which you
Due to a regimen of deliberate abuse, you have roughened are immune, the diseased character automatically makes his
your skin until it has grown as coarse and tough as rhino saving throw to recover.
hide. If your blood is used to aid in the healing of someone with
Prerequisites: Evil alignment, Willing Deformity. any other disease, it provides a +4 bonus on the Heal check.
Benefit: You gain a +1 natural armor bonus. Special: You can gain this feat multiple times.
Special: You can take this feat more than once. Each time you take it, you become immune to a new
Its effects stack. disease.
The +2 circumstance bonus against other diseases does not
stack with itself, since the circumstances of each disease
DEFORMITY (TALL) [VILE] immunity are essentially the same.
Through long and painful stints on the rack, bolstered by
the surgical implantation of various splints and struts, you
have stretched yourself to well over 7 feet in height. DRACONIC ARCHIVIST []
Prerequisites: Evil alignment, Willing Deformity, In addition to your studies of the darkness, you have spent
Medium size. time studying dragons and constructs.
Benefit: Even though you are still technically a Medium Prerequisite: Dark knowledge.
creature, your improved height and lanky limbs grant you Benefit: You can use your dark knowledge ability on
an additional 5 feet to your reach, thereby allowing you to dragons and constructs.
strike nonadjacent squares with nonreach weapons. You use Knowledge (arcana) for dark knowledge checks
Special: You are a larger and clumsier target than you regarding these two creature types.
were before undergoing the height extension, giving you – Normal: Without this feat, a character with dark
1 to your AC. knowledge can use that class feature only on aberrations,
You also take a –2 penalty on Hide checks. elementals, magical beasts, outsiders, and undead.
300
Benefit: You can see the spirits of creatures who have Benefit: Choose one of your natural attacks that deals
died within a number of minutes equal to your Wisdom ability damage or ability drain or bestows negative levels.
bonus. That attack now increases the target’s corruption or
For instance, if your Wisdom is 17 (+3 bonus), you can see depravity score by 1 point along with the ability damage or
the spirits of creatures that have died within the past 3 drain it deals.
minutes. If your attack deals ability damage or drain to a physical
You can speak with these spirits, but you gain no special ability score (Strength, Dexterity, or Constitution), it now
ability to command them or to communicate with them if also increases the target’s corruption score.
you do not share a language. If the attack deals ability damage or drain to a mental ability
These spirits are not creatures per se and cannot be harmed score (Intelligence, Wisdom, or Charisma), it now also
or affected in any way, magical or otherwise. increases the target’s depravity score.
In addition, you gain a +4 circumstance bonus on Listen or If the attack bestows negative levels, you can choose
Spot checks made to detect incorporeal creatures. whether it increases a specific target’s corruption or
depravity score.
If the attack you choose bestows more than one negative
SURGE OF MALEVOLENCE level, it now increases the target’s taint score by 2 points.
[TAINTED] You can choose to have it increase a target’s corruption by 2
points, increase a target’s depravity by 2 points, or increase
You empower yourself by drawing on the taint within. each score by 1 point.
Prerequisite: Mild taint.
Benefit: Once per day, you can add a bonus on any single
attack roll, saving throw, or check. UNNATURAL WILL []
You must make the decision to add the bonus before you You have learned to focus your force of personality and
roll the die. inner strength to stand against fearful circumstances.
The amount that you add varies, based on your corruption. Prerequisites: Charisma 12, Iron Will.
If you have mild corruption, then the bonus is equal to +3. Benefit: Add your Charisma modifier to all Will saves
If you have moderate corruption, then the bonus is equal to against fear effects.
+6. This bonus stacks with any Wisdom bonus you might have
If you have severe corruption, then the bonus is equal to +9. to Will saves.
Special: This feat is used by dread witches to resist the
TAINTED FURY [TAINTED] negative effects of fear while still empowering their
mystical abilities.
You can channel your physical corruption into a state of
fury.
Prerequisites: Constitution 13, moderate corruption. WILLING DEFORMITY [VILE]
Benefit: Embracing the corruption within your body, you Through scarification, self-mutilation, or supplication to
can enter a state of tainted fury. dark powers, you intentionally mar your own body.
In this state, you gain a number of hit points equal to your Prerequisite: Evil alignment.
corruption score. Benefit: You gain a +3 bonus on Intimidate checks.
These hit points are not lost first like temporary hit points;
when your tainted fury ends, you must subtract this
number from your hit point total.
During your tainted fury, you can declare one melee attack
to be a tainted smite and add half your corruption score to
the damage dealt by that attack.
If you strike a creature immune to the effects of taint (such
as an undead creature or a creature with the Evil subtype),
that tainted smite is expended but deals no additional
damage.
Your tainted fury lasts for a number of rounds equal to your
corruption score.
When it ends, you must make a Fortitude save (DC 10 +
your corruption score).
If you fail this save, you take 1d6 points of Constitution
damage and are sickened for 1 minute.
DESTRUCTION RETRIBUTION
[GENERAL]
Undead you raise or create harbor a retributive curse that is
unleashed if they are destroyed.
Prerequisite: Corpsecrafter.
302
Benefit: Each undead you raise or create with any that negative level for a number of minutes equal to your
necromancy spell releases a burst of negative energy upon Constitution bonus (if any).
its destruction, dealing 1d6 points of damage plus an For example, if Tordek (Con 15) is struck by a wight, he
additional 1d6 points per 2 Hit Dice to every creature gains one negative level.
within a 10-foot spread (Reflex DC 15 half). However, he can ignore the –1 penalty on attack rolls,
This damage comes from negative energy, and it therefore saves, ability checks, and skill checks associated with that
heals undead creatures. negative level for 2 minutes, since his Constitution bonus is
+2.
(If Tordek were a spellcaster, he would also avoid losing a
DIVINE ACCURACY [DIVINE] spell slot for 2 minutes).
You can channel positive energy to give your allies’ melee You also gain a +4 bonus on Fortitude saves to remove
attacks another chance to strike true against incorporeal negative levels.
creatures.
Prerequisite: Ability to turn or rebuke undead.
Benefit: Spend one of your turn or rebuke attempts to
ENERGIZE SPELL [METAMAGIC]
grant all your allies (including yourself) within a 60-foot Your spells channel positive energy to deal extra damage to
burst the ability to reroll their miss chance with melee undead creatures, but are less effective against other
attacks whenever they miss a foe because of a miss chance opponents.
caused by incorporealness. Prerequisites: Nonevil alignment, must not have the
This effect lasts for 1 minute and can be used once per ability to rebuke undead.
missed attack. Benefit: Your spells are infused with positive energy.
An energized spell deals an extra 50% damage to undead
creatures, but deals 50% less damage to nonundead
EMPOWERED ABILITY DAMAGE creatures and to objects.
[MONSTROUS] An energized spell uses up a spell slot one level higher than
the spell’s actual level.
Your ability damage (or ability drain) special attack is more Special: A character who has the ability to channel
potent than normal. negative energy to rebuke or command undead cannot
Prerequisites: Cha 11, undead type, incorporeal select this feat.
subtype, supernatural ability to drain or damage an ability
score.
Benefits: All variable, numeric effects of an empowered ENERVATE SPELL [METAMAGIC]
ability damage or ability drain special attack are increased Your spells channel negative energy to deal extra damage to
by 50%. living creatures, but are less effective against unliving
For example, an allip with this feat drains 1-1/2 times the opponents.
normal amount of Wisdom (roll 1d4 and multiply the Prerequisites: Nongood alignment, must not have the
result by 1-1/2). ability to turn undead.
Benefit: Your spells are infused with negative energy.
EMPOWER TURNING [GENERAL] An enervated spell deals an extra 50% damage to living
creatures, but deals 50% less damage to constructs, undead,
You can turn or rebuke greater numbers of undead with a and objects.
single turning attempt. An enervated spell uses up a spell slot two levels higher
Prerequisite: Ability to turn or rebuke undead. than the spell’s actual level.
Benefit: You can turn or rebuke more undead than usual. Special: A character who has the ability to channel
After adding your cleric level and Charisma modifier to positive energy to turn undead cannot select this feat.
your turning damage roll, multiply the result by 1-1/2.
EVISCERATOR [MONSTROUS]
ENDURE SUNLIGHT [MONSTROUS] The allies of your foes are especially afraid of your critical
Your vulnerability to sunlight is reduced. hits.
Prerequisites: Sunlight powerlessness or sunlight- Prerequisites: Cha 13, undead type, Death Master,
related weakness. Daunting Presence, Improved Critical, base attack bonus
Benefit: You can resist all dangerous effects of sunlight +1.
for a number of rounds equal to 1 + your Charisma modifier Benefit: Whenever you score a critical hit with a melee
(minimum 1 round). attack against a living foe, creatures within 30 feet that are
After this time, if you are still exposed to sunlight, you take allied to that foe are shaken for 1 minute.
the normal effects as appropriate for your kind. This is a mind-affecting, fear effect.
304
These temporary hit points last for up to 1 hour.
IMPROVED PARALYSIS For example, a creature touched by a spectre (Cha 15) with
[MONSTROUS] this feat loses an additional 2 hit points due to each
negative level, and the spectre gains an additional 2
You are better at paralyzing your victims. temporary hit points from each negative level it bestows.
Prerequisites: Undead type, paralysis special ability, Special: Without this feat, a target loses 5 hit points each
Ability Focus (paralysis). time it gains a negative level, and the creature delivering
Benefit: When your natural attacks threaten to paralyze the negative level gains 5 temporary hit points that last for
your foe, add a +4 bonus to the save DC. up to 1 hour.
306
Treat the spell’s effect as if it had been cast by the character
QUICKEN MANIFESTATION who prepared it (including caster level, save DC, and so
[MONSTROUS] forth).
You need not have the requisite ability score to cast the
You can manifest from the Ethereal Plane with a moment’s spell (for instance, you need not have an Intelligence of 13
thought. or higher to cast a fireball drained from the mind of a
Prerequisite: Ability to manifest from the Ethereal wizard).
Plane to the Material Plane. The spell remains in your mind for up to 1 hour.
Benefits: Once per round, you can manifest from the You can have a maximum number of stolen spells equal to
Ethereal Plane to the Material Plane as a free action. your Charisma bonus (minimum 1); any spells that you
Turning ethereal still requires a standard action. would gain above this number are simply lost.
Normal: Without this feat, manifesting from the Ethereal This feat has no effect on spellcasters who don’t prepare
Plane requires a standard action. spells (such as a sorcerer, who simply loses one spell slot for
each negative level bestowed as normal) or who have no
QUICKEN TURNING [GENERAL] spells prepared (such as a fighter, or a wizard who has cast
all her spells).
You can turn or rebuke undead with a moment’s thought.
Prerequisite: Ability to turn or rebuke undead.
Benefit: You can turn or rebuke undead as a free action. SPURN DEATH’S TOUCH [DIVINE]
You may still make only one turning attempt per round. You can channel divine energy to remove some of the
harmful effects of attacks made by undead creatures.
Prerequisite: Ability to turn undead.
REQUIEM [GENERAL] Benefit: As a standard action that does not provoke
Your bardic music affects undead creatures. attacks of opportunity, you can spend one of your turning
Prerequisite: Bardic music class feature, Perform (any) 8 attempts for the day to touch an ally to heal 1d4 points of
ranks. ability damage, remove a paralysis effect, or remove a
Benefit: You can extend the effects of your mind- negative level.
affecting bardic music and virtuoso’s performance abilities You can only use this effect to heal ability damage dealt by
so that they influence even the undead. an undead creature or remove effects caused by an undead
All bardic music effects on undead creatures have only half creature.
the duration they normally would against the living.
Normal: Undead are usually immune to mind-
influencing effects. STITCHED FLESH FAMILIAR
[GENERAL]
SACRED VENGEANCE [DIVINE] When you are ready and able to acquire a new familiar, you
You can channel energy to deal extra damage against may choose to gain a stitched flesh familiar.
undead in melee. Prerequisites: Ability to acquire a new familiar, ability
Prerequisite: Ability to turn undead. to cast three or more necromancy spells.
Benefit: As a free action, spend one of your turn undead Benefit: When choosing a familiar, you may choose a
attempts to add 2d6 points of damage to all your successful stitched flesh familiar.
melee attacks against undead until the end of the current A stitched flesh familiar appears similar to any of the
round. standard familiars available in the Player’s Handbook, except
that the stitched flesh familiar is obviously sewn together
from many different creatures of that kind and, to a
SACRED VITALITY [DIVINE] practiced eye, is clearly an undead creature.
You can channel positive energy to gain protection from A stitched flesh familiar is magically linked to its master in
damage to your abilities or your life force. the same way as a normal familiar.
Prerequisite: Ability to turn undead. A stitched flesh familiar uses the basic statistics for a
Benefit: As a standard action, you can spend one of your creature of its kind, as given in the Monster Manual, except
turning attempts to gain immunity to ability damage, as noted below.
ability drain, and energy drain for 1 minute. Hit Dice: A stitched flesh familiar has a d12 Hit Die and
gains no bonus hit points from Constitution (since it is an
undead creature).
SPELL DRAIN [MONSTROUS] For effects that depend upon Hit Dice, use the master’s
character level or the familiar’s normal Hit Dice total,
You can cast any spell that you drain from a creature’s
whichever is higher.
mind.
Hit Points: Use 1/2 the master’s total or the familiar’s normal
Prerequisites: Cha 15, energy drain supernatural ability, total, whichever is higher.
Improved Energy Drain, caster level 5th. Attacks: Use the master’s base attack bonus or the familiar’s,
Benefits: If you bestow a negative level upon a whichever is higher.
spellcasting creature, and that creature loses a prepared Saving Throws: For each saving throw, use either the
spell, you gain the ability to cast that spell once (as if you familiar’s base save bonus or the master’s (as calculated
had prepared it). from his character level), whichever is higher.
307
Familiar Special Abilities: Use the second table in the This feat gives no other penalties or Benefits of the undead
Familiars sidebar on page 52 of the Player’s Handbook to type.
determine additional abilities, just as you would for a
normal familiar.
Stitched flesh familiars do not grant their masters any of UNDEAD LEADERSHIP [GENERAL]
the Benefits that appear on the first table in that sidebar. You gain the service of loyal undead followers.
Instead of the noted special ability, a stitched flesh familiar Prerequisites: Character level 6th, nongood alignment,
grants its master the ability to control 4 more Hit Dice of Knowledge (religion) 1 rank.
undead than he is normally capable of controlling (both Benefit: You attract followers and a cohort as if you had
through the rebuke undead ability and through spells such taken the Leadership feat.
as animate dead). Your leadership score is treated as 2 higher than it
otherwise would be for the purposes of attracting undead
followers and treated as 4 lower than it otherwise would be
TOMB-BORN FORTITUDE for the purposes of attracting living followers.
[GENERAL] If you choose to attract an undead cohort rather than a
living cohort, you can attract an undead cohort with a
The power of undeath taints you, body and soul. maximum effective character level equal to two less than
Its power has hardened your flesh and given it the foul look your ECL.
of the grave. See page 106 of the Dungeon Master’s Guide for more
Prerequisite: Nongood alignment, Tomb-Tainted Soul. information on the Leadership feat.
Benefit: You have a 25% chance to resist critical hits. Special: Like the standard Leadership feat, you must
When a critical hit or sneak attack is scored against you, check with your DM before selecting this feat, and work
there is a 25% chance that the critical hit or sneak attack is with your DM to determine an appropriate cohort and
negated and damage is instead rolled normally. followers for your character.
In addition, you do not risk death from massive damage. See the Undead Cohorts and Followers section, below, for
Your skin takes on the pallor and texture of a dead creature more information on choosing an undead creature as a
of your race. cohort or follower.
309
Activating a tattoo requires the creature to touch the tattoo
with either hand (the hand does not need to be empty).
LORDS OF Activating a tattoo is a standard action that does not draw
an attack of opportunity.
Any tattoo that stores a spell with a costly material
DARKNESS (3.0) 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 tattoo.
MAIN SECTION FEATS Normally a magic tattoo uses a magic item space on the
creatures body.
For example, a creature with a tattoo on one of its hands
ESCHEW MATERIALS [METAMAGIC] could not gain the benefits from a magic glove on that
hand.
You can cast spells without material components.
Likewise, a creature with a magic tattoo on its back does not
Prerequisites: Any other metamagic feat.
receive the benefits of a magic cloak, cape, or mantle.
Benefit: A spell cast with Eschew Materials can be cast In effect, the magic tattoo is always the first item “worn” on
with no material components. that part of the body, negating the effects of all other items.
Spells without material components are not affected. A tattoo can be created that does not use a magic item
Spells with material components having a cost of more space, but the base price of such a tattoo is double the
than 1 gp are not affected. normal value.
An eschewed spell uses up a spell slot zero levels higher A magic tattoo can be erased with an erase spell as if it were
than the spell’s actual level (the same level as the original magic writing.
spell). Failing to erase the tattoo does not activate it.
This feat originally appeared in Tome and Blood.
310
Special: You can select this feat more than once.
LORDS OF Each time you select this feat, choose a different aberrant
feature and gain the bonus associated with it.
313
Benefit: Your latent power of psionics flares to life, Its land speed increases by 10 feet, and its swim speed
conferring upon you the designation of a psionic character. increases by 20 feet.
As a psionic character, you gain a reserve of 2 power points Finally, it gains fast healing 2.
and can take psionic feats, metapsionic feats, and psionic A death frenzy lasts until the creature is killed or until its
item creation feats (see the Expanded Psionics Handbook). hit points rise enough to equal or exceed its total number of
You do not, however, gain the ability to manifest powers Hit Dice.
simply by virtue of having this feat. Upon emerging from a death frenzy, the creature
immediately takes 1d4 points of Strength damage.
314
Benefit: The save DC of the creature’s slime attack gains a through the mucus puddle; flying creatures are not
+2 bonus; this stacks with the bonus granted by the Ability affected.
Focus (slime) feat. An aboleth must replenish its mucus constantly to
Further, the transformation process takes only 1d4+1 maintain the poisonous qualities.
rounds to affect the victim’s skin. Samples taken from the aboleth retain their toxic qualities
Normal: The transformation process takes 1d4+1 for only 1 minute.
minutes.
REACH BITE []
BEHOLDER FEATS
An aboleth with this feat can extend its jaws and esophagus
out from its body to make attacks beyond its normal reach. AGILE TYRANT []
Prerequisites: Aboleth, Str 28, Powerful Bite, Weapon A creature with this feat develops longer, more flexible
Focus (bite). eyestalks than its kin.
Benefit: The creature’s reach with its bite attack extends This extra flexibility allows it to bring additional eye rays to
by an additional 5 feet. bear against its foes.
Normal: The creature’s bite attack has a reach equal to its Prerequisite: True beholder or beholderkin.
standard reach (10 feet for most aboleths). Benefit: The creature can direct an extra eye ray into a
single 90-degree arc.
THICKEN MUCUS []
An aboleth with this feat can produce mucus that is thicker BANE OF THE UNCLEAN []
than normal, and other creatures find it difficult to swim A creature with this feat hates aberrant beholders so
through. strongly that it gains bonuses when fighting them.
Prerequisites: Aboleth, Con 22, Enlarge Mucus Cloud. Prerequisite: True beholder or must have aberration as a
Benefit: Creatures within range of the mucus cloud have favored enemy.
their swim speed reduced by half if they start their Benefit: The creature gains a +2 morale bonus on attack
movement in the cloud. rolls, weapon damage rolls, touch Armor Class, and saving
Additionally, all creatures in melee with this aboleth take a throws when fighting a beholderkin.
–1 penalty on attack rolls, Armor Class, and Reflex saving Special: If the creature is a true beholder, the Benefits of
throws. this feat apply to other true beholders as well as to
Aboleths, skum, and creatures transformed by an aboleth’s beholderkin.
slime attack are unaffected by Thicken Mucus and can
move through the cloud without penalty.
Special: When on land, this ability affects only DISINTEGRATION FINESSE []
nonaboleth (or nontransformed creatures) that walk A creature with this feat can use disintegrate effects to
through the mucus puddle. affect smaller, more exacting areas.
The land speed of these creatures is reduced by half, and Prerequisites: Dex 13, ability to cast disintegrate as a
their swim speed is not affected. spell or use it as a spell-like or supernatural ability.
Flying creatures are not affected. Benefit: When the creature uses disintegrate on a target,
Freedom of movement negates these penalties. it can elect to disintegrate only portions of the target.
Against living targets, it still does the normal amount of
TOXIC MUCUS [] damage, but any parts of the target it wishes to spare remain
unaffected by the spell.
An aboleth with this feat can produce mucus that is The creature could, for example, disintegrate only a target’s
poisonous to other creatures. skeleton, leaving its skull untouched.
Prerequisites: Aboleth, Con 22, Enlarge Mucus Cloud, It also can voluntarily reduce the amount of damage dealt.
Thicken Mucus. Against nonliving targets, the creature can use disintegrate
Benefit: Any creature that comes in contact with the to sculpt and reshape the object in any manner desired, as
mucus cloud becomes poisoned. long as the result is no larger in volume or size than the
The creature must make a successful Fortitude save (DC 10 original object.
+ half the aboleth’s Hit Dice + Con modifier) or take 1d4 The quality of the result is determined by a Craft
points of Dexterity damage. (sculpting) check.
One minute later, the creature must save again against the Normal: A disintegrate effect destroys all of a slain
same DC or take another 1d4 points of Dexterity damage. creature, an entire object, or one 10-foot cube of nonliving
Creatures that remain in the mucus cloud for multiple matter.
rounds must make additional saving throws each round. Special: If your campaign uses the Damage to specific
Aboleths, skum, and creatures transformed by an aboleth’s Areas variant rule on page 27 of the Dungeon Master’s Guide,
slime attack are immune to the effect of Toxic Mucus and a creature with this feat can disintegrate a single part of a
can move through the cloud without penalty. target’s body, such as its hand, arm, head, eyes, ears, feet,
Special: When on land, this ability affects only legs, and so on, as long as the target is not killed outright by
nonaboleth (or nontransformed creatures) that walk the damage caused by the spell.
315
completion, or spell trigger magic item as long as the item
DISJUNCTION RAY [] is unattended and the creature would normally utilize the
A beholder with this feat can narrow its antimagic cone item when holding it.
down to an eye ray that disjoins magic. The magic item must be within reach of the creature’s
Prerequisites: Cha 19, Focused Antimagic, beholder telekinesis ability, the creature must have line of sight with
with functional antimagic ability. its target, and the creature must have line of effect between
Benefit: As a standard action, the creature can reduce the the magic item and the target.
cone-shaped area of effect of its central eye’s antimagic cone The item must otherwise fulfill all the requirements for
down to a razor-thin eye ray. manipulating an object via telekinesis (such as weight).
If the creature hits a magical effect or magic item with this
narrowed eye ray, it disjoins the effect or item as if it had
cast Mordenkainen’s disjunction on the effect or item. GRELL FEATS
Beholders avoid using this narrowed ray on magic items
since the destruction of a magic item also destroys a
potential source of magic that could be used to charge their GRELL ALCHEMY [ITEM CREATION]
dweomer-lobes. A creature that has this feat has studied the alien and
disturbing arcane lore of the grell, and understands the
FOCUSED ANTIMAGIC [] magical and physical laws by which their spells and devices
function.
A beholder with this feat can focus the antimagic of its Prerequisites: Int 13, Knowledge (dungeoneering) 3
central eye to target a single person or object. ranks, caster level 1st.
Prerequisite: Beholder with functional antimagic Benefit: A creature with this feat can create grellcraft
ability. items, including lightning lances.
Benefit: The creature can reduce the cone-shaped area of Its spells are partially based on obscure physical laws, as
effect of its central eye to target a single creature or object. opposed to magic alone, and therefore gain a +2 bonus on
The target must be within range of its normal cone-shaped spell penetration checks.
effect (150 feet). They are also more difficult to identify or dispel.
Spellcraft checks made to identify the spells and caster
METARAY [] level checks made to dispel the spells are made with a –2
penalty unless the identifier also knows this feat.
A beholder with this feat can apply the effects of
metamagic feats to its eye rays.
Prerequisites: True beholder or beholderkin, at least
one metamagic feat.
SIDEBAR FEATS
Benefit: Once per round, as a standard action, the
creature can enhance one of its eye rays with the effect of a CRAFT PSIONIC SEAL []
metamagic feat that it possesses.
Enhancing an eye ray in this manner burns the eyestalk out A creature with this feat can create psionic glyphs or
for a number of rounds equal to the amount by which the symbols that hold spells or psionic powers until triggered.
metamagic would normally increase a spell level. Prerequisites: Int 15, psionic ability (spell-like abilities
Since firing an eye ray that hasn’t been enhanced with described as psionics, psi-like abilities, or psionic powers),
metamagic is a free action, the creature still can use its caster level or manifester level 7th.
other eye rays in a round in which it enhances one ray with Benefit: A creature can cast or manifest any arcane spell
metamagic. or psionic power it has access to as a psionic seal.
For example, if a beholder had the Maximize Spell feat and If it is creating a psionic seal of an arcane spell, it must have
the Metaray feat, it could take a standard action to fire a prepared the spell to be scribed and must provide any
maximized inflict moderate wounds eye ray that would material components or focuses the spell requires.
cause 26 points of damage on a hit. If casting the spell or manifesting the power would reduce
Its inflict moderate wounds eyestalk would then not be the creature’s XP total, it pays that cost upon beginning the
usable for the next 3 rounds. seal in addition to the XP cost for making the seal itself.
Special: The creature cannot use this ability with a Likewise, material components are consumed when the
metamagic feat that would increase the level of a spell by creature begins scribing the seal, but focuses are not.
more than three levels. A single object of Medium size or smaller can hold only
one psionic seal.
A larger object can hold one seal per 100 square feet of
SKILLED TELEKINETIC [] surface area.
A creature with this feat becomes so skilled with its A creature can also scribe a psionic seal on a willing
telekinesis ability that it can manipulate and use magic creature, but a creature can hold only one psionic seal at a
items via telekinesis. time; any additional seals inscribed on that creature
automatically fail.
Prerequisite: Ability to use telekinesis as a supernatural
A psionic seal has a price equal to its spell or power level ×
ability.
caster or manifester level × 50 gp.
Benefit: As a standard action, the creature can use its (A 0-level spell or power counts as 1/2 level).
telekinetic power to trigger a command word, spell
316
The creature crafting the seal must spend 1/25 of the price
in XP and use up raw materials costing one-half the price to
inscribe the seal.
SPIT POISON []
A creature with this feat can spit its poison as a ranged
touch attack.
Prerequisites: Base attack bonus +3, Ability Focus
(poison), Dex 17, poison special attack delivered by bite.
Benefit: As a standard action, the creature can spit its
poison at a single target within 30 feet.
The creature must succeed on a ranged touch attack to hit
with its poison.
The poison affects a hit target just as if the creature had
succeeded on a bite attack.
The poison is somewhat weakened when spit out, and the
poison’s save DC is reduced by 2.
317
If the check fails, both your spell slot (or prepared spell)
and 1 charge from the item are expended.
LOST EMPIRES OF CORMANTHYRAN MOON MAGIC []
FAERÛN (3.5) You have mastered the ancient elven techniques of drawing
power from Sehanine Moonbow’s light.
Prerequisites: Knowledge (history) 4 ranks, ability to
cast 3rd-level spells.
MAIN SECTION FEATS Benefit: When you cast a spell under moonlight, your
effective caster level increases by 2.
This feat provides no benefit when the moon is not visible
ARCANE MANIPULATION [] (during the day, underground, during a new moon, or the
You are learned in the arcane ways of Netheril, where like).
masters of magic once molded and shaped arcane energy to
their own will. CRAFT SCEPTER [ITEM CREATION]
Prerequisite: Wizard level 1st.
Benefit: When you prepare spells, you can break down You know the ancient Netherese secret of creating magic
up to three existing arcane spell slots to create a specified scepters— devices that can contain much more powerful
number of lower-level spell slots. spells than a magic wand can.
(A 0-level spell counts as 1/2 level for this purpose, so a 1st- Prerequisite: Knowledge (history) 4 ranks, caster level
level spell slot could be broken into two 0-level spell slots). 9th.
The sum of the levels of all the new spell slots must equal Benefit: You can create a scepter that holds any spell of
the level of the original. 7th level or lower that you know.
The number of spell slots you can create in this manner is Unlike a magic wand, a scepter can contain up to two
otherwise unlimited. spells, each of which has a cost in charges to use.
Spell slots that you break down into multiple lower-level Both spell effects draw from a common pool of charges, so
slots remain that way until the next time you prepare spells, they can be used in any combination.
at which time you can choose to restore your spell slots to Crafting a scepter takes one day for each 1,000 gp in its base
normal or break them up again. price.
Normal: A character can always choose to use a higher- The base price of a scepter is its caster level × the spell level
level spell slot to prepare a lower-level spell, but any × 750 gp for the highest-level spell included, plus the caster
“remainder” spell levels are lost. level × the spell level × 375 gp for the second spell, if any.
To craft a scepter, you must spend 1/25 of this base price in
XP and use up raw materials costing one-half of this
ARCANE TRANSFIGURATION [] amount.
Drawing upon forgotten lore, you broaden your arcane A newly created scepter has 50 charges.
studies and master a school of magic previously prohibited Any scepter that stores a spell with a costly material
to you. component or an XP cost also carries a commensurate cost.
Prerequisites: Item Reprieve, Spell Reprieve, specialist In addition to the cost derived from the base price, you
wizard level 10th. must expend fifty units of the material component or pay
Benefit: Choose a school of magic that was previously fifty times the XP cost.
prohibited to you because of your arcane specialization. See page 153 for more information on scepters.
You can now learn and cast spells from that school
normally, as if you were not a specialist wizard. FAMILIAR CONCENTRATION []
Special: You can select this feat only once.
The school you choose must be one for which you have In the tradition of Narfell’s ancient summoners, your
already taken both the Spell Reprieve and the Item familiar can concentrate to maintain spells for you.
Reprieve feats. Prerequisites: Improved Familiar, caster level 9th.
Benefit: When you cast a spell requiring concentration,
you can designate your familiar as the “concentrator”.
CHANNEL CHARGE [] At any time during the spell’s duration, you can hand over
You can power a charged magic item with your own control of it to your familiar as a free action, provided the
magical ability. creature is within 5 feet of you and its Intelligence score is
Prerequisites: Use Magic Device 5 ranks, ability to cast at least 10 + the level of the spell.
4th-level spells. The familiar then concentrates to maintain and direct the
spell just as you would.
Benefit: When you use a spell trigger magic item with
You cannot take back control of a spell once you have
charges (such as a wand or a staff), you can make a Use
transferred it to your familiar.
Magic Device check (DC 15 + the item’s caster level).
If you succeed, you can sacrifice a spell slot or prepared
spell instead of using a charge.
The spell slot or spell sacrificed must be one level higher
than the level of the desired effect from the item.
318
Benefit: You know three more languages than you
GODSIGHT [REGIONAL] normally would.
You enjoy the special blessing of a deity of the Mulhorandi Your choices for these extra tongues are not restricted to
pantheon, who has granted you unerring powers of your racial or regional list of bonus languages, though you
perception. still can’t select secret languages such as Druidic unless you
Prerequisites: Cha 13, Mulhorandi (aasimar, human belong to the race or class in question.
[Mulan] or tiefling), Mulhorand region. Furthermore, Speak Language is always a class skill for you,
Benefit: You gain the following spell-like abilities, each and you receive a +2 bonus on all Decipher Script checks.
usable three times per day: detect evil, detect magic, detect Special: You can take this feat only as a 1st-level character.
poison, detect undead, read magic.
Your caster level equals your character level.
When you take this feat, you can choose detect chaos, detect NETHERESE BATTLE CURSE []
good, or detect law instead of detect evil. You can channel your own arcane energy into a powerful
Special: You can take this feat only as a 1st-level character. curse upon those who dare to face you in battle.
Prerequisites: Knowledge (history) 4 ranks, Power
Attack, arcane caster level 1st.
GREENBOUND SUMMONING [] Benefit: By giving up an arcane spell slot or prepared
You are learned in a long-forgotten manner of summoning spell before making an attack roll, you can perform a battle
once practiced by the Eaerlanni elves of the High Forest. curse as a melee attack.
Creatures answering your call are automatically imbued You gain a bonus on the attack roll equal to the level of the
with the powers of the forest. spell or spell slot so sacrificed.
Prerequisite: Ability to cast any summon nature’s ally If your attack hits, the target must succeed on a Will save
spell. (DC 10 + level of spell or slot expended + your Cha
Benefit: All animals that you summon using summon modifier) or take a –2 penalty on attack rolls, saving throws,
nature’s ally acquire the greenbound template (see page 173) ability checks, skill checks, and weapon damage rolls for 1
for as long as the summoning spell lasts. minute.
The effects of multiple battle curses don’t stack, and any foe
that successfully resists your battle curse cannot be affected
ITEM REPRIEVE [] by it again for 24 hours.
You learn how to use items from a school of magic Any effect that dispels or removes a curse eliminates the
previously prohibited to you. battle curse.
Prerequisite: Spell Reprieve, specialist wizard level 5th. Your caster level equals your character level for this
Benefit: Choose one of the schools of magic that was purpose.
previously prohibited to you because of your arcane
specialization.
You now can use spell completion and spell trigger magic
SERVANT OF THE FALLEN []
items from that school normally, as if you were not a You keep alive the worship of a deity who has died or
specialist wizard. vanished.
Special: The school you select must be one for which you Your faith in this fallen deity allows you to wield divine
have already taken the Spell Reprieve feat. magic in his or her name.
Prerequisites: Cleric level 1st, dead or forgotten god
(for example, Amaunator, Bhaal, Moander, or Myrkul) as
JERGAL’S PACT [] patron deity.
You have made a bargain with Jergal, seneschal to the god Benefit: You can name a dead god as your patron deity
of death. and still receive your cleric spells normally.
Although Myrkul, Cyric, and most recently Kelemvor have In addition, you can call upon the universal remnant of
all served as the god of death, each has honored these pacts. your deity’s power once per day to gain a +1 luck bonus on
Prerequisites: Knowledge (history) 4 ranks, Great any single die roll.
Fortitude. You can also be raised or resurrected normally.
Benefit: You gain a +2 bonus on saves to resist gaining Normal: Dead or fallen deities cannot grant cleric spells,
negative levels or to remove them. so clerics who choose such patrons do not normally receive
If the effect that bestowed a negative level allows a spells.
Fortitude save to remove it, you can choose to attempt it Characters who do not worship active gods in Faerûn suffer
after only 1 hour. the fate of the Faithless in the Fugue Plane after death.
(You can also choose to wait the usual amount of time Special: You can take this feat only once.
before attempting the save). Choosing this feat changes your patron from your previous
Normal: You make saving throws to remove negative deity to the dead or forgotten deity of your choice, and you
levels 24 hours after gaining them. take no penalties for making this change.
If you later choose a different patron deity, you lose the
benefit of this feat, but your new patron may grant you
MULTILINGUAL [] spells just as he or she would for any other cleric.
You have an uncanny knack for languages. See Ancient Deities, page 41, for a list of notable dead gods,
Prerequisites: Int 15. their alignments, and their domains.
319
SPELL REPRIEVE []
Your studies of the less restrictive arcane traditions of old
allow you to cast one spell from a prohibited school.
Prerequisites: Knowledge (history) 2 ranks, specialist
wizard level 1st.
Benefit: Choose a spell from one of your prohibited
schools of a level that you can cast.
You can now learn and prepare that spell normally.
Special: You can take this feat multiple times, each time
choosing a new spell from any of your prohibited schools.
TRAPMASTER []
You have studied the funereal architecture and lethal traps
of a dozen long-dead cultures.
Your familiarity with ancient tombs, vaults, and other such
sites has instilled in you an uncanny knack for avoiding
traps.
Prerequisites: Int 13, trap sense +2.
Benefit: The bonus for your trap sense ability increases
by 4.
In addition, you gain a +2 bonus on all Disable Device
checks.
SIDEBAR FEATS
SPELL MANTLE []
You can create a mantle from the contingent spells you
carry.
Prerequisites: Craft Contingent Spell, Knowledge
(arcana) 5 ranks, Knowledge (history) 2 ranks.
Benefit: You can use a standard action to activate a
particular contingent spell you carry as a spell-like ability,
even if the conditions specified for its activation have not
been met.
Normal: When you create a contingent spell, you must
specify a condition or event that will trigger the effect,
much like the contingency spell.
320
MAGIC ITEM
COMPENDIUM (3.5)
321
Benefit: Choose one type of energy: acid, cold, electricity,
fire, or sonic.
MAGIC OF FAERÛN You can modify any spell with an energy designator to use
the chosen type of energy instead.
A substituted spell works normally in all respects, except
(3.0) that the type of damage dealt changes.
For example, an acidic fireball still deals damage in a 20-foot
spread, except that it is acid damage instead of fire damage.
If a spell has a secondary effect, the altered spell still has
MAIN SECTION FEATS that effect.
For example, a shout spell can deafen creatures and deals
extra damage to crystalline creatures; if fire is substituted
ATTUNE GEM [ITEM CREATION] for sonic energy in a shout spell, creatures can still be
You can magically imbue gems to hold a spell until deafened and crystalline creatures still suffer extra damage.
triggered. Sometimes a spell’s minor effects are directly related to the
Prerequisite: Intelligence 13+, Craft (gemcutting) skill, spell’s energy, for example, a flaming sphere can set items
arcane spellcaster level 3rd+. afire, but a purely sonic or acidic flaming sphere does not.
Benefit: You can store an arcane spell in a gem. When a spell deals some damage that does not come from
You must have the spell available to cast (prepared if you energy, Energy Substitution does not affect that portion of
must prepare spells; known otherwise) and must provide the spell.
any material components or focuses the spell requires. For example, ice storm deals 3d6 points of impact damage
If casting the spell would reduce your XP total, you pay the and 2d6 points of cold damage.
cost upon beginning the attunement in addition to the XP An electrical ice storm deals 3d6 points of impact damage
cost for making the attuned gem itself. and 2d6 points of electricity damage.
Likewise, material components are consumed when you A substituted spell uses a spell slot zero levels higher than
begin casting, but focuses are not. (the same as) the spell’s actual level.
(A focus used in attuning a gem can be reused). Special: You can gain this feat multiple times, each time
The caster level of the spell must be sufficient to cast the applying it to a different type of energy.
spell in question and no higher than your own caster level.
A gem can only be attuned with a single spell.
The gem must have a minimum value equal to 50 gp per
ESCHEW MATERIALS [METAMAGIC]
level of the spell to be stored. You can cast spells without material components.
The base price of an attuned gem (not including the gem’s Prerequisites: Any other metamagic feat.
inherent value) is equal to 50 gp per spell level times the Benefit: A spell cast with Eschew Materials can be cast
caster level. with no material components.
You must spend 1/25 of the base price in XP and use up raw Spells without material components are not affected.
materials costing half this base price. Spells with material components with a cost of more than 1
Attunement requires 1 hour plus the spell’s normal casting gp are not affected.
time. An eschewed spell uses up a spell slot zero levels higher
The magic gem’s market price equals its base price plus its than (the same as) the spell’s actual level.
inherent value as a gem.
See the Gem Magic section in the previous chapter for the
details of attuned gems and gem magic. REACTIVE COUNTERSPELL
[GENERAL]
AUGMENT SUMMONING You can react quickly to counterspells cast by opponents.
Prerequisites: Improved Counterspell, Improved
[GENERAL] Initiative.
Your summoned creatures are better than normal. Benefit: Once per round, you can counterspell an
Prerequisites: Spellcaster level 2nd+. opponent’s spell even if you have not readied an action to
Benefit: Creatures you summon with any summoning do so.
spell are slightly enhanced. This counterspell action takes the place of your regular
They gain one more die of hit points (but they are not action for the round.
treated as +1 HD creatures) and a +1 competence bonus on You can’t use this feat when flat-footed.
their attack and damage rolls. Normal: Without this feat, you must ready an action each
round you wish to use a counterspell (see the Player’s
Handbook, page 152).
ENERGY SUBSTITUTION
[METAMAGIC] SPELL GIRDING [GENERAL]
You can modify a spell that uses one type of energy to use Your spells are particularly hardy, resisting dispel checks
another type of energy. more readily than normal.
Prerequisite: Any other metamagic feat, 5 ranks in Benefit: Any dispel checks against your spells are made
Knowledge (arcana). with a –2 penalty.
322
SPELL THEMATICS [GENERAL]
Your spells have a distinct visual or auditory effect in their
manifestation.
Prerequisite: Must be able to cast at least one illusion
spell.
Benefit: Choose a theme for your spellcasting, such as
“ice” or “fire” or “screaming skulls”.
All spells you cast have this theme in the manifestation of
their effects, although this does not actually change the
spell in any way.
You cannot use this feat to make your spell manifestations
invisible, and it never causes your spells to deal more
damage because of the visual change.
(You may still cast spells without this thematic
manifestation if you so choose).
For example, if your theme is “fire,” then your magic missile
spell might appear to produce bolts of fire, although the
bolts still are a force effect and cause normal damage, not
fire damage.
If your theme is “screaming skulls,” your fireball might
manifest as a small screaming skull that impacts the target
and explodes into a fiery ball that momentarily resembles a
20-foot-radius burning skull, although it causes damage
exactly like a standard fireball (and doesn’t cause any sonic
damage, despite the screaming of the skull).
Add +5 to the DC of any Spellcraft check made to identify a
spell cast in this manner.
323
Once the amount of essentia invested is chosen, it cannot
be altered and remains invested for 24 hours.
MAGIC OF You gain 1 point of essentia.
331
MANUAL OF THE
PLANES (3.0)
332
Benefit: You move through trees at your normal land
speed by using your arms to swing from one branch to
MASTERS OF THE another.
To allow brachiation, the area through which you are
moving must be at least lightly wooded, with trees no
WILD (3.0) farther apart than 15 feet.
You may not use this ability while holding an item in either
hand, or while wearing armor heavier than medium.
MAIN SECTION FEATS
CREATE INFUSION [ITEM
ANIMAL CONTROL [GENERAL] CREATION]
You can channel the power of nature to gain mastery over You store a divine spell within a specially prepared herb
animal creatures. (see Chapter 3 for details on infusions).
Prerequisites: Animal Defiance, ability to cast speak with Prerequisites: Wilderness Lore 4 ranks, spellcaster level
animals and animal friendship. 3rd.
Benefit: You can rebuke or command animals as an evil Benefit: You create an infusion of any divine spell
cleric rebukes undead. available to you.
To command an animal, you must be able to speak with it Infusing an herb with a spell takes one day.
via a speak with animals effect, though you may issue your When you create an infusion, you set the caster level,
commands mentally if desired. which must be sufficient to cast the spell in question but
The number of times per day that you can use this ability is not higher than your own level.
equal to 3 + your Charisma modifier. The base price of an infusion is its spell level times its caster
Your highest divine caster level is the level at which you level times 50 gp.
rebuke animals. To create an infusion, you must spend 1/25 of this base
Special: Animals you command through this ability price in XP and use up raw materials costing one-half this
count against the HD limit of animals you can befriend base price.
through animal friendship. Any infusion 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
ANIMAL DEFIANCE [GENERAL] must also expend the material component or pay the XP
when creating the infusion.
You can channel the power of nature to drive off animals.
Prerequisite: Ability to cast detect animals or plants.
Benefit: You can turn (but not destroy) animals as a good CLEVER WRESTLING [GENERAL]
cleric turns undead. You have a better than normal chance to escape or wriggle
The number of times per day that you can use this ability is free from a big creature’s grapple or pin.
equal to 3 + your Charisma modifier.
Prerequisites: Improved Unarmed Strike, Small or
Your highest divine caster level is the level at which you
Medium-size.
turn animals.
Benefit: When your opponent is larger than Medium-
size, you gain a circumstance bonus on your grapple check
BLINDSIGHT [WILD] to escape a grapple or pin.
The size of the bonus depends on your opponent’s size,
Your senses are as keen as the bat’s. according to the following table.
Prerequisite: Ability to use wild shape to become a dire Opponent Is...
bat. Bonus Colossal +8 Gargantuan +6 Huge +4 Large +2
Benefit: You gain the extraordinary ability blindsight (as
described in Chapter 3 of the DUNGEON MASTER’S
GUIDE), which operates regardless of your form. DESTRUCTIVE RAGE [GENERAL]
Like the dire bat, you emit high-frequency sounds, You shatter barriers and objects when enraged.
inaudible to most creatures, as a form of “sonar” that allows
Prerequisite: Ability to rage.
you to locate objects and creatures within 120 feet.
Since this ability relies on hearing, any circumstance that Benefit: While you’re raging, you gain a +8 bonus on any
deprives you of that sense also negates your blindsight. Strength checks you make to break open doors or break
inanimate, immobile objects.
333
DWARF’S TOUGHNESS [GENERAL] EXTRA RAGE [GENERAL]
You are tougher than you were before. You rage more frequently than you normally could.
Prerequisite: Base Fort save bonus +5. Prerequisite: Ability to rage.
Benefit: You gain +6 hit points. Benefit: You rage two more times per day than you
Special: You can gain this feat multiple times. otherwise could.
Special: You can take this feat multiple times, gaining two
additional rages per day each time.
EXTENDED RAGE [GENERAL]
Your rage lasts longer than it normally would.
Prerequisite: Ability to rage. EXTRA WILD SHAPE [WILD]
Benefit: Each of your rages lasts an additional 5 rounds You use wild shape more frequently than you normally
beyond its normal duration. could.
Special: You can take this feat multiple times, and the Prerequisite: Ability to use wild shape.
additional rounds stack. Benefit: You use your wild shape ability two more times
per day than you otherwise could.
If you are able to use wild shape to become an elemental,
EXTRA FAVORED ENEMY [GENERAL] you also gain one additional elemental wild shape use per
You select an additional favored enemy. day.
Prerequisites: Base attack bonus +5, at least one favored Special: You can take this feat multiple times, gaining two
enemy. additional wild shapes of your usual type and one additional
Benefit: You add an extra favored enemy to your list (see elemental wild shape (if you have this capability; each time.
Table 3–14 in the Player’s Handbook) beyond your normal
allotment.
Initially, you gain the standard +1 bonus on damage and the FAST WILD SHAPE [WILD]
usual skill checks against this new favored enemy. You assume your wild shape faster and more easily than
When you advance beyond the level at which you gained you otherwise could.
Extra Favored Enemy, this bonus increases in the same way Prerequisites: Ability to use wild shape to become a dire
other favored enemy bonuses do. animal, Dex 13.
For example, suppose you select goblinoids as your first Benefit: You gain the ability to use wild shape as a move-
favored enemy when you are a 1st-level ranger and magical equivalent action.
beasts as your second when you reach 5th level. Normal: A druid uses wild shape as a standard action.
Then you take Extra Favored Enemy as your feat at 6th
level and select aberrations.
At this point, you have a +2 bonus against goblinoids and a FASTER HEALING [GENERAL]
+1 bonus against both magical beasts and aberrations. You recover faster than others do.
When you reach 10th level, your bonuses rise to +3 against Prerequisite: Base Fort save bonus +5.
goblinoids and +2 against magical beasts and aberrations. Benefit: You recover lost hit points and ability score
points taster than you normally would, according to the
table on the next page.
341
Normal: A creature without this feat suffers a –6 penalty
to attacks made with its primary hand and a –10 penalty to
MONSTER MANUAL attacks made with its off hands.
(It has one primary hand, and all the others are off hands).
See Attacking with Two Weapons, page 124 in the Player’s
1 3.0 (3.0) Handbook.
Special: This feat replaces the Two-Weapon Fighting feat
for creatures with more than two arms.
The Multidexterity feat further reduces penalties for off-
SIDEBAR FEATS hand attacks.
MULTIATTACK [GENERAL]
The creature is adept at using all its natural weapons at
once.
Prerequisite: Three or more natural weapons.
Benefit: The creature’s secondary attacks with natural
weapons suffer only a –2 penalty.
Normal: Without this feat, the creature’s secondary
natural attacks suffer a –5 penalty.
MULTIDEXTERITY [GENERAL]
The creature is adept at using all its hands in combat.
Prerequisite: Dex 15+, three or more arms.
Benefit: The creature ignores all penalties for using an off
hand.
Normal: Without this feat, a creature who uses an off
hand suffers a –4 penalty to attack rolls, ability checks, and
skill checks.
A creature has one primary hand, and all the others are off
hands; for example, a four-armed creature has one primary
hand and three off hands.
Special: This feat replaces the Ambidexterity feat for
creatures with more than two arms.
MULTIWEAPON FIGHTING
[GENERAL]
A creature with three or more hands can fight with a
weapon in each hand.
The creature can make one extra attack each round with
each extra weapon.
Prerequisite: Three or more hands.
Benefit: Penalties for fighting with multiple weapons are
reduced by 2.
342
A creature with this feat can repair constructs that have
taken damage.
MONSTER MANUAL In one day of work, the creature can repair up to 20 points
of damage by expending 50 gp per point of damage
repaired.
1 3.5 (3.5) A newly created construct has average hit points for its Hit
Dice.
WINGOVER [GENERAL]
The creature can change direction quickly while flying.
Prerequisite: Fly speed.
Benefits: A flying creature with this feat can change
direction quickly once each round as a free action.
This feat allows it to turn up to 180 degrees regardless of its
maneuverability, in addition to any other turns it is
normally allowed.
A creature cannot gain altitude during a round when it
executes a wingover, but it can dive.
The change of direction consumes 10 feet of flying
movement.
345
MULTIATTACK [GENERAL]
MONSTER MANUAL The creature is adept at using all its natural weapons at
once.
Prerequisite: Three or more natural weapons.
2 (3.0) Benefit: Each of the creature’s secondary attacks with
natural weapons takes only a –2 penalty.
Normal: Without this feat, each of the creature’s
secondary natural attacks takes a –5 penalty.
SIDEBAR FEATS
MULTIDEXTERITY [GENERAL]
ABILITY FOCUS [GENERAL] The creature is adept at using all its hands in combat.
One of the creature’s special attacks is more potent than Prerequisite: Dex 15, three or more arms.
normal. Benefit: The creature ignores all penalties for using an off
Benefit: The Difficulty Class for all saving throws against hand.
the selected special attack increases by +2. Normal: Without this feat, a creature using an off hand
Special: This feat can be taken multiple times. takes a –4 penalty on attack rolls, ability checks, and skill
Its effects do not stack. checks.
Each time it is taken, it applies to a different special attack. A creature has one primary hand, and all the others are off
hands; for example, a four-armed creature has one primary
hand and three off hands.
FLYBY ATTACK [GENERAL] Special: This feat replaces the Ambidexterity feat for
The creature can attack on the wing. creatures with more than two arms.
Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action MULTIWEAPON FIGHTING
(including a dive) and another partial action at any point
during the move. [GENERAL]
The creature cannot take a second move action during a A creature with three or more hands can fight with a
round when it makes a flyby attack. weapon in each hand.
Normal: Without this feat, the creature takes a partial It can make one extra attack per round with each extra
action either before or after its move. weapon.
Prerequisite: Three or more hands.
HOVER [GENERAL] Benefit: Penalties for fighting with multiple weapons are
reduced by 2.
The creature can halt its forward motion while flying, Normal: A creature without this feat takes a –6 penalty on
regardless of its maneuverability. attacks made with its primary hand and a –10 penalty on
Prerequisite: Fly speed. attacks made with its off hands.
Benefit: While hovering, the creature can attack with all (It has one primary hand, and all the others are off hands).
its natural weapons, except for wing attacks. See Attacking with Two Weapons, page 124 in the Player’s
Some creatures may be able to make additional attacks Handbook.
while hovering, as noted in the creature’s descriptive text. Special: This feat replaces the Two-Weapon Fighting feat
If the creature has a breath weapon, it can use the breath for creatures with more than two arms.
weapon instead of making physical attacks.
If a creature hovers close to the ground in an area with lots
of loose debris, the draft from its wings creates a QUICKEN SPELL-LIKE ABILITY
hemispherical cloud with a radius specified in the
creature’s descriptive text. [GENERAL]
The winds so generated can snuff torches, small campfires, The creature can use a spell-like ability with a moment’s
exposed lanterns, and other small, open flames of thought.
nonmagical origin. Benefit: Using a quickened spell-like ability is a free
The cloud obscures vision, and creatures caught within it action that does not provoke an attack of opportunity.
are blinded while inside and for 1 round after emerging. The creature can perform another action—including the
Each creature caught in the cloud must succeed at a use of another spell-like ability—in the same round that it
Concentration check (DC 10 + 1/2 creature’s HD) to cast a uses a quickened spell-like ability.
spell. The creature may use only one quickened spell-like ability
Normal: A creature without this feat cannot halt its per round.
forward motion without falling. A spell-like ability that duplicates a spell with a casting time
A creature with average, poor, or clumsy maneuverability greater than 1 full round cannot be quickened.
can slow its flying movement to only half of its fly speed. Each of a creature’s spell-like abilities can be quickened
(See Tactical Aerial Movement in Chapter 3 of the only once per day, and the feat does not allow the creature
DUNGEON MASTER’s Guide). to exceed its normal usage limit for any ability.
346
Thus, if a demon chooses to quicken its darkness ability, it
cannot use quickened darkness again the same day, though
it could use its darkness ability again normally (since it can
use darkness at will), or it could quicken another of its spell-
like abilities, such as desecrate.
Normal: Normally the use of a spell-like ability requires a
standard action and provokes an attack of opportunity
unless noted otherwise.
Special: This feat can be taken multiple times.
Each time it is taken, the creature can apply it to each of its
spell-like abilities one additional time per day.
SNATCH [GENERAL]
The creature can grapple more easily with its claws or bite.
Prerequisite: Claws or bite as a natural weapon attack.
Benefit: A creature with this feat that hits with a claw or
bite attack attempts to start a grapple as a free action
without provoking an attack of opportunity.
If it gets a hold with a claw on a creature four or more size
categories smaller than itself, it squeezes each round for
automatic claw damage.
If it gets a hold with its bite on a creature three or more size
categories smaller than itself, it automatically deals bite
damage each round, or if it does not move and takes no
other action in combat, it deals double bite damage.
The snatched creature gets no saving throw against the
creature’s breath weapon (if any).
The creature can drop a foe it has snatched as a free action
or use a standard action to fling it aside.
The feet traveled and the damage taken by a flung foe are
specified in the creature’s descriptive text.
If the foe is flung while the creature is flying, the foe takes
the specified amount of damage or falling damage,
whichever is greater.
Normal: Without this feat, the creature must conduct
grapple attempts according to Chapter 8 of the Player’s
Handbook.
WINGOVER [GENERAL]
The creature can change direction quickly while flying.
Prerequisite: Fly speed.
Benefit: This feat allows a flying creature to turn up to
180 degrees once per round regardless of its
maneuverability, in addition to any other turns it is
normally allowed.
A creature cannot gain altitude during the round when it
executes a wingover, but it can dive.
Normal: A creature without this feat that has average,
poor, or clumsy maneuverability is limited to a turn of 90
degrees or 45 degrees.
(See Tactical Aerial Movement in Chapter 3 of the
DUNGEON MASTER’s Guide).
347
In one day of work, the creature can repair up to 20 points
of damage by expending 50 gp per point of damage
MONSTER MANUAL repaired.
A newly created construct has average hit points for its Hit
Dice.
3 (3.5) EMPOWER SPELL-LIKE ABILITY []
A creature with this feat can use a spell-like ability with
MAIN SECTION FEATS greater effect than normal.
Prerequisite: Spell-like ability at caster level 6th or
higher.
ABILITY FOCUS [] Benefit: The creature can use one of its spell-like abilities
The special attack of a creature with this feat is more potent as an empowered spell-like ability three times per day (or
than normal. less, if the ability is normally usable only once or twice per
Prerequisite: Special attack. day).
Benefit: Add +2 to the DC for all saving throws against When a creature uses an empowered spell-like ability, all
the special attack on which the creature focuses. variable, numeric effects of the spell-like ability are
increased by one-half.
Special: A creature can gain this feat multiple times.
Its effects do not stack. An empowered spell-like ability does half again as much
Each time the creature takes the feat, it applies to a damage as normal, cures half again as many hit points,
different special attack. affects half again as many targets, and so on as appropriate.
For example, a phoelarch’s empowered scorching ray deals 1-
1/2 times normal damage (roll 4d6 and multiply the result
AWESOME BLOW [] by 1-1/2 for each ray).
Saving throws and opposed rolls (such as the one made
A creature with this feat can choose to deliver blows that when a character casts dispel magic) are not affected.
send its smaller opponents flying like bowling pins. Spell-like abilities without random variables are not
Prerequisites: Str 25, Power Attack, Improved Bull affected.
Rush, size Large or larger. The creature can only select a spell-like ability duplicating a
Benefit: As a standard action, the creature can choose to spell with a level less than or equal to half its caster level
subtract 4 from its melee attack roll and deliver an awesome (round down) –2.
blow. For a summary, see the table in the description of the
If the creature hits a corporeal opponent smaller than itself Quicken Spell-Like Ability feat on the next page.
with an awesome blow, its opponent must succeed on a For example, a creature that uses its spell-like abilities as a
Reflex save (DC equal to damage dealt) or be knocked 13th-level caster can only empower spell-like abilities
flying 10 feet in a direction of the attacking creature’s duplicating spells of 4th level or lower.
choice and fall prone. Special: This feat can be taken multiple times.
The attacking creature can only push the opponent in a Each time it is taken, the creature can apply it to a different
straight line, and the opponent can’t move closer to the one of its spell-like abilities.
attacking creature than the square it started in.
If an obstacle prevents the completion of the opponent’s
move, the opponent and the obstacle each take 1d6 points FLYBY ATTACK []
of damage, and the opponent stops in the space adjacent to
A creature with this feat can attack on the wing.
the obstacle.
Prerequisite: Fly speed.
Special: A fighter can select Awesome Blow as one of his
fighter bonus feats. Benefit: When flying, the creature can take a move action
(including a dive) and another standard action at any point
during the move.
CRAFT CONSTRUCT [ITEM The creature cannot take a second move action during a
round when it makes a flyby attack.
CREATION] Normal: Without this feat, the creature takes a standard
A creature with this feat can create golems and other magic action either before or after its move.
automatons that obey its orders.
Prerequisites: Craft Magic Arms and Armor, Craft IMPROVED NATURAL ARMOR []
Wondrous Item.
Benefit: The creature can create any construct whose The natural armor of a creature with this feat is thicker and
prerequisites it meets. harder than normal for its kind.
Enchanting a construct takes one day for each 1,000 gp in Prerequisites: Natural armor, Con 13.
its market price. Benefit: The creature’s natural armor bonus increases by
To enchant a construct, a spellcaster must spend 1/25 the 1.
item’s price in XP and use up raw materials costing half of Special: A creature can gain this feat multiple times.
this price. Each time the creature takes the feat, its natural armor
The creature can repair constructs that have taken damage. bonus increases by 1.
348
Using a quickened spell-like ability is a swift action that
IMPROVED NATURAL ATTACK [] does not provoke attacks of opportunity.
The natural attacks of a creature with this feat are more The creature can perform another action—including the
dangerous than its size and type would otherwise dictate. use of another spell-like ability—in the same round that it
Prerequisite: Natural weapon, base attack bonus +4. uses a quickened spell-like ability.
Benefit: The damage for one of the creature’s natural The creature can use only one quickened spell-like ability
attack forms increases by one step, as if the creature’s size per round.
had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, The creature can only select a spell-like ability duplicating a
3d6, 4d6, 6d6, 8d6, 12d6. spell with a level less than or equal to half its caster level
A weapon or attack that deals 1d10 points of damage (round down) –4.
increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8. For a summary, see the table below.
For example, a creature that uses its spell-like abilities as a
15th-level caster can only quicken spell-like abilities
IMPROVED TOUGHNESS [] duplicating spells of 3rd level or lower.
A creature with this feat is significantly tougher than In addition, a spell-like ability that duplicates a spell with a
normal. casting time greater than 1 full round cannot be quickened.
Prerequisite: Base Fortitude save bonus +2. Normal: Normally the use of a spell-like ability requires a
Benefit: The creature gains a number of hit points equal standard action and provokes attacks of opportunity unless
to its current Hit Dice. otherwise noted.
Each time it gains a Hit Die (such as by gaining a level), it Special: This feat can be taken multiple times.
gains 1 additional hit point. Each time it is taken, the creature can apply it to a different
If it loses a Hit Die (such as by losing a level), it loses 1 hit one of its spell-like abilities.
point permanently.
Special: A fighter can select Improved Toughness as one
of his fighter bonus feats.
MULTIATTACK []
A creature with this feat is adept at using all its natural
weapons at once.
Prerequisite: Three or more natural attacks.
Benefit: The creature’s secondary attacks with natural
weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary
attacks with natural weapons take a –5 penalty.
POWERFUL CHARGE []
A creature with this feat can charge with extra force.
Prerequisites: Medium or larger, base attack bonus +1.
Benefit: When the creature charges, if its melee attack
hits, it deals an extra 1d8 points of damage (if it is of SIDEBAR FEATS
Medium size).
For Large creatures, the extra damage is 2d6 points; for
Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6. ADAMANTINE BODY []
This feat only works when the creature makes a charge. At the cost of mobility, a warforged character’s body can be
It does not work when the creature is mounted. crafted with a layer of adamantine that provides formidable
If the creature has the ability to make multiple attacks after protective armor and some damage reduction.
a charge, it can only apply this extra damage to one of those Prerequisites: Warforged, 1st level only.
attacks. Benefit: Your armor bonus is increased to +8, and you
Special: A fighter can select Powerful Charge as one of gain damage reduction 2/adamantine.
his fighter bonus feats. However, your base land speed is reduced to 20 feet, and
you are considered to be wearing heavy armor.
You have a +1 maximum Dexterity bonus to AC, a –5
QUICKEN SPELL-LIKE ABILITY [] penalty on all skill checks that armor check penalties apply
A creature with this feat can employ a spell-like ability with to (Balance, Climb, Escape Artist, Hide, Jump, Move
a moment’s thought. Silently, Sleight of Hand, Swim, and Tumble), and an
Prerequisite: Spell-like ability at caster level 10th or arcane spell failure chance of 35%.
higher. Normal: Without this feat, a warforged character has an
Benefit: The creature can use one of its spell-like abilities armor bonus of +2.
as a quickened spell-like ability three times per day (or less, Special: Unlike most feats, this feat must be taken at 1st
if the ability is normally usable only once or twice per day). level, during character creation.
349
Warforged druids who take this feat cannot cast druid
spells or use any of the druid’s supernatural or spell-like MITHRAL FLUIDITY []
class features. Your movements are smoother and more fluid than those
Warforged characters with this feat do not gain the benefit of other warforged.
of any class feature prohibited to a character wearing heavy Prerequisites: Warforged, Mithral Body.
armor. Benefits: The maximum Dexterity bonus a warforged
with the Mithral Body feat can apply to Armor Class is
increased by 1.
EXTRA SHIFTER TRAIT [SHIFTER] In addition, the armor check penalties to Balance, Climb,
You manifest a second shifter trait while shifting. Escape Artist, Hide, Jump, Move Silently, Sleight of Hand,
Prerequisites: Shifter, two other shifter feats. and Tumble checks are reduced by 1.
Benefit: Select a second shifter trait from those described Special: This feat can be taken multiple times.
in the Shifter Traits section. However, armor check penalties cannot be reduced to less
You manifest all the benefits of the second trait except for than +0.
the temporary bonus to an ability score.
SHIFTER DEFENSE [SHIFTER]
HEALING FACTOR [SHIFTER] By delving into your shifter heritage, you have developed
When your current period of shifting ends, you heal a the ability to ignore a little damage from every attack.
limited amount of damage. Prerequisites: Shifter, two other shifter feats.
Prerequisites: Shifter, Con 13. Benefit: While shifting, you gain damage reduction
Benefit: When you stop shifting, you immediately heal a 2/silver.
number of hit points equal to your character level.
This benefit does not occur if you die (at –10 hit points)
before the period of shifting ends. SHIFTER INSTINCTS [SHIFTER]
Your heritage has given you sharp senses and quick
reflexes, and you have learned to trust your equally sharp
IMPROVED FORTIFICATION [] instincts.
You improve your warforged fortification, gaining Prerequisite: Shifter.
immunity to sneak attacks and extra damage from critical Benefit: You gain a +1 bonus on Listen, Sense Motive,
hits. and Spot checks, and a +2 bonus on initiative checks.
Prerequisites: Warforged, base attack bonus +6.
Benefit: You gain immunity to sneak attacks and extra
damage from critical hits, but you lose the ability to be
healed by spells of the healing subschool.
MITHRAL BODY []
A warforged character’s body can be crafted with a layer of
mithral that provides some protection without hindering
speed or gracefulness.
Prerequisites: Warforged, 1st level only.
Benefit: The warforged’s armor bonus is increased to +5,
and the character is considered to be wearing light armor.
He now has a +5 maximum Dexterity bonus to AC, a –2
penalty on all skill checks that armor check penalties apply
to (Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Sleight of Hand, Swim, and Tumble), and an
arcane spell failure chance of 15%.
Normal: Without this feat, a warforged character has an
armor bonus of +2.
Special: Unlike most feats, this feat must be taken at 1st
level, during character creation.
Warforged druids who take this feat cannot cast druid
spells or use any of their druid supernatural or spell-like
class abilities.
Warforged characters with this feat do not gain the benefit
of any class feature prohibited to a character wearing light
armor.
350
As a full-round action, a targeted creature can attempt a
Reflex save (using the breath weapon’s original save DC) to
MONSTER MANUAL remove the clinging breath weapon and negate further
damage.
Rolling around on the ground grants a +2 bonus on this
4 (3.5) save.
This feat only works on a breath weapon that has
instantaneous duration and that deals damage.
When a creature uses this feat, add 1 to the number of
MAIN SECTION FEATS rounds it must wait before using its breath weapon again.
Special: This feat originally appeared in Draconomicon;
this is a revised version.
ABILITY FOCUS [] If you have Draconomicon.
A particular special ability of a creature with this feat is Clinging Breath is treated as a Metabreath feat.
more potent than normal.
Prerequisite: Special ability that allows a saving throw. CRAFT CONSTRUCT [ITEM
Benefit: Add 2 to the DC for all saving throws against the
special ability on which the creature focuses. CREATION]
Special: A creature can gain this feat multiple times. A creature with this feat can create golems and other magic
Its effects do not stack. automatons that obey its orders.
Each time the creature takes the feat, it applies to a Prerequisites: Craft Magic Arms and Armor, Craft
different special ability. Wondrous Item.
Benefit: The creature can create any construct whose
AWESOME BLOW [] prerequisites it meets.
Enchanting a construct takes one day for each 1,000 gp in
A creature with this feat can choose to deliver blows that its market price.
send its smaller opponents flying like bowling pins. To enchant a construct, a spcllcaster must spend 1/25 the
Prerequisites: Str 25, Power Attack, Improved Bull item’s price in XP and use up raw materials costing half of
Rush, size large or larger. this price.
Benefit: As a standard action, the creature can choose to The creature can repair constructs that have taken damage.
subtract 4 from its melee attack roll and deliver an awesome In one day of work, the creature can repair up to 20 points
blow. of damage by expending 50 gp per point of damage
If the creature hits a corporeal opponent smaller than itself repaired.
with an awesome blow, its opponent must succeed on a A newly created construct has average hit points for its Hit
Reflex save (DC equal to damage dealt) or be knocked Dice.
flying 10 feet in a direction of the attacking creature’s
choice and fell prone.
The attacking creature can only push the opponent in a FLYBY ATTACK []
straight line, and the opponent can’t move closer to the A creature with this feat can attack on the wing,.
attacking creature than the square it started in. Prerequisite: Fly speed.
If an obstacle prevents the completion of the opponent’s Benefit: When flying, the creature can take a move action
move, the opponent and the obstacle each take 1d6 points (including a dive) and another standard action at any point
of damage, and the opponent stops in the space adjacent to during the move.
the obstacle. The creature cannot take a second move action during a
Special: A fighter can select Awesome Blow as one of his round when it makes a flyby attack.
fighter bonus feats. Normal: Without this feat, the creature takes a standard
action either before or after its move.
CLINGING BREATH []
This feat enables a creature’s breath weapon to cling to GITHYANKI BATTLECASTER []
creatures and continue to affect them after it has breathed. A creature with this feat ignores arcane spell failure
Prerequisites: Con 13, breath weapon with recharge chances when wearing light armor.
time expressed in rounds. Prerequisites: Githyanki, ability to cast 2nd-level arcane
Benefit: When a creature uses its breath weapon, it can spells, base attack bonus +3.
choose for it to deal additional damage in the next round to Benefit: The creature ignores arcane spell failure chances
all creatures and objects affected by it. for any kind of light armor it wears.
This additional damage is equal to half the damage the If it wears medium or heavy armor or carries a shield, it has
breath weapon dealt to that creature or object. the normal arcane spell failure chance.
A second save is not allowed, but any creature or object that Special: A fighter or wizard can choose this feat as one of
avoided all damage from the breath weapon in the first the bonus feats those classes grant.
round (such as from evasion) does not take any extra
damage.
351
Any creature in the area of the original breath weapon takes
GITHYANKI DRAGONRIDER no additional effect from the cloud, provided it is outside
[RACIAL] the cloud by the end of its next turn.
When a creature uses this teat, add 2 to the number of
A creature with this feat has a knack forgetting along with rounds it must wait before using its breath weapon again.
red dragons. Special: This feat originally appeared in Draconomicon;
Prerequisites: Githyanki, ride 5 ranks. this is a revised version.
Benefit: The creature gains a +2 bonus on Diplomacy If you have Draconomicon, Lingering Breath is treated as a
checks when dealing with red dragons and a +2 on Ride Metabreath feat.
checks it attempts when riding a red dragon.
While the creature is mounted on a red dragon, it and its
mount gain a +1 bonus on Reflex saves and a +1 insight MULTI ATTACK []
bonus to Armor Class. A creature with this feat is adept at using all its natural
Special: The Diplomacy bonus from this feat stacks with weapons at once.
the githyanki racial bonus on Diplomacy checks when Prerequisite: Three or more natural attacks.
dealing with red dragons. Benefit: The creature’s secondary attacks with natural
A githyanki fighter can choose this feat as a bonus feat. weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary
IMPROVED NATURAL ATTACK [] attacks with natural weapons take a –5 penalty.
The natural attacks of a creature with this feat are more
dangerous than its size and type would otherwise dictate. POWERFUL CHARGE []
Prerequisite: Natural weapon, base attack bonus +4. A creature with this feat can charge with extra force.
Benefit: The damage for one of the creature’s natural
Prerequisites: Medium or larger, base attack bonus +1.
attack forms increases by one step, as if the creature’s size
Benefit: When the creature charges, if its melee attack
had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6,
hits, it deals an extra 1d8 points of damage (if it is of
3d6,4d6, 6d6,8d6, 12d6.
Medium size).
A weapon or attack that deals 1d10 points of damage
For Large creatures, the extra damage is 2d6 points; for
increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6.
This feat only works when the creature makes a charge.
IMPROVED TOUGHNESS [] It does not work when the creature is mounted.
If the creature has the ability to make multiple attacks alter
A creature with this feat is significantly tougher than a charge, it can only apply this extra damage to one of those
normal. attacks.
Prerequisite: Base Fortitude save bonus +2. Special: A fighter can select Powerful Charge as one of
Benefit: The creature gains a number of hit points equal his fighter bonus feats.
to its current Hit Dice.
Each time it gains a Hit Die (such as by gaining a level or
advancing), it gains 1 additional hit point. QUICKEN SPELL-LIKE ABILITY []
If it loses a Hit Die (such as by losing a level), it loses 1 hit A creature with this feat can employ a spell-like ability with
point permanently. a moment’s thought.
Special: A fighter can select Improved Toughness as one Prerequisite: Spell-like ability at caster level 10th or
of his fighter bonus feats. higher.
Benefit: The creature can use one of its spell-like abilities
LINGERING BREATH [] as a quickened spell-like ability three times per day (or less,
if the ability is normally usable only once or twice per day).
The breath weapon of a creature with this feat forms a Using a quickened spell-like ability is a swift action (see
lingering cloud. page 219) that does not provoke attacks of opportunity.
Prerequisites: Con 15, breath weapon with recharge The creature can perform another action-—including the
time expressed in rounds, Clinging Breath. use of another spell-like ability—in the same round that it
Benefit: When the creature uses its breath weapon, it can uses a quickened spell-like ability.
choose for the effect to remain for 1 round as a lingering The creature can use only one quickened spell-like ability
cloud of the same shape and size as the original breath per round.
weapon. The creature can only select a spell-like ability duplicating a
Anyone who enters the cloud takes one-half of the breath spell with a level less than or equal to half its caster level
weapon’s normal effects; any saving throw the breath (round down) minus 4.
weapon normally allows still applies. For a summary, see the table below.
Damaging breath weapons deal one-half their normal For example, a creature that uses its spell-like abilities as a
damage, and breath weapons with effects that have 15th-level caster can only quicken spell-like abilities
durations last for one-half the normal time. duplicating spells of 3rd level or lower.
If a creature is affected by the same nondamaging breath In addition, a spell-like ability that duplicates a spell with a
weapon twice, the effects do not stack (use only the longer casting time greater than 1 full round cannot be quickened.
duration).
352
Normal: Normally the use of a spell-like ability requires a
standard action and provokes attacks of opportunity unless
otherwise noted.
Special: This feat can be taken multiple times.
Each time it is taken, the creature can apply it to a different
one of its spell-like abilities.
353
Spell-like abilities without random variables are not
affected.
MONSTER MANUAL The creature can select only a spell-like ability duplicating a
spell of a level less than or equal to half its caster level
(round down) –2.
5 (3.5) For a summary, see the table in the description of the
Quicken Spell-Like Ability feat.
Special: This feat can be taken multiple times.
Each time it is taken, the creature can apply it to a different
MAIN SECTION FEATS one of its spell-like abilities.
MULTIATTACK []
A creature that has this feat is adept at using all its natural
weapons at once.
Prerequisite: Three or more natural attacks.
Benefit: The creature’s secondary attacks with natural
weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary
attacks with natural weapons take a –5 penalty.
POWERFUL CHARGE []
A creature that has this feat can charge with extra force.
Prerequisites: Medium or larger, base attack bonus +1.
Benefit: When the creature charges, if its melee attack
hits, it deals an extra 1d8 points of damage (if it is of
Medium size).
For Large creatures, the extra damage is 2d6 points; for
Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6.
This feat works only when the creature makes a charge.
It does not work when the creature is mounted, if the SNATCH []
creature has the ability to make multiple attacks after a
charge, it can apply this extra damage to only one of those The creature can grab opponents much smaller than it and
attacks. hold them in its mouth or claw.
Special: A fighter can select Powerful Charge as one of Prerequisite: Size Huge or larger.
his fighter bonus feats. Benefit: The creature can choose to start a grapple when
it hits with a claw or bite attack, as though it had the
improved grab special attack, if the creature gets a hold on
QUICKEN SPELL-LIKE ABILITY [] an opponent three or more sizes smaller, it can squeeze
A creature that has this feat can employ a spell-like ability each round for bite or claw damage.
with a moment’s thought. A snatched opponent held in the creature’s mouth is not
Prerequisite: Spell-like ability at caster level 10th or allowed a Reflex save against the creature’s breath weapon
higher. (if any).
Benefit: The creature can use one of its spell-like abilities The creature can drop an opponent it has snatched as a free
as a quickened spell-like ability three times per day (or less, action or use a standard action to fling it aside.
if the ability is normally usable only once or twice per day). A flung opponent travels 1d6×10 feet, and takes 1d6 points
Using a quickened spell-like ability is a swift action that of damage per 10 feet traveled.
does not provoke attacks of opportunity. If the creature flings a snatched opponent when flying, the
The creature can perform another action—including the opponent takes this amount or falling damage, whichever is
use of another spell-like ability—in the same round that it greater.
uses a quickened spell-like ability.
355
WINGOVER [] KUO-TOAN MONASTICISM []
The creature can change direction quickly while flying. The monitors learn to use the strange, sticky substance
Prerequisite: Fly speed. common to kuo-toas as part of their martial arts.
Benefit: A flying creature that has this feat can change If a monitor’s first punch hits, it sticks its hand to the target,
direction quickly once each round as a free action. executes an acrobatic tumble, and unfailingly lands its
This feat allows it to turn up to 180 degrees regardless of its second strike.
maneuverability, in addition to any other turns it is Prerequisites: Kuo-toa, flurry of blows.
normally allowed. Benefit: As a swift action, a kuo-toa can smear a strange,
A creature cannot gain altitude during a round when it sticky substance on its hands.
executes a wingover, but it can dive. When using flurry of blows, the kuo-toa automatically hits
The change of direction consumes 10 feet of flying with one of its extra attacks if its first attack hits.
movement. A kuo-toa that has this feat uses Hit Dice, rather than
character level, to determine its Stunning Fist save DC.
356
3rd Round: The location and potency of each quintessence
source.
357
See Attacking with Two Weapons in Chapter 8 of the
Player’s Handbook.
MONSTERS OF Special: This feat replaces the Two-Weapon Fighting feat
for creatures with more than two arms.
The Multidexterity feat further reduces penalties for off-
FAERÛN (3.0) hand attacks.
SIDEBAR FEATS
FLYBY ATTACK [GENERAL]
The creature can attack on the wing.
Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action
(including a dive) and another partial action at any point
during the move.
The creature cannot take a second move action during a
round when it makes a flyby attack.
Normal: Without this feat, the creature takes a partial
action either before or after its move.
MULTIATTACK [GENERAL]
The creature is adept at using all its natural weapons at
once.
Prerequisite: Three or more natural weapons.
Benefit: The creature’s secondary attacks with natural
weapons suffer only a –2 penalty.
Normal: Without this feat, the creature’s secondary
natural attacks suffer a –5 penalty.
MULTIDEXTERITY [GENERAL]
The creature is adept at using all its hands in combat.
Prerequisite: Dex 15+, three or more arms.
Benefit: The creature ignores all penalties for using an off
hand.
Normal: Without this feat, a creature who uses an off
hand suffers a –4 penalty on attack rolls, ability checks, and
skill checks.
A creature has one primary hand, and all the others are off
hands; for example, a four-armed creature has one primary
hand and three off hands.
Special: This feat replaces the Ambidexterity feat for
creatures with more than two arms.
MULTIWEAPON FIGHTING
[GENERAL]
A creature with three or more hands can fight with a
weapon in each hand.
The creature can make one extra attack each round with
each extra weapon.
Prerequisite: Three or more hands.
Benefit: Penalties for fighting with multiple weapons are
reduced by 2.
Normal: A creature without this feat suffers a –6 penalty
on attacks made with its primary hand and a –10 penalty on
attacks made with its off hands.
(It has one primary hand; all the others are off hands).
358
MYSTERIES OF THE
MOONSEA (3.5)
359
BORN DUELIST [ANCESTOR]
ORIENTAL You claim descent from Mirumoto, one of the first two
samurai to join Togashi in his meditative retreat.
Clan: Dragon.
ADVENTURES (3.0) Benefit: If you adopt the Mirumoto niten master prestige
class, you gain an additional +1 AC bonus from the use of
the niten technique.
This feat is only available if the Mirumoto niten master
MAIN SECTION FEATS prestige class, described in Chapter 11: The Empire of
Rokugan, is available.
ART OF FASCINATION [ANCESTOR]
You claim descent from Kakita Wayozu, the first female CHOKE HOLD [GENERAL]
Mistress of the Kakita Academy, whose art was so great it is You have learned the correct way to apply pressure to
said that she helped create an alternate world. render an opponent unconscious.
Clan: Crane. Prerequisites: Improved Unarmed Strike, Improved
Benefit: You can fascinate a single creature with your Grapple, Stunning Fist.
music or poetics. Benefit: If you pin your opponent while grappling and
You make a Perform check, and the target can negate the maintain the pin for 1 full round, at the end of the round
effect with a Will saving throw equal to or greater than your opponent must make a Fortitude saving throw (DC 10
your check result. + 1/2 your level + your Wisdom modifier).
If the saving throw succeeds, you cannot attempt to If the saving throw fails, your opponent falls unconscious
fascinate that creature again for 24 hours. for 1d3 rounds.
If the saving throw fails, the creature sits quietly and listens
to the song for up to 1 round per level you possess.
While fascinated, the target’s Spot and Listen checks suffer a COOL HEAD [ANCESTOR]
–4 penalty. You are descended from the great diplomat Ide, who was
Any potential threat allows the fascinated creature a second chosen to be the voice of Shinjo in all dealings with
saving throw against a breaks the effect. strangers.
You must concentrate, as if casting or maintaining a spell. Clan: Unicorn.
This is a spell-like, mind-affecting charm ability. Benefit: You get a +3 bonus on Diplomacy checks.
363
know, but you get no benefit from this feat until you learn
KEEN INTELLECT [ANCESTOR] the item creation feat you have selected.
You are descended from Agasha, the founder of the original
Dragon shugenja school, a shugenja known for her keen
intellect and powers of observation. MAGISTRATE’S MIND [ANCESTOR]
Clan: Dragon, Phoenix. You claim descent from Soshi Saibankan, a great Scorpion
Benefit: You gain a +1 bonus on intelligence checks and a judge who helped establish the Empire’s institution of
+1 bonus on Knowledge, Scry, and Search checks. Emerald Magistrates.
Clan: Scorpion.
Benefit: You get a +2 bonus on Knowledge (history) and
KI SHOUT [GENERAL] Knowledge (nobility and royalty) checks.
You can bellow forth a ki-empowered shout that strikes
terror into your enemies.
Prerequisites: Base attack bonus +1 or higher, Cha 13+. MANY MASKS [ANCESTOR]
Benefit: Making a ki shout is a standard action. You are descended from Shosuro Furuyari, an important
Opponents who can hear your shout and who are within 30 Scorpion playwright.
feet of you may become shaken for 1d6 rounds. Clan: Scorpion.
The ki shout affects only opponents with fewer Hit Dice or Benefit: You get a +2 bonus on Disguise and Perform
levels than you have. checks.
An affected opponent can resist the effects with a
successful Will save against a DC of 10 + 1/2 your character
level + your Charisma modifier. ONI’S BANE [ANCESTOR]
You can use Ki Shout once per day. Your ancestor, Isawa Akuma, was a Phoenix shugenja who
Shaken characters suffer a –2 morale penalty on attack sought to understand the mystery of identity.
rolls, saves, and checks. Venturing into the Shadowlands, he lost his own identity
to an oni.
LION SPY [ANCESTOR] Clan: Phoenix.
Benefit: You gain a +3 bonus on caster level checks (1d20
Your ancestor, Akodo Shinju, was the greatest spy of the + caster level) to beat an outsider’s spell resistance.
Lion clan. However, because of Akumds fall, you suffer a –2 penalty
Clan: Lion. on Diplomacy checks.
Benefit: You gain a +2 bonus on Disguise and Gather
information checks.
PAIN TOUCH [GENERAL]
You cause intense pain in an opponent with a successful
LUCK OF HEROES [ANCESTOR] stunning attack.
You are descended from the quick-footed and quick-witted Prerequisites: Base attack bonus +2 or higher, Stunning
Hiruma, the archetypal hunter and scout. Fist or monk’s stunning attack, Wis 19+.
Clan: Crab. Benefit: Victims of a successful stunning attack are
Benefit: You get a +1 bonus on all saving throws. subject to such debilitating pain that they are nauseated for
1 round following the round they are stunned.
Nauseated creatures are unable to attack, cast spells,
MAGIC IN THE BLOOD [ANCESTOR] concentrate on spells, or do anything else requiring
You claim a karmic link with Iuchi, one of the most attention.
resourceful shugenjas in early Rokugan. The only action such a character can take is a single move
Clan: Unicorn. (or move-equivalent) action per turn.
Benefit: You get a +2 bonus on Alchemy and Spellcraft Creatures that are immune to stunning attacks are also
checks. immune to this feat, as are any creatures that are more than
one size category larger than the feat user.
MAGICAL ARTISAN [ANCESTOR]
You are descended from Asahina Yajinden, a shugenja of POWER ATTACK—IAIJUTSU
the Crane clan who became the greatest lieutenant of the [ANCESTOR]
dread sorcerer Iuchiban.
Yajinden abused his power, creating the Bloodswords and Your ancestor, Kakita Rensei, was a renowned duelist
other evil magic items used by the armies of Iuchiban. whose strength was legendary.
Clan: Crane. Clan: Crane.
Benefit: Choose one item creation feat. Benefit: In an iaijutsu duel, you add an extra 1d6 points
When determining your cost in XP and raw materials for of damage to the damage from your Iaijutsu Focus checks.
creating items with that feat, multiply the base price by
75%.
Since you must choose this feat at character creation, you
do not have to select an item creation feat you already
364
POWER ATTACK—SHADOWLANDS RESIST TAINT [ANCESTOR]
[ANCESTOR] You are descended from Kuni, the founder of the Kuni
family, a scholar of-and mighty warrior against-the
You are descended from Kaiu Gineza, the engineer who not Shadowlands.
only helped construct the tomb of Iuchiban, but also Clan: Crab.
remained in the tomb to set the last trap. Benefit: You gain a +4 bonus on all Fortitude saving
Clan: Crab. throws to determine whether you acquire the Shadowlands
Benefit: When you use the Power Attack feat against a Taint.
creature with the Shadowlands type modifier or a character This feat is only available in Rokugan.
with the Shadowlands Taint, you subtract a number from
your melee attack rolls and add 1-1/2 times that number to
your melee damage rolls. ROUNDABOUT KICK [GENERAL]
The normal restrictions of the Power Attack feat apply. You can follow up on a particularly powerful unarmed
You gain no benefit from this ancestor feat if you do not attack with a mighty kick, spinning in a complete circle
have the Power Attack feat. before landing the kick.
This feat is only available in Rokugan. Prerequisites: Sir 15+, Power Attack, Improved
Unarmed Strike.
POWERFUL VOICE [ANCESTOR] Benefit: If you strike a successful critical hit with an
unarmed attack, you can immediately make an additional
You are karmically linked to Utaku, Shinjo’s most trusted unarmed attack against the same opponent, as if you hadn’t
lieutenant and devoted bodyguard. used your attack for the critical hit.
Clan: Unicorn. You use the same attack bonus that you used for the critical
Benefit: Your powerful speaking voice gives you a +2 hit.
bonus on Diplomacy checks and Perform checks when you For example, Bujiko can make three unarmed attacks in a
are speaking or singing. round, at base ` attack bonuses of +9, +6, and +3.
If she gets a critical hit on her second attack, she can make
PRONE ATTACK [GENERAL] an additional attack using her +6 base attack bonus.
She then makes her third attack (at+3) as normal.
You attack from a prone position without penalty.
Prerequisites: Base attack bonus +2 or higher, Dex 15+,
Lightning Reflexes. SADDLEBACK [ANCESTOR]
Benefit: You can make an attack from the prone position You have a unique karmic tie to Moto Chai, one of the
and suffer no penalty on your attack roll. greatest riders ever to live, even by Unicorn standards.
If your attack roll is successful, you may regain your feet Clan: Unicorn.
immediately as a free action. Benefit: You receive a +3 bonus on all Ride checks.
Special: Prone Attack is a bonus feat for fighters.
It can be taken whenever a fighter is eligible for a bonus
feat, as long as the character has met the prerequisites. SCHOLAR OF NATURE [ANCESTOR]
You are descended from Asako Hanasaku, a great scholar
REMAIN CONSCIOUS [GENERAL] who threw himself into the study of medicine, herbs, and
poison.
You have a tenacity of will that supports you even when Clan: Phoenix.
you are disabled or dying. Benefit: You gain a +2 bonus on Alchemy and Heal
Prerequisites: Base attack bonus +2 or higher, checks.
Endurance, Iron Will, Toughness.
Benefit: When your hit points are reduced to 0, you may
take one partial action on your turn every round until you SEA LEGS [ANCESTOR]
reach –10 hit points, or your hit point total returns to 0 or You are descended from Yasuki Fumoki, a notorious pirate
higher. who preyed on Crane merchant ships off the coast.
If stabilized, you can continue to take partial actions, but Clan: Crab.
the first partial action you take revokes the stabilization. Benefit: You gain a +2 bonus on Balance and Profession
If you reach –10 hit points, you die. (sailor) checks.
367
Prerequisite: Nonchaotic alignment.
Benefit: You gain a +4 bonus on Will saving throws
PLANAR against enchantment (charm) spells and effects.
You also gain a +1 bonus on saving throws against spells or
other effects created by chaotic creatures.
HANDBOOK (3.5) CELESTIAL HERITAGE [HERITAGE]
You are descended from creatures native to the Upper
MAIN SECTION FEATS Planes.
You share some of your ancestors’ natural resistance to
disease, and you are resistant to the magic of evil foes.
ACHERON FLURRY [GENERAL] Prerequisite: Nonevil alignment.
You master the secret technique developed by Acheron- Benefit: You gain a +4 bonus on Fortitude saving throws
native special forces of limiting a foe’s options in hand-to- against disease.
hand combat. You also gain a +1 bonus on saving throws against spells or
Prerequisites: Dex 15, Wis 15, Improved Unarmed other effects created by evil creatures.
Strike, Knowledge (the planes) 4 ranks.
Benefit: During your turn, designate an opponent within
reach to whom you have dealt damage during this
CELESTIAL SUMMONING
encounter using an unarmed strike. SPECIALIST [GENERAL]
You can spend a standard action to confound and distract You can select from a larger number of options when
your chosen foe with a constant flood of distracting mock summoning good creatures.
attacks. Prerequisites: Nonevil alignment, Knowledge (the
While doing this leaves you open to attacks (applying a –2 planes) 2 ranks, Knowledge (religion) 2 ranks, ability to cast
penalty to your Armor Class), your foe may take only a any summon monster spell.
single standard action or move action on his next turn.
Benefit: Add one good-aligned creature to the list of
If you move away (or are otherwise no longer conscious
creatures for each summon monster spell that you can cast.
and adjacent to your foe) before your chosen foe’s next
(Work with the DM to select creatures appropriate to the
turn, he may act normally.
spell’s list of summonable creatures).
Each time you gain the ability to cast a new summon monster
AIR HERITAGE [HERITAGE] spell, you may add one good-aligned creature to the list.
Normal: Without this feat, adding a creature to your
You are descended from creatures native to the Elemental summoning list requires you to remove one that is already
Plane of Air. on the list.
You share some of your ancestors’ natural agility and grace.
Benefit: Your fly speed increases by 30 feet (up to a
maximum increase equal to your normal fly speed). EARTH HERITAGE [HERITAGE]
If you don’t have a fly speed as a racial ability, this benefit
You are descended from creatures native to the Elemental
has no effect.
Plane of Earth.
You also gain a +2 bonus on Balance and Jump checks when
You share some of your ancestors’ natural stability and
carrying a light load or no load and wearing light armor or
physical power.
no armor.
Benefit: Your stability grants you a +4 bonus on checks to
avoid being bull rushed or tripped while standing on the
ANARCHIC HERITAGE [HERITAGE] ground.
This bonus stacks with the benefits of similar effects, such
You are descended from creatures native to the planes of as a dwarf’s stability.
chaos. You also gain a +1 bonus on weapon damage rolls if both
You share some of your ancestors’ natural resistance to you and your foe touch the ground.
effects that would reshape your form, and you are resistant
to the magic of lawful foes.
Prerequisite: Nonlawful alignment. ELEMENTAL SPELLCASTING
Benefit: You gain a +4 bonus on saving throws against
polymorph or petrification effects. [GENERAL]
You also gain a +1 bonus on saving throws against spells or Choose an element (air, earth, fire, or water).
other effects created by lawful creatures. You cast spells with that descriptor more effectively than
normal.
Prerequisite: Knowledge (the planes) 2 ranks.
AXIOMATIC HERITAGE [HERITAGE] Benefit: You cast spells with the chosen descriptor at +1
You are descended from creatures native to the planes of caster level.
law. Special: You can gain this feat multiple times.
You share some of your ancestors’ natural resistance to Its effects do not stack.
charms, and you are resistant to the magic of chaotic foes. Each time you take this feat, it applies to a new element.
368
Prerequisite: Anarchic Heritage, Axiomatic Heritage,
FIENDISH HERITAGE [HERITAGE] Celestial Heritage, or Fiendish Heritage.
You are descended from creatures native to the Lower Benefit: Your unarmed attacks and natural weapons (but
Planes. not the weapons you wield) are treated as having an
You share some of your ancestors’ natural resistance to alignment for the purpose of overcoming damage
poison, and you are resistant to the magic of good foes. reduction.
Prerequisite: Nongood alignment. The alignment depends on the heritage feat you used to
Benefit: You gain a +4 bonus on Fortitude saving throws qualify for this feat: chaotic (Anarchic Heritage), evil
against poison. (Fiendish Heritage), good (Celestial Heritage), or lawful
You also gain a +1 bonus on saving throws against spells or (Axiomatic Heritage).
other effects created by good creatures.
NATURAL HEAVYWEIGHT
FIENDISH SUMMONING SPECIALIST
[HERITAGE]
[GENERAL] You are descended from creatures native to a plane of heavy
You can select from a larger number of options when gravity.
summoning evil creatures. On planes with normal gravity, you feel light and buoyant.
Prerequisites: Nongood alignment, Knowledge (the Benefit: Your carrying capacity is doubled.
planes) 2 ranks, Knowledge (religion) 2 ranks, ability to cast Double the values given in Table 9–1, page 162 of the
any summon monster spell. Player’s Handbook, to determine what your light, medium,
Benefit: Add one evil-aligned creature to the list of and heavy loads are.
creatures for each summon monster spell that you can cast. On a plane with normal gravity, you gain a +2 circumstance
(Work with the DM to select creatures appropriate to the bonus on Climb and Jump checks, but you also take a –2
spell’s list of summonable creatures). penalty on Balance, Ride, Swim, and Tumble checks.
Each time you gain the ability to cast a new summon monster On a plane with light gravity, these bonuses and penalties
spell, you may add one evil-aligned creature to the list. are doubled (and replace the normal bonuses and penalties
Normal: Without this feat, adding a creature to your on these skill checks).
summoning list requires you to remove one that is already
on the list.
NERAPH CHARGE [GENERAL]
You master the Limbo-native neraph martial art of motion
FIRE HERITAGE [HERITAGE] camouflage when you charge a foe.
You are descended from creatures native to the Elemental Prerequisites: Wis 15, Knowledge (the planes) 5 ranks.
Plane of Fire. Benefit: You can charge in such a way as to fool your foe
You share some of your ancestors’ natural reaction speed, into believing that you are not moving closer, or moving
and your natural attacks are red-hot. closer too slowly to attack effectively.
Benefits: You gain a +1 bonus on initiative checks. A victim of your Neraph Charge attack may not apply its
In addition, your unarmed attacks and natural weapons Dexterity bonus to its Armor Class.
deal an extra 1 point of fire damage. All conditions that pertain when a foe cannot apply his
Dexterity bonus to Armor Class also pertain to the Neraph
Charge attack, if any (for instance, a sneak attack also could
IMPROVED ELEMENTAL HERITAGE be made with this attack if you can make such an attack).
[HERITAGE] Once you have used a Neraph Charge attack against an
enemy (regardless of the attack’s success), any later
You have manifested an even stronger tie to your elemental attempts to use Neraph Charge against that enemy in the
ancestor, resulting in a minor resistance to elemental same encounter automatically fail.
effects. Once a foe sees the attack in action against himself, the foe
Prerequisite: Air Heritage, Earth Heritage, Fire can discern it for what it is for the duration of that combat.
Heritage, or Water Heritage. Special: Neraph Charge has no effect against foes who
Benefit: You gain resistance 5 to a specific type of energy, can’t see you.
based on your elemental heritage: acid (earth), cold (water),
electricity (air), or fire (fire).
You also gain a +2 bonus on saving throws against spells NERAPH THROW [GENERAL]
with the descriptor that matches your chosen elemental You master the Limbo-native neraph martial art of motion
heritage (air, earth, fire, or water). camouflage for your thrown weapons.
Prerequisites: Dex 15, Knowledge (the planes) 5 ranks.
IMPROVED OUTER PLANAR Benefit: You can throw a weapon in such a way as to fool
your foe into believing that the thrown weapon is not
HERITAGE [HERITAGE] moving closer, or moving closer too slowly to be an
Your ancestral tie to the Outer Planes manifests as an ability effective attack.
to deal damage with your natural attacks as if they matched A victim of your Neraph Throw attack may not apply its
the alignment of your ancestors. Dexterity bonus to its Armor Class.
369
All conditions that pertain when a foe cannot apply his Prerequisite: Ability to ac quire a new familiar,
Dexterity bonus to Armor Class also pertain to the Neraph compatible alignment, sufficient arcane spellcaster level,
Throw attack, if any (for instance, a sneak attack also could Knowledge (the planes) 5 ranks.
be made with this attack if you can make such an attack). Benefit: When choosing a familiar, you may add the
Once you have used a Neraph Throw attack against an following creatures to your list of options.
enemy (regardless of the attack’s success), any later You may choose a familiar with an alignment up to one step
attempts to use Neraph Throw against that enemy in the away from yours on each of the alignment axes (lawful-
same encounter automatically fail. chaotic and good-evil).
Once a foe sees the attack in action against himself, the foe
can discern it for what it is for the duration of that combat.
Special: Neraph Throw has no effect against foes who
can’t see you.
371
Benefit: You gain a +2 bonus on all Perform checks and
on checks with one Craft skill that involves art, such as
PLAYER’S GUIDE TO calligraphy, painting, sculpture, or weaving.
In addition, if you have the bardic music ability, you may
use it three additional times per day.
FAERÛN (3.5) For example, a 3rd-level bard with this feat could use her
bardic music ability six times per day.
Normal: A bard can use her bardic music ability once per
day per bard level.
MAIN SECTION FEATS Special: You may select this feat only as a 1st-level
character.
You may have only one regional feat.
ARCANE PREPARATION [GENERAL]
You can prepare an arcane spell ahead of time just as a AXETHROWER [REGIONAL]
wizard does.
When you do so, you need not take any extra time to apply You have learned how to hurl heavy weapons to deadly
metamagic feats upon casting that spell. effect.
Prerequisite: Ability to cast arcane spells without Prerequisite: Dwarf (the Great Glacier), human (the
preparation. Great Glacier, the Moonshae Isles, the North, or Vaasa),
Benefit: Each day, you can use one or more of your spell lizardfolk (Surkh), or orc (the Moonsea or Underdark
slots to prepare spells you know. [Northdark]).
(Usually, you do this in order to apply a metamagic feat to Benefit: When you make a ranged attack with a thrown
the spell). weapon (axe, spear, javelin, or the like), you may add your
Thereafter, you can cast that spell as a standard action even Strength bonus instead of your Dexterity bonus to the
if you apply a metamagic feat to the spell as you cast it. attack roll.
Preparing a spell uses a slot of the appropriate level. Normal: A character attacking with a ranged weapon adds
Once the spell is prepared, you can’t use that spell slot for his Dexterity bonus to the attack roll.
anything else until you cast the prepared spell. Special: You may select this feat only as a 1st-level
Normal: A sorcerer or bard who applies a metamagic feat character.
to a spell must cast it as a full-round action instead of a You may have only one regional feat.
standard action.
BLOODED [REGIONAL]
ARCANE SCHOOLING [REGIONAL] You know what it means to fight for your life, and you
In your homeland, all who show some skill at the Art may understand the value of quick wits and quicker reactions
receive training as arcane spellcasters. when blades are bared and deadly spells are chanted.
Thus, many characters know something of the ways of the Prerequisite: Centaur (the Plateau of Thay), dwarf
bard, the sorcerer, or the wizard. (Underdark [Earthroot]), elf (Cormanthor Drow, the Inner
Prerequisite: Deep Imaskari (Underdark [Deep Sea, Menzoberranyr, or the Outer Sea), gnoll (the Plateau of
Imaskar]), human (Chessenta, the Golden Water, Halruaa, Thay), grimlock (Underdark [Reeshov]), halfling (the
Lantan, Mulhorand, Nimbral, Unther, or the Wizards’ Chondalwood), human (the Dalelands, the Nelanther Isles,
Reach), or planetouched (Chessenta). Silverymoon, or Tethyr), or orc (Underdark [Northdark] or
Benefit: Choose one arcane spellcasting class (bard, Vaasa).
sorcerer, or wizard). Benefit: You get a +2 bonus on initiative checks and a +2
You can activate spell trigger magic items as if you had 1 bonus on Spot checks.
level in the selected class. You cannot become shaken, and you ignore the effects of
The selected class also becomes a favored class for you in the shaken condition.
addition to any other favored class you have or select. However, you can still be frightened or panicked.
For example, a multiclass human fighter/rogue who selects Special: You may select this feat only as a 1st-level
wizard for this feat could add levels of wizard without character.
taking any experience penalty for multiclassing in three You may have only one regional feat.
classes.
Special: You may select this feat only as a 1st-level
character.
BLOODLINE OF FIRE [REGIONAL]
You may have only one regional feat. You are descended from the efreet who ruled Calimshan
long ago.
The blood of these fire spirits runs thick in your veins.
ARTIST [REGIONAL] Prerequisite: Human (Calimshan) or planetouched
Your people are renowned for their skill at story and song. (Calimshan).
Prerequisite: Elf (Sildëyuir or Snow Eagle Aerie), Benefit: You receive a +4 bonus on saving throws against
Gnome (Thesk or the Western Heartlands), half-elf (the fire effects.
Dalelands), or human (Chessenta, Waterdeep, or the In addition, you cast spells with the fire descriptor at +2
Western Heartlands). caster level.
372
Special: You may select this feat only as a 1st-level However, spells or effects that affect all creatures regardless
character. of race, such as a sunbeam or sunburst spell, still affect you
You may have only one regional feat. normally.
Special: You may select this feat only as a 1st-level
character.
BULLHEADED [REGIONAL] You may have only one regional feat.
The stubbornness and determination of your kind are
legendary.
You are exceptionally headstrong and difficult to sway from DELAY SPELL [METAMAGIC]
your course. You can cast spells that take effect after a short delay of
Prerequisite: Dwarf (Underdark [Earthroot], Underdark your choosing.
[Northdark], the Great Rift, or the Spine of the World), Prerequisite: Any other metamagic feat.
human (Altumbel, Damara, the Great Dale, Rashemen, or Benefit: A delayed spell doesn’t activate until 1 to 5
the Western Heartlands), or taer (the Icerim Mountains). rounds after you finish casting it.
Benefit: You receive a +2 bonus on all Will saves. You determine the delay when you finish casting the spell,
You cannot become shaken, and you ignore the effects of and it cannot be changed once set.
the shaken condition. The spell activates just before your turn on the round you
Special: You may select this feat only as a 1st-level designate.
character. Only personal or touch range spells and those with areas
You may have only one regional feat. can be affected by this feat.
Any decisions you would normally make about the spell
(including attack rolls, designating targets, or determining
COSMOPOLITAN [REGIONAL] or shaping an area) must be made when the spell is cast.
You’ve been lied to more times than you can count. Any effects resolved by the subject (including saving
This history has made you intimately familiar with the throws) are determined when the spell triggers.
deceit, guile, and doublespeak of city folk. If conditions change between casting and triggering in
Prerequisite: Dwarf (Waterdeep), elf (Waterdeep), half- such a fashion as to make the spell impossible (for example,
elf (Waterdeep), halfling (Amn), or human (Amn, the if the target you designate leaves the spell’s area or moves
Golden Water, the Sword Coast, or Waterdeep). out of range before it goes off), the spell fails.
Benefit: You gain a +2 bonus on Bluff, Gather A delayed spell may be dispelled norm ally during the delay
Information, and Sense Motive checks. period, and spells such as detect magic can detect it normally
Special: You may select this feat only as a 1st-level in the area or on the target.
character. A delayed spell uses up a slot three levels higher than the
You may have only one regional feat. spell’s actual level.
ETHRAN [REGIONAL]
You have been initiated into the secrets of the Witches of
Rashemen as a member of the Ethran (the “untrained”).
Prerequisites: Female, human (Rashemen).
Benefit: You gain a +2 bonus on Handle Animal and
Survival checks.
When dealing with other Rashemis, you gain a +2 bonus on
Charisma-based skill and ability checks.
Furthermore, you can participate in circle magic (see Circle Prerequisite: Dwarf (the Galena Mountains or the Spine
Magic on page 59 in the FORGOTTEN REALMS Campaign of the World), half-elf (the Dragon Coast), halfling (the
Setting). North), or human (Chult, Cormyr, Impiltur, the Moonsea,
Special: You may select this feat only as a 1st-level the North, Samarach, Tashalar, or Thindol).
character. Benefit: You acquire a favored enemy.
You may have only one regional feat. This benefit functions like the ranger class feature of the
same name, except that the exact type of creature you
oppose is determined by your home region, according to
FEARLESS [REGIONAL] the table above.
You are a stranger to fear.
Nothing can shake your courage.
Prerequisite: Aarakocra (the Stormhorns), elf (Elven FORESTER [REGIONAL]
Court or Snow Eagle Aerie), gloaming (Sphur Upra), You are one with Faerûn’s mighty forests.
gnome (Lantan), halfling (Channath Vale or the Western Few can match your woodcraft or your skill on your chosen
Heartlands), human (Anauroch or Impiltur), or orc (the battlefield.
Hordelands). Prerequisite: Elf (the Chondalwood, the Forest of
Benefit: You are immune to fear effects, magical or Lethyr, the High Forest, or Sildëyuir), gnome (the Great
otherwise. Dale), half-elf (Aglarond or the High Forest), halfling (the
374
Chondalwood), human (the Dalelands or the Great Dale),
or volodni (the Forest of Lethyr).
Benefit: You gain a +1 bonus on Hide, Listen, Move
Silently, and Spot checks.
When you are in forest terrain, this bonus increases to +3.
Special: You may select this feat only as a 1st-level
character.
You may have only one regional feat.
376
If you choose to cast spells as a sorcerer, the DC for saves For all subsequent levels, you use your Constitution
against your spells is 10 + your Cha modifier. modifier, as normal.
You know two 0-level spells of your choice from the In addition, you gain +1 hit point every time you learn a
sorcerer/wizard list. metamagic feat.
If you choose to cast spells as a wizard, the DC for saves Furthermore, if you can cast arcane spells, you get a +1
against your spells is 10 + your Int modifier. insight bonus to Armor Class.
You have a spellbook with three 0-level spells of your Special: You may select this feat only as a 1st-level
choice from the sorcerer/wizard list. character.
You prepare your spells exactly as a wizard does. You may have only one regional feat.
Special: If you already have levels in sorcerer or wizard,
increase the number of 0-level spells you can cast per day
by three. OTHERWORLDLY [REGIONAL]
You may select this feat only as a 1st-level character. Your folk are known for their mystic power and seem to
You may have only one regional feat. transcend their mortal forms.
Your inner radiance is so strong that you are more than
mortal.
MERCANTILE BACKGROUND Prerequisite: Deep Imaskari (Underdark [Deep
[REGIONAL] Imaskar]), elf (Evermeet, Sildëyuir), or spirit folk (Ashane).
Benefit: You are a native outsider, not a humanoid.
You come from a wealthy family with numerous contacts in You have darkvision out to 60 feet.
the trading costers and craft guilds of Faerûn’s bustling Furthermore, you gain a +2 bonus on all Diplomacy checks.
cities. Special: You may select this feat only as a 1st-level
You can get a good deal on almost anything you buy or sell. character.
Prerequisite: Dwarf (the Sword Coast or Underdark You may have only one regional feat.
[Darklands]), gnome (Lantan or Underdark [Northdark]),
halfling (Amn), or human (Amn, Lantan, Sembia, Shou
Expatriate, Tashalar, Tharsult, Thesk, Turmish, the Vast, or PERNICIOUS MAGIC [METAMAGIC]
Waterdeep).
You can use the Shadow Weave to make your spells harder
Benefit: When you sell weapons, magic items, or other for Weave users to resist.
adventuring goods, you get 75% of the list price instead of
Prerequisite: Shadow Weave Magic.
50%.
Benefit: You gain a +4 bonus on caster level checks made
Once per month, you can buy any single item at 75% of the
offered price. to defeat a Weave user’s spell resistance.
All creatures employing spells or spell-like abilities are
You also receive an extra 300 gp to spend as you see fit
considered Weave users unless they possess the Shadow
during character creation.
Weave Magic feat.
Special: You may select this feat only as a 1st-level This benefit stacks with those from the Spell Penetration
character.
and Greater Spell Penetration feats, but it does not extend
You may have only one regional feat.
to spells you cast from the schools of evocation or
transmutation.
MILITIA [REGIONAL]
Your people rely on a well-trained and well-armed militia to PERSISTENT SPELL [METAMAGIC]
defend their land.
You can make a spell last all day.
You’re no stranger to the use of weapons.
Prerequisite: Extend Spell.
Prerequisite: Half-elf (Aglarond), halfling (Luiren), or
Benefit: A persistent spell has a duration of 24 hours.
human (Altumbel, the Dalelands, Impiltur, Samarach,
The persistent spell must have a personal range or fixed
Thindol, or Turmish).
range (for example, comprehend languages or detect magic).
Benefit: You gain proficiency with all martial weapons. Spells of instantaneous duration cannot be affected by this
Special: You may select this feat only as a 1st-level feat, nor can spells whose effects are discharged.
character. You need not concentrate on spells such as detect magic or
You may have only one regional feat. detect thoughts to be aware of the mere presence or absence
of the thing detected, but you must still concentrate to gain
MIND OVER BODY [REGIONAL] additional information as normal.
Concentration on such a spell is a standard action that does
The aesthetics and mystics of your homeland have learned not provoke an attack of opportunity.
to overcome the frailties of the body with the unyielding A persistent spell uses up a spell slot six levels higher than
power of the mind. the spell’s actual level.
Prerequisite: Elf (Silverymoon or Snow Eagle Aerie),
half-elf (Silverymoon), human (Calimshan, Mulhorand,
Shou Expatriate, or Thay), planetouched (Calimshan or PORTAL MASTER [ITEM CREATION]
Thay), or spirit folk (Ashane). You are especially proficient at creating portals—permanent
Benefit: At 1st level, you may use your Intelligence or magic devices that instantaneously transport those who
Charisma modifier (your choice) to determine your bonus know their secrets from one locale to another.
hit points. 377
Faerûn is riddled with portals. (Essentially, you can substitute your Ride check result for
Prerequisite: Craft Wondrous Item. your Reflex save if the former is higher).
Benefit: When you build a portal, you pay only 50% of the You can attempt this substitution once per round for either
normal cost to create the device. yourself or your mount.
This benefit does not stack with that provided by the If both you and your mount fail a Reflex save against the
Magical Artisan feat. same effect (for example, a fireball spell or dragon breath
In addition, you know how to pass through dangerous that catches you and your mount in its area), your Ride
portals safely. check result applies to both your save and your mount’s
As a standard action, you can attempt to stabilize a save.
malfunctioning portal temporarily. Special: You may select this feat only as a 1st-level
Make a Spellcraft check and add the check result to the d% character.
roll for the effect of the malfunctioning portal (see Table 2– You may have only one regional feat.
2 in Chapter 2 of the FORGOTTEN REALMS Campaign
Setting).
The portal remains stable for 1 minute, and you can retry SHADOW WEAVE MAGIC [GENERAL]
the stabilization as often as you like. You have discovered the dangerous secret of the Shadow
Weave.
Prerequisite: Wis 15 or patron deity Shar.
REACTIVE COUNTERSPELL Benefit: From now on, your spells tap the Shadow Weave
[GENERAL] instead of the Weave.
You can also activate magic items that use the Shadow
You can react quickly to counter spells cast by opponents. Weave without taking damage.
Prerequisites: Improved Counterspell, Improved The saving throw for every spell you cast from the schools
Initiative. of enchantment, illusion, and necromancy increases by +1.
Benefit: Once per round, you can counterspell an You also get a +1 bonus on caster level checks to overcome
opponent’s spell even if you have not readied an action to spell resistance with spells from these schools.
do so. The Shadow Weave proves less than optimal for effects
This counterspell action takes the place of your next turn. involving energy or matter.
You can’t use this feat when you are flat-footed. Your effective caster level for spells you cast from the
Normal: Without this feat, you must ready an action each schools of evocation or transmutation (except spells with
round that you wish to use a counterspell. the darkness descriptor) is reduced by one.
A 1st-level Shadow Weave user cannot cast spells from
RESIST POISON [REGIONAL] these schools at all.
You can no longer cast spells with the light descriptor.
Your people have become inured to many deadly No matter what school they are from, such spells
substances through controlled exposure or the simple automatically fail.
hostility of your home environment. Your ability to use magic items that produce light effects is
You can shrug off poisons that would kill someone else. also limited—you cannot invoke an item’s light power if its
Prerequisite: Bugbear (the Earthfast Mountains), activation method is spell completion or spell trigger.
chitine (Underdark [Yathchol]), dwarf (Underdark From now on, any magic item you create is a Shadow
[Northdark]), goblin (the Earth fast Mountains), hobgoblin Weave item (see Chapter 2 of the FORGOTTEN REALMS
(the Earthfast Mountains), human (Dambrath or Lapaliiya), Campaign Setting).
or orc (the Moonsea or the North).
Benefit: You get a +4 bonus on Fortitude saving throws
against poison. SIGNATURE SPELL [GENERAL]
Special: You may select this feat only as a 1st-level You are so familiar with a mastered spell that you can
character. convert other prepared spells into that spell.
You may have only one regional feat. Prerequisite: Spell Mastery.
Benefit: Choose one spell that you have mastered with
the Spell Mastery feat as your signature spell.
SADDLEBACK [REGIONAL] You may now convert prepared arcane spells of that spell’s
You’ve spent endless hours learning how to handle a mount level or higher into your signature spell, just as a good
in a fight. cleric can spontaneously cast prepared spells as cure spells.
Prerequisites: Human (Cormyr, Dambrath, the Special: You can gain Signature Spell multiple times.
Hordelands, Narfell, Nimbral, the North, the Western Each time you take the feat, it applies to a different
Heartlands). mastered spell.
Benefit: You can take 10 on Ride checks, even if you are
rushed or threatened.
If either you or your mount fails a Reflex save while SILVER PALM [REGIONAL]
mounted, you can attempt a Ride check to succeed on the Your culture is based on haggling and the art of the deal.
saving throw anyway. Prerequisite: Dwarf (the Great Rift, Turmish, or
The save is successful if your Ride check result is equal to Waterdeep), halfling (Amn), or human (Amn, the Dragon
or greater than the spell’s save DC.
378
Coast, the Golden Water, Sembia, Tharsult, Thesk, the You can’t use this feat to make your spell manifestations
Vilhon Reach, or Waterdeep). invisible, nor do your spell thematics change the type of
Benefit: You get a +2 bonus on all Appraise, Bluff, and damage a spell deals, regardless of its appearance.
Sense Motive checks. This feat supersedes the version found in Magic of Faerûn.
Special: You may select this feat only as a 1st-level
character.
You may have only one regional feat. SPELLCASTING PRODIGY [GENERAL]
You have an exceptional gift for magic.
Benefit: For the purpose of determining bonus spells,
SMOOTH TALK [REGIONAL] treat the ability score that controls your spellcasting
Your people rarely have to draw their weapons to deal with (Charisma for bards and sorcerers, Wisdom for divine
potential adversaries. spellcasters, or Intelligence for wizards) as 2 points higher
There are few problems that you can’t talk your way out of. than its actual value.
Prerequisite: Elf (Waterdeep), gloaming (Sphur Upra), Special: You can gain Spellcasting Prodigy multiple
gnome (Thesk), half-elf (Waterdeep), or human times.
(Silverymoon, Thesk, Waterdeep). Each time you take the feat, it applies to a different
Benefit: You take only a –5 penalty if you attempt a spellcasting ability score.
Diplomacy check as a full-round action. You can take this feat even if you don’t have any levels in a
Normal: A Diplomacy check usually requires at least 1 spellcasting class yet.
minute. You may select this feat only as a 1st-level character.
You can attempt a rushed Diplomacy check as a full-round
action, but you take a –10 penalty.
Special: You may select this feat only as a 1st-level
SPELLWISE [REGIONAL]
character. You were raised in a land where mighty wizards are
You may have only one regional feat. common.
Everyone in your homeland knows something about magic,
and you have learned that things are sometimes not as they
SNAKE BLOOD [REGIONAL] appear.
The taint of the yuan-ti runs in your veins. Prerequisite: Elf (Evermeet) or human (Calimshan,
No outward signs give away your heritage, but you are Halruaa, Nimbral, Samarach, Shadovar, or the Wizards’
something more—or less—than human. Reach).
Prerequisite: Human (Chult, the Lake of Steam, Benefit: You receive a +2 bonus on all Knowledge
Lapaliiya, Samarach, Tashalar, Tharsult, Thindol, the Vilhon (arcana) and Spellcraft checks.
Reach, or the Western Heartlands). You also get a +2 bonus on saving throws against illusion
Benefit: You gain a +2 bonus on Reflex saving throws and spells or effects.
a +2 bonus on Fortitude saves against poison. Special: You may select this feat only as a 1st-level
Special: You may select this feat only as a 1st-level character.
character. You may have only one regional feat.
You may have only one regional feat.
STORMHEART [REGIONAL]
SPELL THEMATICS [GENERAL] The sea is in your blood.
Your spells manifest with a distinct theme or appearance. You are no stranger to sea chases and blood on the decks.
Prerequisite: Arcane spellcaster level 1st. Prerequisite: Human (Altumbel, the Dragon Coast, the
Benefit: Due to the unusual appearance of your spells, the Lake of Steam, Lapaliiya, the Nelanther Isles, the Sword
DC of any Spellcraft check made to identify a spell you Coast, or Tharsult).
have cast increases by +4. Benefit: You gain a +2 bonus on Balance and Profession
In addition, you may designate one spell you know per (sailor) checks.
spell level as a thematic spell and cast it at +1 caster level. You ignore any hampered movement penalties for fighting
As you gain access to new spell levels, you can designate on pitching or slippery decks, and you gain a +1 dodge
new thematic spells; you don’t need to select this feat again bonus to Armor Class during any fight that takes place on
to acquire new thematic spells. or in a boat or ship.
Nearly any theme is possible, so long as you can describe a Normal: A character moving on difficult or treacherous
visual link for unification. surfaces counts each square of movement as two squares.
For example, your theme might be “lightning,” “spheres,” or Special: You may select this feat only as a 1st-level
“screaming skulls”. character.
If you choose spheres as your theme, your magic missiles You may have only one regional feat.
might take the form of glowing spheres of light, and your
summoned monsters might emerge from mysterious
rainbow-colored globes. STREET SMART [REGIONAL]
If your theme is “lightning,” your haste spell might manifest You know how to keep informed, ask questions, and
as a bright green spark that leaps from ally to ally. interact with the underworld without raising suspicions.
379
Prerequisite: Halfling (Amn or Calimshan), human
(Amn, Calimshan, Chessenta, the Moonsea, Unther, or the
SWIFT AND SILENT [REGIONAL]
Wizards’ Reach), or planetouched (Chessenta or the The shadows are your friends, and your footfalls are
Western Heartlands). whispers of death.
Benefit: You gain a +2 bonus on Gather Information, Prerequisite: Bugbear (the Earthfast Mountains), elf
Intimidate, and Sense Motive checks. (Cormanthor Drow or the Wealdath), goblin (the Earthfast
Special: You may select this feat only as a 1st-level Mountains), halfling (the Chondalwood or the North),
character. hobgoblin (the Earthfast Mountains), human (Uthgardt
You may have only one regional feat. Tribesfolk), orc (the North), or wemic (the Shaar).
Benefit: You can move up to your normal speed while
using the Hide or Move Silently skill at no penalty.
STRONG SOUL [REGIONAL] Normal: A character who moves faster than one-half her
You possess an innate resistance to fell magic and normal speed takes a –5 penalty on Hide and Move Silently
supernatural attack s. checks.
The souls of your people are difficult to separate from their Special: You may select this feat only as a 1st-level
bodies. character.
Prerequisite: Dwarf (Oldonnar), elf (Elven Court and You may have only one regional feat.
Silverymoon), gnome (Underdark [Northdark] or the
Western Heartlands), half-elf (Dambrath, the Dalelands, or
Silverymoon), halfling (Channath Vale or Luiren), or TATTOO FOCUS [REGIONAL]
human (the Moonshae Isles). You bear the powerful magical tattoos of a Red Wizard of
Benefit: You gain a +1 bonus on all Fortitude and Will Thay.
saves. Prerequisite: Specialized in a school of magic, human
Against death effects, energy drain, and ability drain (Thay) or planetouched (Thay).
attacks, this bonus increases to +3. Benefit: The saving throw DC for any spell you cast from
Special: You may select this feat only as a 1st-level your specialized school increases by 1.
character. You also gain a +1 bonus on caster level checks made to
You may have only one regional feat. overcome a creature’s spell resistance when you cast spells
from that school.
In addition, you are capable of participating in Red Wizard
SUREFOOTED [REGIONAL] circle magic.
You are used to fighting on steep slopes and treacherous Special: You may select this feat only as a 1st-level
surfaces. character.
Prerequisite: Grimlock (Underdark [Reeshov]), human You may have only one regional feat.
(the Great Glacier or Uthgardt Tribesfolk), or orc (Amn, the
Moonsea, or Vaasa).
Benefit: You gain a +2 bonus on Climb and Jump check s. TENACIOUS MAGIC [GENERAL]
You also ignore hampered movement penalties for ice and You can use the Shadow Weave to make your spells harder
steep slopes (see Movement in Chapter 9 of the Player’s for Weave users to dispel.
Handbook). Prerequisite: Shadow Weave Magic.
If a surface is both steep and icy, you treat it as a ×2 Benefit: Your spells resist dispelling attempts made by
movement cost instead of ×4. Weave users.
Normal: A character moving on ice or on a steep slope All creatures employing spells or spell-like abilities are
counts each square of movement as two squares. considered Weave users unless they possess the Shadow
Special: You may select this feat only as a 1st-level Weave Magic feat.
character. When a Weave user makes a dispel check to dispel one of
You may have only one regional feat. your spells (including using dispel magic to counterspell a
spell you are casting), the DC is 15 + your caster level.
This benefit does not extend to spells you cast from the
SURVIVOR [REGIONAL] schools of evocation or transmutation.
Your people thrive in places that others find almost
uninhabitable, and you know many of the secrets of the
wilderness. THUG [REGIONAL]
Prerequisite: Dwarf (Chult or the Great Glacier), elf (the You have a knack for getting the jump on the competition
Chondalwood, the Inner Sea or the Outer Sea), human and pushing other people around.
(Anauroch, Chult, the Great Glacier, Narfell, or the Shaar), While others debate, you act.
kuo-toa (Underdark [Sloopdilmonpolop]), slyth Prerequisite: Centaur (the Plateau of Thay), dwarf
(Underdark [Fluvenilstra]), or taer (the Icerim Mountains). (Underdark [Northdark] or Waterdeep), gnoll (the Plateau
Benefit: You get a +2 bonus on Fortitude saves and a +2 of Thay), grimlock (Underdark [Reeshov]), human (the
bonus on Survival checks. Dragon Coast, the Moonsea, the Nelanther Isles, Unther,
Special: You may select this feat only as a 1st-level the Vast, or the Vilhon Reach), orc (Amn, Thesk, or
character. Underdark [Northdark]), or planetouched (Impiltur, the
You may have only one regional feat. Silver Marches, Unther, or the Western Heartlands).
380
Benefit: You gain a +2 bonus on initiative checks and a +2 Special: You may select this feat only as a 1st-level
bonus on Appraise and Intimidate checks. character.
Special: You may select this feat only as a 1st-level You may have only one regional feat.
character.
You may have only one regional feat.
TWIN SPELL [METAMAGIC]
You can cast a spell simultaneously with another spell just
THUNDER TWIN [REGIONAL] like it.
You are one of the generation of dwarf twins born after Prerequisite: Any other metamagic feat.
Moradin’s Thunder Blessing in the Year of Thunder. Benefit: A spell altered by this feat takes effect twice, as if
Prerequisite: Dwarf (the Galena Mountains, the Great you were simultaneously casting the same spell two times
Rift, the Smoking Mountains, the Spine of the World, the on the same location or against the same target.
Sword Coast, Turmish, Underdark [Old Shanatar], or Any variables in the spell (such as targets, shaping an area,
Waterdeep). and so on) apply to both of the resulting spells.
Benefit: You have a twin brother or sister (fraternal or The target suffers all the effects of both spells individually
identical). and receives a saving throw for each.
If your twin is alive and on the same plane, you may In some cases, such as a twinned charm person, failure of
attempt a DC 12 Wisdom check to sense his or her both of the target’s saving throws results in redundant
direction. effects, although any ally of the target would have to
If successful, you can note your twin’s direction with a succeed on two dispel checks to remove the effect.
move action any time you take the time to do so during the As with other metamagic feats, twinning a spell does not
next hour. affect its vulnerability to counterspelling.
You can retry this check once per hour. (For example, countering with an untwinned spell doesn’t
You also gain a +2 bonus on Diplomacy and Intimidate negate just half of the twinned spell).
checks. A twinned spell uses up a spell slot four levels higher than
Special: You may select this feat only as a 1st-level the spell’s actual level.
character.
You may have only one regional feat.
TWIN SWORD STYLE [REGIONAL]
You have mastered a defensive style based on wielding a
TIRELESS [REGIONAL] blade in each hand.
You don’t know the meaning of the word “quit”. Prerequisites: Elf (Menzoberranyr or Waterdeep), half-
Prerequisite: Dwarf (the Galena Mountains, the Sword elf (Waterdeep), or human (Sembia or Waterdeep),
Coast, or Underdark [Old Shanatar]), human (the proficient with martial weapons.
Hordelands, the Ride, Thindol, or Vaasa), lizardfolk Benefit: When fighting with two blades (dagger,
(Surkh), orc (the Hordelands), or wemic (the Shaar). longsword, rapier, scimitar, or short sword, in any
Benefit: You reduce the effects of exhaustion and fatigue combination), you can designate a melee opponent during
by one step. your action and receive a +2 shield bonus to your Armor
You cannot become exhausted. Class against attacks from that opponent.
If you are exposed to an effect or condition that would This bonus stacks with the shield bonus from a buckler or
normally make you exhausted (such as the spell waves of animated shield.
exhaustion), you become fatigued instead. You can select a new melee opponent as a free action on
If an effect or condition (such as the end of barbarian rage) your turn.
would normally make you fatigued, that effect is negated. You lose this bonus if you are caught flat-footed or lose your
Special: You may select this feat only as a 1st-level Dexterity bonus to AC for any reason.
character. Special: You may select this feat only as a 1st-level
You may have only one regional feat. character.
You may have only one regional feat.
TREETOPPER [REGIONAL]
Your people are at home in trees and high places. EPIC FEATS
You can dare climbs that few other folk would care to try.
Prerequisite: Elf (the Chondalwood, the High Forest, or
the Yuirwood), half-elf (Aglarond or the High Forest), AXIOMATIC STRIKE [EPIC]
halfling (the Chondalwood), or human (Aglarond). Your attacks deal incredible damage to chaotic creatures.
Benefit: You get a +2 bonus on Balance and Climb Prerequisites: Smite anarchy class feature, any lawful
checks. alignment.
You do not lose your Dexterity bonus to AC while Benefit: Any weapon you wield is treated as an axiomatic
climbing, and attackers do not gain any bonuses to attack weapon (lawful-aligned, deals an extra 2d6 points of
you while you are climbing. damage against creatures of chaotic alignment).
Normal: A climbing character loses his Dexterity bonus If the weapon already has an alignment, this feat has no
to Armor Class while climbing, and an attacker gains a +2 effect on it.
bonus on attack rolls made to hit him.
381
A character with the Reactive Counterspell feat can
CHOSEN WEAPON SPECIALIZATION counterspell an opponent’s spell if she hasn’t readied an
[EPIC] action, but only once per turn and not when flat-footed.
Special: This feat should be considered part of the epic
You deal more damage than normal when wielding your bonus feat list for any class that grants access to spells of at
deity’s chosen weapon. least 6th level as part of normal (nonepic) class progression
Prerequisites: War domain, Epic Prowess, Weapon (such as bards, clerics, druids, sorcerers, and wizards), as
Focus with deity’s chosen weapon. well as for any prestige class that grants a “+1 level of
Benefits: You gain a +2 bonus on weapon damage rolls existing class” spell progression at all levels.
when wielding your deity’s chosen weapon.
383
If you succeed on the second saving throw, you are affected 3rd Mystic Lash: Creates energy whip that deals 1d6
as though you had succeeded on the first. electricity damage/three levels (max 4d6) and
stuns for 1 round.
5th Battletide: Targets take –2 penalty on saving
SPIDER BITE [VILE] throws, attack rolls, and weapon damage rolls to
You gain a poisonous bite like that of a spider. grant you benefits.
Prerequisite: Verminfriend (Book of Vile Darkness), 6th Stone Walk: Links two stones for teleportation.
patron deity Lolth. 7th Undeath after Death: Deals 2 Con damage and
Benefit: Your saliva is poisonous when ingested by or causes subject to rise as a crypt spawn after death.
introduced into the bloodstream of another creature.
You can inject this venom while grappling a foe that has
exposed skin by making a successful grapple check. INITIATE OF CYRIC [INITIATE]
The Fortitude DC to resist this poison is 10 + 1/2 your You have been initiated into the greatest secrets of Cyric’s
character level + your Con modifier. church.
The initial and secondary damage ratings are the same (1d4 Prerequisites: Cleric level 3rd, patron deity Cyric.
points of Strength damage). Benefit: You gain complete immunity to normal and
Your kiss is also poisonous, and you can use your saliva to magical fear.
poison food or drink, though when the poison is ingested, In addition, you may add the following spells to your cleric
the save DC is reduced by 2. spell list.
Level
2nd Black Talon: Your arm becomes a claw that gives
TOUCH OF HATE [VILE] +5 ft. reach and +1/four levels profane bonus on
Because you are favored by Bane, you can transform attack rolls, deals 1d6 damage +1/level negative
animals into evil minions. energy damage (max +10).
Prerequisite: Vile Spell (Book of Vile Darkness), able to 4th Dread Blast: Fires a ray of negative energy that
cast 5th-level divine spells, patron deity Bane. deals 4d8 damage +1/level (max +20) and dazes
Benefit: Once per tenday, you can touch an animal and target for 1 round.
transform it into a beast of Bane (same as the Beast of Xvim 4th Skull of Secrets: Creates an illusionary flaming
entry in Monster Compendium: Monsters of Faerûn). skull that speaks a message and spits a tongue of
The animal can have no more Hit Dice prior to flame that deals 1d8 fire damage/two caster levels
transformation than you have cleric levels. (max 5d8).
The target creature can resist the transformation by making 5th Skull Eyes: Grants you a gaze attack that acts as
a successful Will save (DC 10 + 1/2 your cleric level + your either charm monster or confusion.
Wis modifier). 7th Triple Mask: Creates three shadow duplicates of
If the animal is the bonded companion of another you.
character, it can use that character’s base Will save bonus
instead of its own, applying its own ability modifiers.
If it fails the save, it instantaneously transforms into a beast INITIATE OF GOND [INITIATE]
of Bane and follows your commands. You have been initiated into the greatest secrets of Gond’s
The beast of Bane that you create deals vile damage with its church.
smite good ability. Prerequisites: Cleric level 1st, patron deity Gond.
Vile damage can be healed only by magic cast within the Benefit: You may add Disable Device and Open Lock to
area of a consecrate or hallow spell. your list of cleric class skills.
In addition, you may add the following spells to your cleric
spell list.
INITIATE FEATS Level
1st Wieldskill: Grants +5 competence bonus on a skill
check, or proficiency with a weapon, armor, or
INITIATE OF BANE [INITIATE] shield.
You have been initiated into the greatest secrets of Bane’s 3rd Understand Device: Grants an insight bonus equal
church. to caster level on Disable Device and Open Lock
Prerequisites: Cleric level 5th, patron deity Bane. checks.
6th Fantastic Machine: Creates illusory many-armed
Benefit: You gain frightful presence—the ability to strike
machine that functions as Large animated object.
fear into your opponents with your hostile actions.
When you attack or charge, each enemy within 30 feet of Special: The fantastic machine spell also appears on the
you must make a successful Will save (DC 10 + 1/2 your Craft domain list.
cleric level + your Charisma modifier) or become shaken With this feat, you can cast it as a regular cleric spell, not
for 1d4 rounds. just a domain spell.
In addition, you may add the following spells to your cleric
spell list. INITIATE OF HELM [INITIATE]
Level
You have been initiated into the greatest secrets of Helm’s
church.
384
Prerequisites: Cleric or paladin level 5th, patron deity Level
Helm. 1st Rosemantle: Target gains a +1/level sacred bonus
Benefit: You can make attacks of opportunity when you (max +10) on saves against effects that cause pain,
are flat-footed, as though you had the Combat Reflexes feat. sickness, nausea, or fear.
You do not gain additional attacks of opportunity in a 3rd Sunrise: Burst of light blinds and damages
round. creatures.
In addition, you may add the following spells to your cleric 5th Shield of Lathander: Touched creature gains
or paladin spell list. damage reduction 15/– for 1 round.
Level 7th Shield of Lathander, Greater: As shield of Lathander,
2nd Warning: Grants uncanny dodge and +4 insight except grants damage reduction 20/–, immunity
bonus on Listen and Spot checks. to negative energy and energy drain, and
3rd Forceward: Creates a sphere of force that prevents resistance to acid 10, cold 10, electricity 10, fire 10,
entry by enemies, grants +2 sacred bonus on saves and sonic 10.
against attacks by evil creatures. 9th Undeath’s Eternal Foe: Grants subjects numerous
3rd Mace of Odo: Creates a glowing mace that deals combat advantages against undead opponents.
1d6 force damage/level (max 10d6) and paralysis,
more against undead.
INITIATE OF MALAR [INITIATE]
You have been initiated into the greatest secrets of Malar’s
INITIATE OF ILMATER [INITIATE] church.
You have been initiated into the greatest secrets of Ilmater’s Prerequisites: Cleric or druid level 3rd, patron deity
church. Malar.
Prerequisites: Cleric or paladin level 7th, patron deity Benefit: When you use a summon monster or summon
Ilmater. nature’s ally spell to summon a natural or fiendish animal,
Benefit: When you cast any cure spell that would cure the animal gains a +4 enhancement bonus to its Strength
more damage than the target has taken, the target gains the and Constitution scores, as though you possessed the
excess as temporary hit points. Augment Summoning feat.
You can bestow a maximum number of temporary hit In addition, you may add the following spells to your cleric
points equal to the target’s Hit Dice 8?3 in this manner. or druid spell list.
These temporary hit points last up to 1 hour per caster level Level
you possess. 2nd Spectral Stag: Conjures a phantom stag that you
A creature that currently has any of these temporary hit can ride or direct to attack a target.
points also gains a +2 sacred bonus on Fortitude saves and a 3rd Possess Animal: You possess a normal animal.
+2 sacred bonus on checks made to resist being bull rushed 4th Strength of the Beast: You gain benefits of your
or tripped. lycanthropic animal form while in human form.
These bonuses end when the last temporary hit point is lost
or expires.
In addition, you may add the following spells to your cleric INITIATE OF MYSTRA [INITIATE]
or paladin spell list. You have been initiated into the greatest secrets of Mystra’s
Level church.
4th Favor of Ilmater: Subject gains Endurance plus Prerequisites: Cleric level 3rd, patron deity Mystra.
immunity to nonlethal damage, charm and Benefit: You can attempt to cast spells even within a dead
compulsion effects, pain attacks, and other adverse magic zone or an antimagic field.
conditions, subject can function at –1 to –9 hp. In a dead magic zone, you must make a successful caster
4th Glory of the Martyr: Grants each subject +1 level check against a DC equal to 20 + the level of the spell
deflection bonus to AC and +1 resistance bonus on you are trying to cast.
saves, splits their damage with you. In an antimagic field, you must make a successful caster level
4th Pact of Martyrdom: You exchange hit point totals check against a DC equal to 11 + the caster level of the
with the target. antimagic field.
If this check is successful, your spell functions normally.
In addition, you may add the following spells to your cleric
INITIATE OF LATHANDER spell list.
[INITIATE] Level
2nd Spell Shield: Grants +3 resistance bonus on saving
You have been initiated into the greatest secrets of throws against spells and spell-like abilities.
Lathander’s church. 3rd Anyspell: You can read and prepare up to a 2nd-
Prerequisites: Cleric level 1st, patron deity Lathander. level arcane spell from a scroll or spellbook in a
Benefit: You can spontaneously cast any spell on your 3rd-level domain spell slot.
spell list that has the light descriptor or the word light in its 5th Spell Phylactery: Activates a spell on a scroll when
name, including light, daylight, and searing light. a triggering condition is met.
This ability works like spontaneously casting cure spells 6th Anyspell, Greater: As anyspell, but you can read and
does. prepare any arcane spell up to 5th level in a 6th-
In addition, you may add the following spells to your cleric level domain spell slot.
spell list. 385
6th Spellmantle: Absorbs designated incoming spells 5th Moonweb: Creates a glowing shield that gives +8
and redirects their energy to healing or a bonus to AC and +4 bonus on Reflex saves, plus
previously chosen spell. improved evasion.
7th Holy Star: Creates a glowing star that turns 1d6+3 Special: The moon blade and moon path spells also appear
spell levels as spell turning, grants +10 on the Moon domain list.
circumstance bonus to AC, or fires an energy bolt With this feat, you can cast them as regular cleric spells, not
that deals 1d6 damage/two levels. just domain spells.
Special: The anyspell and greater anyspell spells also appear
on the Spell domain list.
With this feat, you can cast them as regular cleric spells, not INITIATE OF TYR [INITIATE]
just domain spells. You have been initiated into the greatest secrets of Tyr’s
church.
Prerequisites: Cleric level 7th, patron deity Tyr, War
INITIATE OF NATURE [INITIATE] domain.
You have been initiated into the greatest secrets of Eldath’s, Benefit: You gain a +1 bonus on all damage rolls when
Mielikki’s, or Silvanus’s church. attacking with a longsword.
Prerequisites: Cleric or druid level 5th, patron deity In addition, you may add the following spells to your cleric
Eldath, Mielikki, or Silvanus. spell list.
Benefit: You can rebuke or command animals or plant Level
creatures as an evil cleric rebukes or commands undead. 4th Sword and Hammer: As spiritual weapon, but
You can use this ability a number of times per day equal to 3 creates a longsword and warhammer of force, +1
+ your Charisma modifier. on attack rolls, automatically flank opponents.
In addition, you may add the following spells to your cleric 6th Sword and Hammer, Greater: As sword and
or druid spell list. hammer, but each weapon has +2 on attack rolls
Level and benefit of Improved Critical feat.
3rd Mold Touch: Creates 5-ft. patch of brown mold.
4th Briartangle: As entangle, except that targets take
1d8 damage +1/two levels each round.
4th Thorn Spray: Your ranged attack deals 1d6
damage/level (max 20d6), divided among multiple
targets, sickens on a successful hit.
5th Fireward: As quench, but also suppresses magical
fire effects in affected area.
5th Tree Healing: You enter a tree that nourishes and
heals you.
386
Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
Pick Pocket, and Tumble checks.
PLAYER’S Normal: A character who is wearing armor with which
she is not proficient suffers its armor check penalty on
attack rolls and on all skill checks that involve moving,
HANDBOOK 3.0 including Ride.
Special: All classes except wizards, sorcerers, and monks
have this feat for free.
(3.0) ARMOR PROFICIENCY (MEDIUM)
[GENERAL]
MAIN SECTION FEATS You are proficient with medium armor (see Table 7–5:
Armor, page 104).
ALERTNESS [GENERAL] Prerequisite: Armor Proficiency (light).
Benefit: See Armor Proficiency (light).
You have finely tuned senses.
Normal: See Armor Proficiency (light).
Benefit: You get a +2 bonus on all Listen and Spot checks.
Special: Fighters, barbarians, paladins, rangers, clerics,
Special: The master of a familiar (see page 51) gains the druids, and bards have this feat for free.
Alertness feat whenever the familiar is within arm’s reach. Wizards, sorcerers, rogues, and monks do not.
390
Benefit: When you perform a bull rush (see page 136),
you do not draw an attack of opportunity from the IMPROVED TWO-WEAPON
defender. FIGHTING [GENERAL]
You are an expert in fighting two-handed.
IMPROVED CRITICAL [GENERAL] Prerequisites: Two-Weapon Fighting, Ambidexterity,
Choose one type of weapon, such as longsword or greataxe. base attack bonus +9 or higher.
With that weapon, you know how to hit where it hurts. Benefit: In addition to the standard single extra attack
Prerequisites: Proficient with weapon, base attack you get with an off-hand weapon, you get a second attack
bonus +8 or higher. with the off-hand weapon, albeit at a –5 penalty (see Table
8–2: Two-Weapon Fighting Penalties, page 125).
Benefit: When using the weapon you selected, your
threat range is doubled. Normal: Without this feat, you can only get a single extra
For example, a longsword usually threatens a critical on a attack with an off-hand weapon.
19 or 20 (two numbers). Special: A ranger who meets only the base attack bonus
If a character using a longsword has Improved Critical prerequisite can gain this feat, but can only use it when
(longsword), the threat range becomes 17 through 20 (four wearing light armor or no armor.
numbers).
Note: “Keen” magic weapons also double their normal, IMPROVED UNARMED STRIKE
nonmagical threat range.
As with all doubled doublings, the result is triple. [GENERAL]
A magic longsword with a doubled threat range in the You are skilled at fighting while unarmed.
hands of a character with Improved Critical (longsword) Benefit: You are considered to be armed even when
would have a threat range of 15 through 20 (six numbers: 2 unarmed—that is, armed opponents do not get attacks of
for being a longsword, +2 for being doubled once and +2 for opportunity when you attack them while unarmed.
being doubled a second time). However, you still get an opportunity attack against any
Special: You can gain this feat multiple times. opponent who makes an unarmed attack on you.
The effects do not stack. Special: A monk fighting unarmed automatically gains
Each time you take the feat, it applies to a new weapon. the benefit of this feat (see page 39).
394
Alternatively, you can choose a rapier, provided you can use
it in one hand, or a spiked chain, provided you’re at least
Medium-size.
Prerequisite: Proficient with weapon, base attack bonus
+1 or higher.
Benefit: With the selected weapon, you may use your
Dexterity modifier instead of your Strength modifier on
attack rolls.
Since you need your second hand for balance, if you carry a
shield, apply the shield’s armor check penalty to your attack
rolls.
Special: You can gain this feat multiple times.
Its effects do not stack.
Each time you take the feat, it applies to a new weapon.
396
applies only to Balance, Climb, Escape Artist, Hide, Jump,
Move Silently, Pick Pocket, and Tumble checks.
PLAYER’S 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,
HANDBOOK 1 3.5 including Ride.
Special: All characters except wizards, sorcerers, and
monks automatically have Armor Proficiency (light) as a
(3.5) bonus feat.
They need not select it.
DIEHARD [GENERAL]
You can remain conscious after attacks that would fell
others. 399
Prerequisite: Endurance.
Benefit: When reduced to between –1 and –9 hit points,
ENDURANCE [GENERAL]
you automatically become stable. You are capable of amazing feats of stamina.
You don’t have to roll d% to see if you lose 1 hit point each Benefit: You gain a +4 bonus on the following checks and
round. saves: Swim checks made to resist nonlethal damage (see
When reduced to negative hit points, you may choose to act page 84), Constitution checks made to continue running
as if you were disabled, rather than dying. (see page 144), Constitution checks made to avoid
You must make this decision as soon as you are reduced to nonlethal damage from a forced march (see page 164),
negative hit points (even if it isn’t your turn). Constitution checks made to hold your breath (see page
If you do not choose to act as if you were disabled, you 84), Constitution checks made to avoid nonlethal damage
immediately fall unconscious. from starvation or thirst (see page 304 of the Dungeon
When using this feat, you can take either a single move or Master’s Guide), Fortitude saves made to avoid nonlethal
standard action each turn, but not both, and you cannot damage from hot or cold environments (see pages 302 and
take a full-round action. 303 of the Dungeon Master’s Guide), and Fortitude saves
You can take a move action without further injuring made to resist damage from suffocation (see page 304 of the
yourself, but if you perform any standard action (or any Dungeon Master’s Guide).
other action the DM deems as strenuous, including some Also, you may sleep in light or medium armor without
free actions, such as casting a quickened spell) you take 1 becoming fatigued.
point of damage after completing the act. Normal: A character without this feat who sleeps in
If you reach –10 hit points, you immediately die. medium or heavier armor is automatically fatigued the next
Normal: A character without this feat who is reduced to day.
between –1 and –9 hit points is unconscious and dying, as Special: A ranger automatically gains Endurance as a
described in Chapter 8: Combat. bonus feat at 3rd level (see page 48).
He need not select it.
DILIGENT [GENERAL]
Your meticulousness allows you to analyze minute details ENLARGE SPELL [METAMAGIC]
that others miss. You can cast spells farther than normal.
Benefit: You get a +2 bonus on all Appraise checks and Benefit: You can alter a spell with a range of close,
Decipher Script checks. 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
DODGE [GENERAL] of 200 ft. + 20 ft./level and long-range spells have a range of
You are adept at dodging blows. 800 ft. + 80 ft./level.
Prerequisite: Dex 13. An enlarged spell uses up a spell slot one level higher than
Benefit: During your action, you designate an opponent the spell’s actual level.
and receive a +1 dodge bonus to Armor Class against attacks Spells whose ranges are not defined by distance, as well as
from that opponent. spells whose ranges are not close, medium, or long, do not
You can select a new opponent on any action. have increased ranges.
A condition that makes you lose your Dexterity bonus to
Armor Class (if any) also makes you lose dodge bonuses.
Also, dodge bonuses (such as this one and a dwarf’s racial
ESCHEW MATERIALS [GENERAL]
bonus on dodge attempts against giants) stack with each You can cast spells without relying on material
other, unlike most other types of bonuses. components.
Special: A fighter may select Dodge as one of his fighter Benefit: You can cast any spell that has a material
bonus feats (see page 38). component costing 1 gp or less without needing that
component.
(The casting of the spell still provokes attacks of
EMPOWER SPELL [METAMAGIC] opportunity as normal).
You can cast spells to greater effect. If the spell requires a material component that costs more
Benefit: All variable, numeric effects of an empowered than 1 gp, you must have the material component at hand
spell are increased by one-half. to cast the spell, just as normal.
An empowered spell deals half again as much damage as
normal, cures half again as many hit points, affects half EXOTIC WEAPON PROFICIENCY
again as many targets, and so forth, as appropriate.
For example, an empowered magic missile deals 1-1/2 times [GENERAL]
its normal damage (roll 1d4+1 and multiply the result by 1-
Choose a type of exotic weapon, such as dire flail or
1/2 for each missile).
shuriken (see Table 7–5: Weapons, page 116, for a list of
Saving throws and opposed rolls (such as the one you make
exotic weapons).
when you cast dispel magic) are not affected, nor are spells
You understand how to use that type of exotic weapon in
without random variables.
combat.
An empowered spell uses up a spell slot two levels higher
than the spell’s actual level. Prerequisite: Base attack bonus +1 (plus Str 13 for
400 bastard sword or dwarven waraxe).
Benefit: You make attack rolls with the weapon normally. Crafting a ring takes one day for each 1,000 gp in its base
Normal: A character who uses a weapon with which he or price.
she is not proficient takes a –4 penalty on attack rolls. To craft a ring, you must spend 1/25 of its base price in XP
Special: You can gain Exotic Weapon Proficiency and use up raw materials costing one-half of its base price.
multiple times. You can also mend a broken ring if it is one that you could
Each time you take the feat, it applies to a new type of make.
exotic weapon. Doing so costs half the XP, half the raw materials, and half
Proficiency with the bastard sword or the dwarven waraxe the time it would take to forge that ring in the first place.
has an additional prerequisite of Str 13. Some magic rings incur extra costs in material components
A fighter may select Exotic Weapon Proficiency as one of or XP, as noted in their descriptions.
his fighter bonus feats (see page 38) For example, a ring of three wishes costs 15,000 XP in
addition to costs derived from its base price (as many XP as
it costs to cast wish three times).
EXTEND SPELL [METAMAGIC] You must pay such a cost to forge such a ring or to mend a
You can cast spells that last longer than normal. broken one.
Benefit: An extended spell lasts twice as long as normal.
A spell with a duration of concentration, instantaneous, or GREAT CLEAVE [GENERAL]
permanent is not affected by this feat.
An extended spell uses up a spell slot one level higher than You can wield a melee weapon with such power that you
the spell’s actual level. can strike multiple times when you fell your foes.
Prerequisites: Str 13, Cleave, Power Attack, base attack
bonus +4.
EXTRA TURNING [GENERAL] Benefit: This feat works like Cleave, except that there is
You can turn or rebuke creatures more often than normal. no limit to the number of times you can use it per round.
Prerequisite: Ability to turn or rebuke creatures. Special: A fighter may select Great Cleave as one of his
Benefit: Each time you take this feat, you can use your fighter bonus feats (see page 38).
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
GREAT FORTITUDE [GENERAL]
kind of creature (such as a good-aligned cleric with access You are tougher than normal.
to the Fire domain, who can turn undead and water Benefit: You get a +2 bonus on all Fortitude saving
creatures and can also rebuke fire creatures), each of your throws.
turning or rebuking abilities gains four additional uses per
day.
Normal: Without this feat, a character can typically turn GREATER SPELL FOCUS [GENERAL]
or rebuke undead (or other creatures) a number of times Choose a school of magic to which you already have
per day equal to 3 + his or her Charisma modifier. applied the Spell Focus feat.
Special: You can gain Extra Turning multiple times. Your spells of that school are now even more potent than
Its effects stack. before.
Each time you take the feat, you can use each of your Benefit: Add +1 to the Difficulty Class for all saving
turning or rebuking abilities four additional times per day. 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.
FAR SHOT [GENERAL] Its effects do not stack.
You can get greater distance out of a ranged weapon. Each time you take the feat, it applies to a new school of
Prerequisite: Point Blank Shot. magic to which you already have applied the Spell Focus
Benefit: When you use a projectile weapon, such as a feat.
bow, its range increment increases by one-half (multiply by
1-1/2).
When you use a thrown weapon, its range increment is GREATER SPELL PENETRATION
doubled. [GENERAL]
Special: A fighter may select Far Shot as one of his fighter
Your spells are remarkably potent, breaking through spell
bonus feats (see page 38).
resistance more readily than normal.
Prerequisite: Spell Penetration.
FORGE RING [ITEM CREATION] Benefit: You get a +2 bonus on caster level checks (1d20 +
You can create magic rings, which have varied magical caster level) made to overcome a creature’s spell resistance.
effects. This bonus stacks with the one from Spell Penetration (see
page 100).
Prerequisite: Caster level 12th.
Benefit: You can create any ring whose prerequisites you
meet (see the Dungeon Master’s Guide for prerequisites and
other information on rings).
401
Each time you take the feat, it applies to a new type of
GREATER TWO-WEAPON FIGHTING weapon.
[GENERAL] A fighter may select Greater Weapon Specialization as one
of his fighter bonus feats (see page 38).
You are a master at fighting two-handed.
Prerequisites: Dex 19, Improved Two-Weapon
Fighting, Two-Weapon Fighting, base attack bonus +11. HEIGHTEN SPELL [METAMAGIC]
Benefit: You get a third attack with your off-hand You can cast a spell as if it were a higher-level spell than it
weapon, albeit at a –10 penalty. actually is.
Special: A fighter may select Greater Two-Weapon Benefit: A heightened spell has a higher spell level than
Fighting as one of his fighter bonus feats (see page 38). normal (up to a maximum of 9th level).
An 11th-level ranger who has chosen the two-weapon Unlike other metamagic feats, Heighten Spell actually
combat style is treated as having Greater Two-Weapon increases the effective level of the spell that it modifies.
Fighting, even if he does not have the prerequisites for it, All effects dependent on spell level (such as saving throw
but only when he is wearing light or no armor (see page DCs and ability to penetrate a lesser globe of invulnerability)
48). are calculated according to the heightened level.
The heightened spell is as difficult to prepare and cast as a
GREATER WEAPON FOCUS spell of its effective level.
For example, a cleric could prepare hold person as a 4th-level
[GENERAL] spell (instead of a 2nd-level spell), and it would in all ways
Choose one type of weapon, such as greataxe, for which you be treated as a 4th-level spell.
have already selected Weapon Focus.
You can also choose unarmed strike or grapple as your IMPROVED BULL RUSH [GENERAL]
weapon for purposes of this feat.
You are especially good at using this weapon. You know how to push opponents back.
Prerequisites: Proficiency with selected weapon, Prerequisites: Str 13, Power Attack.
Weapon Focus with selected weapon, fighter level 8th. Benefit: When you perform a bull rush (page 154), you
Benefit: You gain a +1 bonus on all attack rolls you make do not provoke an attack of opportunity from the defender.
using the selected weapon. You also gain a +4 bonus on the opposed Strength check
This bonus stacks with other bonuses on attack rolls, you make to push back the defender.
including the one from Weapon Focus (see below). Special: A fighter may select Improved Bull Rush as one
Special: You can gain Greater Weapon Focus multiple of his fighter bonus feats (see page 38).
times.
Its effects do not stack.
Each time you take the feat, it applies to a new type of
IMPROVED COUNTERSPELL
weapon. [GENERAL]
A fighter must have Greater Weapon Focus with a given You understand the nuances of magic to such an extent that
weapon to gain the Greater Weapon Specialization feat for you can counter your opponent’s spells with great
that weapon. efficiency.
A fighter may select Greater Weapon Focus as one of his
Benefit: When counterspelling, you may use a spell of
fighter bonus feats (see page 38).
the same school that is one or more spell levels higher than
the target spell.
GREATER WEAPON SPECIALIZATION Normal: Without this feat, you may counter a spell only
with the same spell or with a spell specifically designated as
[GENERAL] countering the target spell.
Choose one type of weapon, such as greataxe, for which you
have already selected Weapon Specialization. IMPROVED CRITICAL [GENERAL]
You can also choose unarmed strike or grapple as your
weapon for purposes of this feat. Choose one type of weapon, such as longsword or greataxe.
You deal extra damage when using this weapon. With that weapon, you know how to hit where it hurts.
Prerequisites: Proficiency with selected weapon, Prerequisite: Proficient with weapon, base attack bonus
Greater Weapon Focus with selected weapon, Weapon +8.
Focus with selected weapon, Weapon Specialization with Benefit: When using the weapon you selected, your
selected weapon, fighter level 12th. threat range is doubled.
Benefit: You gain a +2 bonus on all damage rolls you For example, a longsword usually threatens a critical hit on
make using the selected weapon. a roll of 19–20 (two numbers).
This bonus stacks with other bonuses on damage rolls, If a character using a longsword has Improved Critical
including the one from Weapon Specialization (see below). (longsword), the threat range becomes 17–20 (four
Special: You can gain Greater Weapon Specialization numbers).
multiple times. Special: You can gain Improved Critical multiple times.
Its effects do not stack. The effects do not stack.
Each time you take the feat, it applies to a new type of
402 weapon.
This effect doesn’t stack with any other effect that expands Normal: Without this feat, the target of an overrun can
the threat range of a weapon (such as the keen edge spell). choose to avoid you or to block you.
A fighter may select Improved Critical as one of his fighter Special: A fighter may select Improved Overrun as one of
bonus feats (see page 38). his fighter bonus feats (see page 38).
404
Benefit: All variable, numeric effects of a spell modified
MANYSHOT [GENERAL] by this feat are maximized.
You can fire multiple arrows simultaneously against a A maximized spell deals maximum damage, cures the
nearby target. maximum number of hit points, affects the maximum
Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, number of targets, etc., as appropriate.
base attack bonus +6. For example, a maximized fireball deals 6 points of damage
Benefit: As a standard action, you may fire two arrows at a per caster level (up to a maximum of 60 points of damage at
single opponent within 30 feet. 10th caster level).
Both arrows use the same attack roll (with a –4 penalty) to Saving throws and opposed rolls (such as the one you make
determine success and deal damage normally (but see when you cast dispel magic) are not affected, nor are spells
Special). without random variables.
For every five points of base attack bonus you have above A maximized spell uses up a spell slot three levels higher
+6, you may add one additional arrow to this attack, to a than the spell’s actual level.
maximum of four arrows at a base attack bonus of +16. An empowered, maximized spell gains the separate benefits
However, each arrow after the second adds a cumulative –2 of each feat: the maximum result plus one-half the
penalty on the attack roll (for a total penalty of –6 for three normally rolled result.
arrows and –8 for four). An empowered, maximized fireball cast by a 15th-level
Damage reduction and other resistances apply separately wizard deals points of damage equal to 60 plus one-half of
against each arrow fired. 10d6.
Special: Regardless of the number of arrows you fire, you
apply precision-based damage (such as sneak attack
damage) only once. MOBILITY [GENERAL]
If you score a critical hit, only the first arrow fired deals You are skilled at dodging past opponents and avoiding
critical damage; all others deal regular damage. blows.
A fighter may select Manyshot as one of his fighter bonus Prerequisites: Dex 13, Dodge.
feats (see page 38). Benefit: You get a +4 dodge bonus to Armor Class against
A 6th-level ranger who has chosen the archery combat style attacks of opportunity caused when you move out of or
is treated as having Manyshot even if he does not have the within a threatened area.
prerequisites for it, but only when he is wearing light or no A condition that makes you lose your Dexterity bonus to
armor (see page 48). Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses (such as this one and a dwarf’s racial bonus
on dodge attempts against giants) stack with each other,
MARTIAL WEAPON PROFICIENCY unlike most types of bonuses.
[GENERAL] Special: A fighter may select Mobility as one of his fighter
bonus feats (see page 38).
Choose a type of martial weapon, such as a longbow (see
Table 7–5: Weapons, page 116, for a list of martial weapons).
You understand how to use that type of martial weapon in MOUNTED ARCHERY [GENERAL]
combat.
You are skilled at using ranged weapons while mounted.
Use this feat to expand the list of weapons with which you
are proficient beyond the basic list in your class Prerequisites: Ride 1 rank, Mounted Combat.
description. Benefit: The penalty you take when using a ranged
Benefit: You make attack rolls with the selected weapon weapon while mounted is halved: –2 instead of –4 if your
normally. mount is taking a double move, and –4 instead of –8 if your
mount is running (see Mounted Combat, page 157).
Normal: When using a weapon with which you are not
proficient, you take a –4 penalty on attack rolls. Special: A fighter may select Mounted Archery as one of
his fighter bonus feats (see page 38).
Special: Barbarians, fighters, paladins, and rangers are
proficient with all martial weapons.
They need not select this feat. MOUNTED COMBAT [GENERAL]
You can gain Martial Weapon Proficiency multiple times.
Each time you take the feat, it applies to a new type of You are skilled in mounted combat.
weapon. Prerequisite: Ride 1 rank.
A cleric who chooses the War domain automatically gains Benefit: Once per round when your mount is hit in
the Martial Weapon Proficiency feat related to his deity’s combat, you may attempt a Ride check (as a reaction) to
favored weapon as a bonus feat, if the weapon is a martial negate the hit.
one. The hit is negated if your Ride check result is greater than
He need not select it. the opponent’s attack roll.
A sorcerer or wizard who casts the spell Tenser’s (Essentially, the Ride check result becomes the mount’s
transformation on himself or herself gains proficiency with Armor Class if it’s higher than the mount’s regular AC).
all martial weapons for the duration of the spell. Special: A fighter may select Mounted Combat as one of
his fighter bonus feats (see page 38).
409
Normal: Without this feat, you can use the Survival skill
to find tracks, but you can follow them only if the DC for
WEAPON FINESSE [GENERAL]
the task is 10 or lower. You are especially skilled at using weapons that can benefit
Alternatively, you can use the Search skill to find a as much from Dexterity as from Strength.
footprint or similar sign of a creature’s passage using the Prerequisite: Base attack bonus +1.
DCs given above, but you can’t use Search to follow tracks, Benefit: With a light weapon, rapier, whip, or spiked
even if someone else has already found them. chain made for a creature of your size category, you may use
Special: A ranger automatically has Track as a bonus feat. your Dexterity modifier instead of your Strength modifier
He need not select it. on attack rolls.
This feat does not allow you to find or follow the tracks If you carry a shield, its armor check penalty applies to your
made by a subject of a pass without trace spell. attack rolls.
Special: A fighter may select Weapon Finesse as one of
his fighter bonus feats (see page 38).
TRAMPLE [GENERAL] Natural weapons are always considered light weapons.
You are trained in using your mount to knock down
opponents.
Prerequisites: Ride 1 rank, Mounted Combat. WEAPON FOCUS [GENERAL]
Benefit: When you attempt to overrun an opponent Choose one type of weapon, such as greataxe.
while mounted, your target may not choose to avoid you. You can also choose unarmed strike or grapple (or ray, if
Your mount may make one hoof attack against any target you are a spellcaster) as your weapon for purposes of this
you knock down, gaining the standard +4 bonus on attack feat.
rolls against prone targets (see Overrun, page 157). You are especially good at using this weapon.
Special: A fighter may select Trample as one of his fighter (If you have chosen ray, you are especially good with rays,
bonus feats (see page 38). such as the one produced by the ray of frost spell).
Prerequisites: Proficiency with selected weapon, base
attack bonus +1.
TWO-WEAPON DEFENSE Benefit: You gain a +1 bonus on all attack rolls you make
[GENERAL] using the selected weapon.
Special: You can gain this feat multiple times.
Your two-weapon fighting style bolsters your defense as Its effects do not stack.
well as your offense. Each time you take the feat, it applies to a new type of
Prerequisites: Dex 15, Two-Weapon Fighting. weapon.
Benefit: When wielding a double weapon or two A fighter may select Weapon Focus as one of his fighter
weapons (not including natural weapons or unarmed bonus feats (see page 38).
strikes), you gain a +1 shield bonus to your AC. He must have Weapon Focus with a weapon to gain the
When you are fighting defensively or using the total Weapon Specialization feat for that weapon.
defense action, this shield bonus increases to +2.
Special: A fighter may select Two-Weapon Defense as one
of his fighter bonus feats. WEAPON SPECIALIZATION
[GENERAL]
TWO-WEAPON FIGHTING Choose one type of weapon, such as greataxe, for which you
have already selected the Weapon Focus feat.
[GENERAL] You can also choose unarmed strike or grapple as your
You can fight with a weapon in each hand. weapon for purposes of this feat.
You can make one extra attack each round with the second You deal extra damage when using this weapon.
weapon. Prerequisites: Proficiency with selected weapon,
Prerequisite: Dex 15. Weapon Focus with selected weapon, fighter level 4th.
Benefit: Your penalties on attack rolls for fighting with Benefit: You gain a +2 bonus on all damage rolls you
two weapons are reduced. make using the selected weapon.
The penalty for your primary hand lessens by 2 and the one Special: You can gain this feat multiple times.
for your off hand lessens by 6. Its effects do not stack.
Normal: See Two-Weapon Fighting, page 160, and Table Each time you take the feat, it applies to a new type of
8–10: Two-Weapon Fighting Penalties, page 160. weapon.
Special: A 2nd-level ranger who has chosen the two- A fighter may select Weapon Specialization as one of his
weapon combat style is treated as having Two-Weapon fighter bonus feats (see page 38).
Fighting, even if he does not have the prerequisite for it,
but only when he is wearing light or no armor (see page
48). WHIRLWIND ATTACK [GENERAL]
A fighter may select Two-Weapon Fighting as one of his You can strike nearby opponents in an amazing, spinning
fighter bonus feats (see page 38). attack.
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge,
Mobility, Spring Attack, base attack bonus +4.
410
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 (such as the Cleave feat or the haste spell).
Special: A fighter may select Whirlwind Attack as one of
his fighter bonus feats.
411
You then sprinkle this mixture on yourself and the-
members of the circle.
PLAYER’S You and everyone else who participated in this ritual gains
a +4 morale bonus on Will saves against fear as long as each
individual can see one other ally who took part in this
HANDBOOK 2 (3.5) ritual.
This ritual requires 10 minutes of incantation and a vial of
holy water or unholy water.
Its effect lasts for 24 hours.
CERIMONY FEATS Vengeful Bonds of Brotherhood (Knowledge [religion] 8 ranks):
You create a close, mystical bond between you and your
allies.
RITUAL BLESSING [] Up to six individuals can participate with you in this ritual.
Each participant cuts his hand.
You call upon the powers of goodness and light to bless
your allies. Everyone in the ritual then clasps hands in a circle while
you stand in the middle.
If your religious studies are advanced enough, the rituals
You speak a prayer while sprinkling holy or unholy water
you learn allow you to ward against illness or poison,
on each participant.
enhance your healing abilities, and protect against evil.
This ritual grants a benefit to its participants (including
Prerequisites: Good alignment Knowledge (religion) 4
you) when an ally falls in battle.
ranks.
If an individual who participated in this ritual sees another
Benefit: You gain access to rituals based on your ranks in participant drop to 0 or fewer hit points due to an
Knowledge (religion). opponent’s actions, he gains a +2 morale bonus on attack
Anoint (Knowledge [religion] 4 ranks): You speak a blessing rolls against the foe who dropped his ally.
over the recipient of this ritual, anoint him with holy water, The benefit lasts for 1 minute every time it is triggered.
and say a short prayer for him. You can gain this bonus against multiple foes during the
When you cast a cure spell on the recipient, he heals an duration of the effect.
extra 2 points of damage. This ritual requires 10 minutes of incantation, a vial of holy
Performing this ritual requires 5 minutes of incantation water or unholy water, and silver dust worth 10 gp.
and a vial of holy water, its effects Last for 24 hours. The ritual’s benefit lasts for 24 hours.
Cleanse (Knowledge [religion] 8 ranks): You sprinkle holy
water over the recipient of this ritual and speak a prayer to
his health and vigor. RITUAL TRANSFERENCE []
The target gains a +2 bonus on saves against disease and
You can transfer the XP of other creatures into an agreed
poison.
upon magic item and construct magic items with
Performing this ritual requires 10 minutes of incantation
prerequisites that you do not meet.
and a vial of holy water.
Its effects last for 24 hours. Prerequisites: Knowledge (arcana) or Knowledge
(religion), any item creation feat.
Ward (Knowledge [religion] 13 ranks): You use a special
combination of powdered silver and holy water to create a Benefit: You gain access to rituals based on your ranks in
mystical ward that offers protection against demons and Knowledge (arcana) or Knowledge (religion).
devils. If you qualified for this feat with Knowledge (arcana), only
The recipient of this ritual gains a +1 bonus on saves against magic items with arcane spell prerequisites can be
spells and special attacks used by evil outsiders. constructed with the transfer ritual.
Performing this ritual requires 10 minutes of work, a vial of If you qualified for this feat with Knowledge (religion),
holy water, and powdered silver worth 30 gp. only magic items with divine spell prerequisites can be
Its effects last for 24 hours. constructed with the transfer ritual.
Transfer (Knowledge [arcana] 4 ranks or Knowledge [religion] 4
ranks): You can courier a transfer of XP from one or more
RITUAL BLOOD BONDS [] creatures (maximum five) into an agreed upon magic item
you are constructing.
You invest your allies with the mighty power of your totem,
god, or similar divine entity. Any creatures participating in this ritual control how much
XP to transfer.
These rituals allow you to forge bonds between warriors
that stand the test of combat. You cannot courier a transfer of more XP than is needed to
construct the agreed upon magic item.
Prerequisites: Ore or half-ore. All the requirements for transferring XP, compensating for
Knowledge (religion) 4 ranks.
XP, and sharing XP costs apply to participating in this
Benefit: You gain access to rituals based on your total ritual.
ranks in Knowledge (religion). If allowable changes are made that require more XP, you or
Blood Brothers (Knowledge [religion] 4 ranks): Yon gather up to the participating creatures must provide that XP as needed.
six of your allies together in a circle. If allowable changes are made that require less XP, the
Each member of this circle pledges allegiance to the others, difference is returned to you or the participating creatures
cuts himself, and bleeds into a bowl containing holy water in proportionate amounts (as per their original
or unholy water (as appropriate to your alignment). contributions).
412
If you start making a magic item that is not allowed by even If you have three or more combat form feats, you gain
one of the creatures participating in this ritual, all the blindsight out to 5 feet.
transferred XP is returned to those creatures. Special: A fighter can select Combat Awareness as one of
If you spend at least one day making the agreed upon magic his fighter bonus feats.
item, the XP is consumed regardless of whether the magic
item is completed or not.
If you start working on a new magic item after spending at COMBAT DEFENSE []
least one day making the agreed upon magic item, the XP is The state of keen focus and mental discipline you attain in
consumed and lost (as per the normal rules for creating combat allows you to shift the focus of your defense from
magic items). one opponent to another with careful, precise maneuvers.
Any creatures participating in this ritual must be present Prerequisites: Dex 13, Wis 13, Combat Focus, Dodge,
while the magic item is being created (one day per 1,000 gp base attack bonus +6.
in the item’s base price, 8 hours per day; potions always take Benefit: While you maintain your combat focus, you can
just one day to make, regardless of cost). change the target of your Dodge feat to a new opponent as
If any creatures participating in this ritual are not present, an immediate action.
then no progress can be made toward the magic item that If you have three or more combat form feats, you gain an
day. additional +1 dodge bonus to AC against the target of your
If any creature leaves before 8 hours per day has elapsed, no Dodge feat.
portion of that day counts toward the construction time. Normal: Designating or changing the target of your
Coalesce (Knowledge [arcana] 8 ranks or Knowledge [religion] 8 Dodge feat can only be done on your turn as a free action.
ranks): You can rely on any creature participating in this Special: A fighter can select Combat Defense as one of his
ritual who transferred at least 50% of the XP cost to provide fighter bonus feats.
prerequisite spells for the agreed upon magic item.
The creature must provide any material components or
focuses the spells require, and must pay any XP costs COMBAT FOCUS []
required for the spells. The way of the warrior requires more than simple, brute
The act of constructing the magic item triggers these spells, strength.
making them unavailable for casting during each day of the Some warriors bring their minds in such keen focus during
magic item’s creation. the heat of battle that they can attain superhuman levels of
Note: If you are commissioning the creation of a magic item endurance, perception, and mental toughness.
from an NPC with this feat (for which you are providing Through intense mental exercise and training, you learn to
spells), a discount consistent with your contribution and enter a state of perfect martial clarity.
type of magic item is subtracted from the final market price Prerequisite: Wis 13.
(see Table 7–33: Estimating Magic Item Gold Piece Values, Benefit: In battle, you push aside the chaos of the fight
page 285 of the Dungeon Master’s Guide). and attain a focused state that grants you a keen, clear
Similarly, you can rely on any creature participating in this picture of the bailie.
ritual who transferred at least 50% of the XP cost to provide Fear and pain ebb away as you focus solely on defeating
ability score, alignment, character level, class level, class your enemy.
feature, race, or skill rank prerequisites for the agreed upon The first time you make a successful attack during an
magic item. encounter, you gain your combat focus.
No discount is given for providing these qualities. In this state, your mind and body become one, allowing
You must always provide the caster level and item creation you to overcome mundane physical limits.
feat needed to make a magic item. You can maintain your combat focus for 10 rounds after
Special: A character who meets the prerequisites entering it, +1 additional round per combat form feat you
automatically gains Ritual Transference as a bonus feat after possess aside from this one.
constructing five talismans of transference. You can only gain your combat focus once per encounter.
While you are maintaining your combat focus, you gain a
COMBAT FORM FEATS +2 bonus on Will saves.
If you have three or more combat form feats, this bonus
increases to +4.
Special: A fighter can select Combat Focus as one of his
COMBAT AWARENESS [] fighter bonus feats.
When you maintain your combat focus, you have an
uncanny ability to sense the ebb and flow of your
opponents’ vitality. COMBAT STABILITY []
As you attain greater mastery of this fighting style, you When you maintain your combat focus, you become
learn to sense a foe’s presence even with your eyes closed. difficult to dislodge.
Prerequisites: Wis 13, Blind-Fight, Combat Focus, base Your muscles lock into an unyielding position, granting
attack bonus +12. you superior ability to resist trip attacks, bull rushes,
Benefit: While maintaining your combat focus, you learn disarms, and similar effects.
the current hit point total of each adjacent opponent and Prerequisite: Wis 13, Combat Focus, base attack bonus
ally. +3.
413
Benefit: You gain a +4 bonus on checks or rolls to resist Prerequisites: Divine caster level 5th, ability to turn or
bull rush, disarm, grapple, overrun, and trip attempts made rebuke undead.
against you. Benefit: As an immediate action, you can expend a turn
If you have three or more combat form feats, the bonus or rebuke undead attempt to gain a +4 bonus on your next
granted by this feat increases to +8. saving throw.
Special: A fighter can select Combat Stability as one of his If this benefit is not used immediately, it lasts until the start
fighter bonus feats. of your next turn.
416
FLASH FROST SPELL [] REGULAR FEATS
Your spells that use cold and ice to damage your foes leave
behind a thin layer of slippery frost.
Benefit: This metamagic feat can be applied only to spells ACROBATIC STRIKE []
that have the cold descriptor and that affect an area. Your dexterous maneuvers and skilled acrobatics allow you
A flash frost spell deals an extra 2 points of cold damage per to slip past a foe’s defenses and deliver an accurate strike
level of the spell to all targets in the area. against him.
When you cast such a spell, the area of the spell is covered Prerequisite: rumble 12 ranks.
with a slippery layer of ice for 1 round. Benefit: If you succeed in using fumble to avoid an
Anyone attempting to move through this icy area must opponent’s attack of opportunity, you gain a +4 bonus on
make a DC 10 Balance check or fall prone. the next attack that you make against that foe as long as the
A creature that runs or charges through the area must make attack occurs before the end of your current turn.
a DC 20 Balance check to avoid falling. Special: A fighter can select Acrobatic Strike as one of his
A flash frost spell uses up a spell slot one level higher than fighter bonus feats.
the spell’s actual level.
417
Benefit: When making a shield bash and armed strike Prerequisites: Knowledge (arcana) 9 ranks, ability to
attack as part of a full attack action, you rake a –2 penalty on cast arcane spells.
each attack. Benefit: Choose one arcane spell that you can cast ID be
These penalties replace the normal ones you incur for your thesis spell.
fighting with two weapons. When casting that spell, you do so at +2 caster level.
Special: A fighter can select Agile Shield Fighter as one of When you apply a metamagic feat other than Heighten
his fighter bonus teats. Spell to that spell, the enhanced spell uses up a spell slot
one level lower than normal.
For example, an empowered thesis spell uses up a spell slot
ARCANE ACCOMPANIMENT [] one level higher than the spell’s actual slot (rather than the
You infuse your performance with magical energy, normal two levels higher).
allowing its effects to continue even as you attend to other Special: You can gain this feat multiple times.
tasks. Its effects do not stack.
Prerequisites: Perform 4 ranks, Arcane Flourish, arcane Each time you take the feat, it applies to a new spell.
caster level 1st, bardic music.
Benefit: As a swift action, you can expend a prepared
spell or a spell slot to extend the duration of your bardic ARCANE TOUGHNESS []
music ability alter you stop performing. You draw upon the power of your magic to sustain yourself,
You extend the duration a number of rounds equal to the allowing you to continue fighting long alter your physical
level of the spell used in this manner. body has failed you.
This extension is in addition to the normal duration of the Prerequisites: Toughness, arcane caster level 3rd.
effect after you stop your performance. Benefit: You can expend a prepared spell or spell slot as
You can expend only one spell slot to extend the duration an immediate action when you are reduced to 0 or fewer hit
of your bardic music. points.
The slot can come from any of your arcane caster classes, You heal a number of points of damage equal to the level of
nor just bard. the spell or spell slot used in this manner.
This has no effect on bardic music or similar abilities with a You cannot use this ability to negate effects that disable you
duration of instantaneous or permanent. without causing bit point damage, such as a medusa’s ability
to turn you to stone.
Even if this healing does not bring you above negative hit
ARCANE CONSUMPTION [] points, it still stabilizes you.
You can sacrifice your physical health to strengthen a spell. Using a 0-level spell with this feat grants no benefit.
This process leaves you wracked with pain, but the
enhanced energy you draw from the spell might provide
the margin between victory and defeat. ARMOR SPECIALIZATION []
Prerequisites: Arcane Toughness, Toughness, arcane Through long wear and hours of combat, you have trained
caster level 6th. your body to believe in its armor.
Benefit: Once per day as a swift action, you can grant the Where others flinch, you confront.
next spell you cast a +4 bonus on its save DC. When the sword falls, your instincts, born of bruises and
You must cast and complete this spell on the same turn that rent flesh, present your cuirass, cuisse, helm, or gorget to
you use a swift action to activate this feat. meet the blade at the perfect angle, causing it to skitter off
In return, you take a –4 penalty to Constitution for 12 harmlessly.
hours and are fatigued. Prerequisites: Proficiency with selected armor type,
base attack bonus +12.
Benefit: Choose one type of medium or heavy armor with
ARCANE FLOURISH [] which you are proficient.
You use your magical abilities to improve your performance When wearing masterwork armor (including magic armor
talents. of that type) you gain damage reduction 2/–.
By bleeding magical energy into your singing, oratory, or Any time you lose your Dexterity bonus to Armor Class,
other abilities, you enhance the pitch and sound, project you lose the benefit of this feat, because you cannot
your voice with a more commanding tone, and so forth. properly deflect the blows of the enemy.
Prerequisites: Perform 4 ranks, arcane easier level 1st. Special: You can gain this feat multiple times.
Benefit: As a swift action, you can expend a prepared Its effects do not slack.
spell or spell slot to grant your next Perform check a Each time you take the feat it applies to a new type of
competence bonus equal to 1 + the level of the spell or slot. armor.
You must make a check within 1 minute of using this feat, A fighter can select Armor Specialization as one of his
or the energy you expend dissipates with no effect. fighter bonus feats.
421
Benefit: As a swift action, you can expend one of your Your stance, attack method, and demeanor demonstrate to
uses of the Stunning Fist feat to cloak yourself in flame. your foe that you are capable of defeating him with little
Any creature that strikes you with a melee attack takes 1d6 effort.
points of fire damage. Your intent is clear—if you decide to hit your foe, you
This benefit lasts until the start of your next turn. could easily slay him.
Special: A fighter can select Fiery Ki Defense as one of his Prerequisites: Intimidate 4 ranks.
fighter bonus feats. Benefit: As a standard action, you make a single melee
A monk with the Stunning Fist feat can select Fiery Ki attack against your foe.
Defense as her bonus feat at 8th level, as long as she also You subtract a number from this attack equal to or less than
possesses the Fiery Fist feat (other prerequisites can be your base attack bonus.
ignored). If your attack hits, you can make an Intimidate check
against the foe you struck, with a bonus equal to the
number you subtracted from your attack roll.
FLAY [] If this check succeeds, your opponent is shaken for the rest
When fighting unarmored opponents, you excel at twisting of the encounter.
your weapon just before impact. You cannot use this feat to worsen an opponent’s fear
This motion rips and tears at your foe’s flesh, causing condition beyond shaken.
intense pain. Special: A fighter can select Intimidating Strike as one of
This attack is wholly ineffective against armored foes, but it his fighter bonus feats.
tears through natural defenses.
Prerequisites: Str 13, Power Attack.
Benefit: When you use your Power Attack feat with a INDOMITABLE SOUL []
slashing or piercing weapon against a foe who lacks an Your physical toughness translates into greater menial
armor bonus to AC, you inflict horrid pain on your target. resiliency.
If your attack hits, your opponent must make a Fortitude Where others cave in to magical effects that alter their
save (DC 10 + your damage bonus from Power Attack on minds, you stand resolute.
the strike). Prerequisites: Endurance, Iron Will.
If this save fails, he takes a –2 penalty on attacks for 1 Benefit: Whenever you make a Will save against a
round. mindaffecting or fear ability, you can roll 2d20 and use the
You can use this feat once per round against a given target. higher of the two die rolls.
Special: A fighter can select Flay as one of his fighter
bonus feats.
KEEN-EARED SCOUT []
Your sharp sense of hearing allows you to determine much
GRENADIER [] more about your surroundings.
You are skilled in using grenade-like weapons. Prerequisites: Listen 6 ranks, Alertness or Skill focus
You excel at tossing them to just the right spot to maximize (Listen).
the amount of damage they cause as they burst open upon Benefit: When you make a Listen check, you might learn
the battlefield. more than normal about a source of noise.
Benefit: You are an expert with splash weapons and all If you beat the Listen DC by 5 or more, you determine the
manner of incendiary mixtures. size, speed, and direction of the source of noise If you beat
You gain a +1 bonus on attack rolls with splash weapons the DC by to or more, you determine the precise, current
and a +1 bonus on the weapon’s damage (including splash position of the creature or object that caused the sound.
damage). If you beat the DC by 15 or more, you determine the type of
Special: A fighter can select Grenadier as one of his armor the creature wears and what it carries, if anything.
fighter bonus feats. If you beat the DC by 20 or more, you learn the creature’s
type and subtypes.
The information you learn is cumulative.
HINDERING OPPORTUNIST [] For example, if you got a Listen check result of 35 against a
When you have a chance to strike a distracted foe, you DC of 23, you gain the information for beating the check by
instead use that opportunity to aid or protect an ally against 10 and by 5.
him. These benefits apply to both standard and opposed Listen
Prerequisites: Combat Reflexes, base attack bonus +3. checks.
Benefit: Whenever an opponent provokes an attack of Also, you gain a +5 bonus on Listen checks to pinpoint
opportunity from you, you can choose to replace that attack invisible creatures.
with an aid another action targeting that opponent.
KI BLAST []
INTIMIDATING STRIKE [] You focus your ki into a ball of energy that you can hurl at
You make a display of your combat prowess designed to an opponent.
strike terror in your foe. Prerequisites: Dex 13, Wis 13, Fiery Fist, Improved
Unarmed Strike, Stunning Fist, base attack bonus +8.
422
Benefit: You can expend two daily uses of your Stunning In combat, you shrug off attacks and continue fighting
Fist feat as a move action to create an orb of raw ki energy. even in the face of horrific injuries and effects.
You can then throw the seething orb as a standard action Prerequisite: Rage or frenzy ability.
with a range of 60 feet. Benefit: When fighting, you can endure tremendous
This ranged touch attack deals damage equal to 3d6 points + blows with little visible effect.
your Wis modifier. As an immediate action, you can choose to delay the effect
The ki orb is a force effect. of a single attack, spell, or ability used against you.
If you fail to throw the orb before the end of your turn, it The damage or effect does not take hold until the end of
dissipates harmlessly. your next turn.
When you take this feat, you gain an additional daily use of You can only use this ability while under the effect of your
Stunning Fist. rage or frenzy ability.
Special: A fighter can select Ki Blast as one of his fighter You can activate it once every time you use your rage or
bonus feats. frenzy ability.
A monk with the Stunning Fist feat can select Ki Blast as
her bonus feat at 8th level, as long as she possesses the Fiery
Fist feat and a base attack bonus of +6 (other prerequisites MASTER MANIPULATOR []
can be ignored). Your words are your weapons.
You confuse others with your n, luring them into giving up
vital secrets and leaving them dumbfounded with your
LEAP OF THE HEAVENS [] carefully constructed, conversational static.
Your excellent athletic ability and superior conditioning Prerequisites: Cha 13, Diplomacy 9 ranks.
allow you to make near-superhuman leaps. Benefit: This feat grants two new uses for the Diplomacy
Prerequisite: Jump 4 ranks. skill.
Benefit: When making a Jump check, the DC for the You must share a language with a creature to use these
check doesn’t double if you fail to move 20 feet in a straight options against it.
line prior to jumping, if you do move 20 feet in a straight Neither ability functions during combat.
line before attempting a jump, you gain a +5 competence Captivating Speech: You can distract a creature with your
bonus on your check. compelling delivery and witticisms.
Normal: All Jump checks require a 20-foot running start With a successful Diplomacy check opposed by the target’s
to avoid doubling the DC of the check. own Diplomacy check or Will save, you can impose a –4
penalty on the target’s Listen.
Sense Motive, and Spot checks so long as you continue
LUNGING STRIKE [] speaking.
You make a single attack against a foe who stands just You can affect a number of targets equal to 1 + your Cha
beyond your reach. bonus (if any) as long as they are all Within 20 feet.
Prerequisite: Base attack bonus +6. Trap of Words: If a creature attempts and fails to successfully
Benefit: As a full-round action, you can make a single to use Bluff to lie to you, you skillfully maneuver the
strike with a 5-foot bonus to your attack’s reach. conversation to confuse the target or trick him into letting
This benefit applies to both armed and unarmed al racks, slip a vita clue.
including touch attacks made to deliver spells. After succeeding on your Sense Motive check, you can
Special: A fighter can select Lunging Strike as one of his then engage the target in conversation for at least 1 minute.
fighter bonus feats. At the end of this time, make a Diplomacy check opposed
by the target’s Bluff check.
If you succeed, the target inadvertently reveals his lie and
LURKING FAMILIAR [] the reason behind it.
Your familiar hides within the (olds of your robe or lakes
cover behind you as your opponents close in.
When it moves to attack, its sudden appearance might
MELEE EVASION []
catch your foe by surprise. Your speed, agility, and talent for intelligent fighting allow
Prerequisites: Combat Familiar, arcane caster level 6th, you to avoid your opponent’s blows.
familiar. You take careful stock of an opponent and slip away from
Benefit: If your familiar occupies your square, it gains his sword blow just as he commits to the attack.
cover against all attacks. Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge.
As a consequence, it can make a Hide check to avoid your Benefit: While fighting defensively, you can attempt to
foe’s notice. negate a single attack made by the target of your Dodge
If your familiar then leaves your space to attack an feat.
opponent, it gains the normal benefit for attacking from a If this opponent attacks you, use an immediate action to
hidden position. make a d20 roll modified by your highest base attack bonus.
The result is used as your normal AC and touch AC against
that single, specific attack from your opponent.
MAD FOAM RAGER [] You cannot use this feat if your Dexterity bonus to AC does
You fight with the rage that only a rabid badger or a beer- not apply against your opponent’s attack.
addled dwarf can bring to bear.
423
Special: A fighter can select Melee Evasion as one of his Benefit: When you select this feat, choose bludgeoning,
fighter bonus feats. piercing, or slashing.
You must have Weapon Focus and Weapon Specialization
with a ranged weapon that deals this type of damage.
MELEE WEAPON MASTERY [] When using any ranged weapon that has the damage type
You have mastered a wide range of weapons. you selected, you gain a +2 bonus on attacks and a +2 bonus
Your training with one specific weapon now extends to on damage.
other weapons of a similar sort. In addition, you increase its range increment by 20 feet.
Prerequisites: Proficiency with selected weapon. Special: You can select this feat more than once.
Weapon Focus with selected weapon, Weapon Each time you can select a new damage type.
Specialization with selected weapon, base attack bonus +8. A fighter can choose Ranged Weapon Mastery as one of his
Benefit: When you select this feat, choose bludgeoning, fighter bonus feats.
piercing, or slashing.
You must have Weapon Focus and Weapon Specialization
with a melee weapon that deals this type of damage. RAPID BLITZ []
When using any melee weapon that has the damage type You charge across the battlefield, combining your speed
you selected, you gain a +2 bonus on attack rolls and a +2 and fighting ability to move and attack with unmatched
bonus on damage rolls. skill.
Special: You can select this feat more than once. Prerequisites: Dex 13, Bounding Assault, Dodge,
Each time, you can select a new damage type. Mobility, Spring Attack, base attack bonus +18.
A fighter can choose Melee Weapon Mastery as one of his Benefit: You can designate a third target for your Spring
fighter bonus feats. Attack teat.
In addition to the second attack you gain from your
Bounding Assault feat, you can make a third attack with a –
OVERWHELMING ASSAULT [] 10 penalty.
If you attack a foe who does nothing to turn aside your
attack, you press forward with an indomitable strike.
Only a fool ignores the deadly threat you present. ROBILAR’S GAMBIT []
Prerequisite: Base attack bonus +15. By offering Robilar’s Gambit, you absorb damage to place
Benefit: As a free action, designate one specific foe as the yourself in an advantageous position.
target of this feat. This dangerous sacrifice is not for the unfit or the unwise,
If this foe begins his turn adjacent to you, ends his turn still for one failed retaliatory strike can undo the advantage
adjacent to you, and does not attack you, target you with a gained.
spell, or use a special ability against you, you gain a +4 Lord Robilar, a rash and impetuous fighter, gained fame
bonus on melee attack rolls against him on your next turn. using this technique against his enemies.
Prerequisites: Combat Reflexes, base attack bonus +12.
Benefit: At the start of your action, you can adopt a
PENETRATING SHOT [] fighting stance that exposes you to harm but allows you to
You send a powerful shot cleaving through your enemies. take advantage of your opponents’ exposed defenses as they
Prerequisites: Str 15, Point Blank Shot, base attack reach in to attack you.
bonus +10. Anyone who strikes at you gains a +4 bonus on attack rolls
Benefit: When you make a ranged attack with a projectile and damage rolls against you.
weapon (such as a bow, crossbow, or sling), you can instead In return, they provoke attacks of opportunity from you
choose to unleash a single, mighty attack that blasts each time they swing.
through multiple opponents. Resolve your attack of opportunity after your foe’s attack.
This attack requires a standard action, and your shot takes Normal: Opponents do not provoke attacks of
the form of a 60-foot line Make a separate attack roll against opportunity by attacking.
each creature in the line. Further, when an opponent provokes an attack of
If struck, creatures along this line take damage from your opportunity, you resolve your attack before he completes
shot, though any extra damage (such as from a sneak attack the action that provoked the attack of opportunity.
or a flaming weapon) is applied only against the first Special: A fighter can select Robilar’s Gambit as one of his
creature struck. fighter bonus feats.
Special: A fighter can select Penetrating Shot as one of his
fighter bonus feats.
SHIELD SLING []
You can hurl your shield as a deadly missile, turning it from
RANGED WEAPON MASTERY [] a defensive item to a crushing, thrown weapon.
You have mastered a wide range of weapons. Prerequisites: Proficiency with shields, Improved
Your training with one specific weapon now extends to Shield Bash, Shield Specialization, base attack bonus +9.
other weapons of a similar son. Benefit: You can wield your light shield or heavy shield
Prerequisites: Proficiency with selected weapon. as a thrown weapon with a range increment of 20 feet.
Weapon Focus with selected weapon, Weapon
Specialization with selected weapon, base attack bonus +3.
424
The shield deals damage as normal for its size (see Table 7–
5, PH 116), and you gain your Strength bonus on damage as SLASHING FLURRY []
normal for a thrown weapon. You swing your weapon with uncanny speed, slicing apart a
In addition, you can make a ranged touch attack to initiate a foe in the blink of an eye.
trip attempt. Prerequisites: Proficiency with selected slashing
Your target resists the trip attempt as normal. weapon, Weapon Focus with selected slashing weapon,
You lose your size bonus (though not a size penalty) on Weapon Mastery (slashing), Weapon Specialization with
your Strength check. selected slashing weapon, base attack bonus +14.
If your foe’s check succeeds, he cannot attempt to trip you. Benefit: When you use a standard action t0 attack with
You cannot throw a tower shield. any slashing weapon, you can choose to make a second
You can throw a buckler, but it does no damage, and you attack with that weapon.
cannot use it to trip an opponent. You take a –5 penalty on the first attack, and a –10 penalty
Special: A fighter can select Shield Sling as one of his on the second.
fighter bonus feats. When you use a full attack action with any slashing
weapon, you gain one additional attack at your highest base
attack bonus.
SHIELD SPECIALIZATION [] That attack and all other attacks you make in the current
You are skilled in using a shield, allowing you to gain round take a –5 penalty.
greater defensive benefits from it.
Prerequisite: Proficiency with shields.
Benefit: Choose one type of shield from the following SPECTRAL SKIRMISHER []
list: buckler, heavy, or light. You have trained extensively in the use of magic that
When using a shield of the appropriate type, you increase renders you invisible.
its shield bonus to AC by 1. In combat, you use this experience to vex your opponents
Special: You can take this feat more than once, each time and increase your survivability.
you select it, choose a different type of shield. P re requisite: Base attack bonus +6.
A fighter can select Shield Specialization as one of his Benefit: While you are invisible, you gain additional
fighter bonus feats. benefits.
Creatures unable to see you due to invisibility take a –5
penalty on all Listen checks to detect you.
SHIELD WARD [] A creature using a melee attack against the square you
You use your shield like a wall of steel and wood. occupy provokes an attack of opportunity from you.
When an opponent attempts to draw in close to you, your You must choose to make this attack before checking to see
shield forces him away or ruins his attacks. if the creature finds you.
Prerequisite: Proficiency with shields, Shield If you attack and hit, the creature automatically finds you in
Specialization. your square.
Benefit: You apply your shield bonus to your touch AC, See page 152 of the Player’s Handbook and page 295 of the
and on checks or rolls to resist bull rush, disarm, grapple, Dungeon Master’s Guide for the effects of invisibility on
overrun, or trip attempts against you. combat.
Special: A fighter can select Shield Ward as one of his Special: A fighter can select Spectral Skirmisher as one of
fighter bonus feats. his fighter bonus feats.
425
The familiar uses 1/2 your caster level as its caster level. In order to be worthy of your efforts, the opponent must
It cannot cast spells that have a gp or XP cost, or that have a CR greater than your current level.
require a focus. A trophy has a value equal to the defeated creature’s CR ×
A familiar does not need somatic, material, or verbal 100 gp.
components to cast a spell that was granted to it by this feat. You must spend time using the Craft (taxidermy) skill to
create the trophy as normal.
Once you create a trophy, you can sell it for its market price
STALWART DEFENSE [] or wear it.
You excel at aiding your allies in battle. When you create a trophy, you must design it to occupy
When an opponent attempts to strike one of them, you space on your body as one of these kinds of magic items:
make a quick, distracting motion to ruin the foe’s efforts. amulet, bell, boors, or cloak.
Prerequisites: Combat Reflexes, Hindering You cannot gain the benefit of both a magic item and a
Opportunist, bass attack bonus +9. trophy if both occupy the same space on your body; in such
Benefit: When an opponent you threaten attempts a a case, the object you donned last becomes functional and
melee attack against one of your allies, you can give up one the other object does not work.
of your attacks of opportunity to attempt an aid another While wearing a trophy, you gain a +2 bonus on Intimidate
action. checks per trophy against creatures of the same type as the
You target the attacking opponent with the aid another. trophy, except for outsiders and humanoids.
The target of your foe’s attack gains the benefit of your In these two cases, the target must share the same subtype
action in the form of a +2 bonus to AC against the as the creature from which you crafted the trophy.
attempted attack. You take a –4 penalty on Diplomacy checks against
You cannot use this feat against the same opponent more creatures of the same type or subtype as one or more of
than once per round. your worn trophies.
For each trophy you wear, you gain a +1 bonus on saves
against fear effects.
STEADFAST DETERMINATION [] Once per day, you gain a morale bonus on a single Will save
Your physical durability allows you to shrug off attacks that equal to the number of trophies you wear.
would cripple a lesser person. In this case, you draw upon the memories of past victories
Rather than depend on agility or willpower, you use your to strengthen your resolve.
raw toughness to survive. If you choose to take this morale bonus on a save against a
Prerequisites: Endurance. fear effect, it stacks with the usual +1 bonus on saves per
Benefit: You can use your Constitution modifier in place trophy worn.
of your Wisdom modifier on Will saves. Special: You can only craft trophies from corporeal
You do not automatically fail Fortitude saves on a roll of creatures that you actively helped defeat.
natural 1. You cannot craft trophies from oozes.
427
You can use Bluff against an unfriendly or less hostile
creature in the same way you use Diplomacy. TACTICAL FEATS
Using Bluff in this manner is a standard action that takes
no special penalties.
The target’s attitude remains changed for 1 minute. BLOOD-SPIKED CHARGER []
After this time, it becomes one grade more hostile than You throw yourself into the fray, using your spiked armor
where it started for 10 minutes. and spiked shield to tear your opponents to pieces.
Prerequisites: Str 13, proficiency with spiked armor
WATER SPLITTING STONE [] and spiked shields, Power Attack, Weapon Focus (spiked
armor, Weapon Focus (spiked shield), base attack bonus +6.
You channel your ki energy to splinter the defenses of Benefit: The Blood-Spiked Charger feat grants you access
creatures whose tough hides or magical natures normally to three special tactical maneuvers.
allow them to shrug off your blows. Spiked Avalanche: When you are using the charge action
Prerequisite: Dex 13, Wis 13, Improved Unarmed while wearing spiked armor and carrying either a spiked
Strike. shield or nothing in your hands, you throw yourself into
Stunning Fist, base attack bonus +9. the air, transforming yourself into a deadly, spiked
Benefit: You gain a +4 bonus on damage rolls when you projectile.
make an unarmed strike against an opponent whose A successful attack with either your spiked shield or your
damage reduction is effective against your unarmed strikes. spiked armor deals extra damage equal to twice your
This feat’s benefit does not apply against a target if its Strength bonus.
damage reduction does not apply to your attacks. You can attack with both your spiked armor and a spiked
For example, a monk with ki strike (adamantine) does not shield on this charge, each one benefiting from the
gain the bonus on damage rolls against a foe with damage Strength bonus, but you take the normal penalties for using
reduction that affects attacks with adamantine weapons. two weapons.
Special: A fighter can select Water Splitting Stone as one Spiked Rebuke: When you are fighting defensively and
of his fighter bonus feats. carrying a spiked shield, you lash out at your foes with your
A monk with the Stunning Fist feat can select Water shield in response to their attacks.
Splitting Stone as long as she has a base attack bonus +9 Determine what your AC would be without your spiked
(other prerequisites can be ignored). shield and the AC bonus for fighting defensively.
If an opponent’s attack hits against this lower AC but
misses against your actual AC, the foe strikes your shield,
WEAPON SUPREMACY [] allowing you to deflect his attack in such a way as to leave
You are a grandmaster in the use of your chosen weapon. him vulnerable to your counter.
When you hold it in your hands, no foe can stand against On your next action, you gain a +2 bonus on attack rolls
you. against your chosen foe with your spiked shield.
Prerequisites: Proficiency with selected weapon. Spiked Slam; As a full-round action when you are wielding a
Greater Weapon Focus with selected weapon, Greater spiked shield, you can opt to make only a single attack at
Weapon Specialisation with selected weapon, Weapon your best base attack bonus.
Focus with selected weapon, Weapon Specialization with You brace yourself behind your spiked shield, drive
selected weapon, Weapon Mastery with damage type of yourself forward, and slam into your foe.
selected weapon, fighter level 18th. You enter your foe’s space, which provokes attacks of
Benefit: When fighting with the weapon that you choose opportunity.
for this feat, you gain a number of additional advantages. In return, your attack deals extra damage equal to twice
You gain a +4 bonus on all checks made to resist being your Strength and an additional amount based on your size
disarmed. (see below).
You can wield your weapon against a foe who grapples you After making this attack, you stumble back into the square
without penalty and without first making a grapple check. you occupied just before making this attack.
In this situation, you can take a standard action or a full Until the start of your next turn, you do not threaten any
attack action as normal. squares.
When you take a full attack action, you can apply a +5
bonus to any single attack after your first strike.
Once per round before making an attack roll, you can
instead choose to treat your d20 result as a 10.
You gain a +1 bonus to AC.
Special: You can choose this feat only once, for a single
specific kind of weapon.
The dedication and focus it requires makes it impossible to
gain this feat for more than one weapon.
SHADOW STRIKER []
You melt into the shadows, hiding from your enemies until
the time is right.
Your cunning, guile, and stealth allow you to pick the most
opportune moment to strike.
Prerequisites: Hide 12 ranks, Move Silently 12 ranks.
430
This benefit functions like the ranger class feature of the
same name, except that the exact type of creature you
POWER OF FAERÛN oppose, usually followers of another deity, is determined by
your faith.
See Player’s Guide to Faerûn, page 50, for a list of appropriate
(3.5) enemies of your deity.
431
432
HERETIC OF THE FAITH [] INITIATE OF AMAUNATOR
You stray significantly from the teachings of your faith. [INITIATE]
Prerequisite: Patron deity and either divine spellcasting
ability or code of conduct class ability. You have been initiated into the greatest secrets of
Benefit: You can grossly violate your deity’s code of Amaunator’s faith.
conduct, but not your class alignment restriction, without Prerequisite: Cleric or paladin 4th, Heretic of the Faith
risk of loss of loss of spells or class abilities. (Risen Sun), Heretic of the Faith (Three-Faced Sun), or
If you are a cleric, your alignment can be two steps away Servant of the Fallen (Amaunator).
from your respective deity’s alignment instead of just one. Benefit: You can spontaneously cast any spell on your
(In other words, you can violate your deity’s alignment spell list that has the fire descriptor.
restrictions by one extra step). This ability works like spontaneously casting cure spells
You can gain levels without atoning (see the atonement spell does.
description). In addition, you can add the following spells to your cleric
However, you are in no way exempt from or paladin spell list:
excommunication or immune to divine retribution from 2nd—augury; 3rd—haste; 4th—order’s wrath; 8th—sunburst;
your deity or his servants. 9th—time stop.
In fact, your actions invite the highest level of divine
scrutiny. LEADERSHIP FEAT OPTIONS []
If you have access to domains, you can exchange any one
domain you have already selected for another domain
outside those normally available to your faith.
The new domain must be consistent with the tenets of your
heresy (as adjudicated by the DM).
Likewise, you can exchange your favored weapon and
weapon of the deity spell effect for another consistent with
the tenets of your heresy (as adjudicated by the DM).
Taking this feat automatically prompts a Leadership check.
All cohorts or followers who are members of your faith
either agree to the heresy or are lost.
Moreover, upon your death you are judged one of the False
(see page 259 of the FORGOTTEN REALMS Campaign
Setting) unless your deity specifically intervenes on your
behalf with Kelemvor.
Without the use of a miracle or wish spell, this does not
happen unless your heresies are adopted by the deity and
the faith as a whole.
It is theoretically possible that such intervention could
occur long after your death, but such cases are vanishingly
rare.
Normal: If you grossly violate your deity’s code of
conduct, you risk losing spells and class abilities until you
atone (see the atonement spell description and Sins and
Penance, page 232 of the FORGOTTEN REALMS Campaign
Setting).
433
Benefit: When you communicate with your deity using
spells such as augury, commune, commune with nature, or
divination, you receive an answer in the form of a loud
booming voice accompanied by a visible manifestation of
the deity’s power, such as a nimbus of colored light in a hue
favored by the deity.
In the 3 rounds after such a display, you receive a +4 sacred
bonus (or profane bonus, for followers of evil deities) to the
DC of compulsion spells, spell-like abilities, and
supernatural abilities.
RULERSHIP []
You are a ruler of an economic, frontier, governmental
military, religious, transport, or other community.
Prerequisites: Leadership or Epic Leadership, effective
Leadership score of 10 or more.
Benefits: You gain a +4 bonus to your base Leadership
score.
You gain a +100 bonus to your base Influence modifier.
As a ruler, you have some degree of authority over
members of organizations in which you have followers.
Once per day you can exchange a follower you gained from
your Leadership feat for a different follower from the same
organization.
The DM determines the actual pool of followers available to
you.
435
A delayed power may be negated normally during the
CRAFT UNIVERSAL ITEM [ITEM delay, and can be detected normally in the area or on the
CREATION] target with powers that can detect psionic effects.
A delayed power costs a number of power points equal to
You can create miscellaneous psionic items, such as third its standard cost + 6.
eyes or psychoactive skins (see Chapter 7: Psionic Items for
rules about universal items).
Prerequisite: Manifester level 3rd+. DISARM MIND [PSIONIC]
Benefit: You can create any miscellaneous psionic item You can directly deplete your foe’s power point total with
whose prerequisites you meet. psionic attacks.
Crafting a miscellaneous psionic item takes one day for Prerequisite: Cha 13+, Mental Adversary.
each 1,000 gp in its price. Benefit: You deplete a number of power points equal to
To empower a miscellaneous psionic item, the psionic your Charisma modifier × 4 from your opponent on any
character must spend 1/25 of the item’s price in XP and use psionic attack that deals 1 or more ability damage, after
up raw materials costing half of this price. accounting for your opponent’s mental hardness.
You can also mend a broken universal item if it is one that To use this feat, you must pay power points equal to the
you could make. cost of the psionic attack + 3.
Doing so costs half the XP, half the raw materials, and half You decide whether or not to pay the extra cost after
the time it would take to empower that item in the first discovering the failure or success of your psionic attack to
place. deal ability damage.
Some universal items incur extra costs in materials
components or XP as noted in their descriptions.
These costs are in addition to those derived from the item’s DODGE [GENERAL]
base price.
You are adept at dodging blows.
You must pay such a cost to create an item or mend a
broken one. Prerequisite: Dex 13+.
Benefit: During your action, you designate an opponent
and receive a +1 dodge bonus to Armor Class against attacks
DEEP IMPACT [PSIONIC] from that opponent.
You can strike your foe with a melee weapon as if making a You can select a new opponent on any action.
touch attack. Note: A condition that makes you lose your Dexterity
bonus to Armor Class (if any) also makes you lose dodge
Prerequisite: Str 13+, Power Attack, Psionic Weapon,
bonuses.
base attack bonus +3 or more.
Also, dodge bonuses (such as this one and a dwarf’s racial
Benefit: If you pay 5 power points per strike, you can bonus to dodge giants) stack with each other, unlike most
resolve your melee attack with a weapon as a touch attack other types of bonuses.
for purposes of assessing your foe’s Armor Class.
You must decide whether or not to pay the cost prior to
making the melee attack. ENCODE STONE [ITEM CREATION]
Your weapon remains “charged” for a maximum number of
You can create power stones, from which you or another
rounds equal to your Strength modifier +1, or until you
make your next attack, whichever occurs first. psion can manifest the powers stored therein (see Chapter
7: Psionic Items for rules on power stones).
If your attack misses, the power point expenditure is
wasted. Prerequisite: Manifester level 1st+.
Benefit: You can create a power stone of any power that
you know.
DELAY POWER [METAPSIONIC] Encoding a power stone takes one day for each 1,000 gp in
You can manifest powers that trigger a set duration after its base price.
manifestation. The base price of a power stone is the level of the stored
psionic power × its manifester level × 25 gp (treat a o-level
Benefit: A delayed power doesn’t activate until 1 to 5
power as one-half level).
rounds after you finish manifesting it.
To encode a power stone, you must spend 1/25 of this base
You determine the delay when manifesting the power, and
price in XP and use up raw materials costing half of this
it cannot be changed once set.
base price.
The power activates just before your turn on the round you
Any power stone that stores a psionic power with an XP
designate.
cost also carries a commensurate cost.
Only area, personal, and touch powers may be affected by
In addition to the costs derived from the base price, you
this feat.
must pay the XP when encoding the stone.
Any decisions you would make about the power (including
attack rolls, designating targets, or determining or shaping
an area) are decided when the power is manifested, while ENLARGE POWER [METAPSIONIC]
any effects resolved by those affected by the power
(including saving throws) are decided when the power You can manifest powers farther than normal.
triggers. Benefit: An enlarged power has its range doubled.
Powers whose ranges are not defined by distance do not
have their ranges increased.
436
Determine an enlarged power’s area or effect as if you were
two manifester levels higher than you actually are. GREATER PSIONIC FOCUS
An enlarged power costs a number of power points equal to [PSIONIC]
its standard cost + 2.
Your powers within your primary discipline have even
greater potency.
EXTEND POWER [METAPSIONIC] Prerequisite: Psionic Focus.
You can manifest powers that last longer than normal. Benefit: Add +4 to the DC for all saving throws against
Benefit: An extended power lasts twice as long as normal. powers from within your discipline if you’ve already taken
Powers with a concentration, instantaneous, or permanent the Psionic Focus feat for the selected discipline.
duration are not extended. This bonus overlaps (does not stack with) the bonus from
An extended power costs a number of power points equal Psionic Focus.
to its standard cost + 2. Special: You can gain this feat multiple times.
Its effects do not stack.
Each time you take this feat, it applies to a new discipline,
FELL SHOT [PSIONIC] but a psion must choose her primary discipline the first
You can strike your foe with a ranged weapon as if making a time she takes this feat.
touch attack.
Prerequisite: Dex 13+, Point Blank Shot, Psionic Shot, HEIGHTEN POWER [METAPSIONIC]
base attack bonus +3 or more.
Benefit: If you pay 5 power points per shot, you can You can manifest a power as if it were higher level than it
resolve your ranged attack as a touch attack for purposes of actually is.
assessing your foe’s Armor Class. Benefit: A heightened power has a higher psionic power
You must decide whether or not to pay the cost prior to level than normal (up to 9th level).
making the ranged attack. Unlike other metapsionic feats, Heighten Power actually
Your bullet, bolt, or arrow remains “charged” for a increases the effective level of the power that it modifies.
maximum number of rounds equal to your Dexterity All effects dependent on power level (such as saving throw
modifier + 1, or until you make your next attack, whichever DCs and ability to penetrate a minor dead psionics zone or
occurs first. a minor globe of invulnerability) are calculated according to
If your attack misses, the power point expenditure is the heightened level.
wasted. The heightened power costs as many power points as a
power of its effective level.
438
You decide whether or not to pay the extra cost after Special: Possession of the Quicken Power feat reduces
discovering the failure or success of your opponent’s the extra cost of Power Touch to 0 power points (you still
psionic attack to deal ability damage. must pay the standard cost for the power used in the attack
of opportunity).
PERSISTENT POWER
PSIONIC BODY [PSIONIC]
[METAPSIONIC]
Your mind reinforces your body.
You make one of your powers last all day. Benefit: At 1st level, you may use your key ability
Prerequisite: Extend Power. modifier determined by your primary discipline, if a psion,
Benefit: A persistent power has a duration of 24 hours. instead of your Constitution modifier to determine bonus
The persistent power must have a personal range or a fixed hit points.
range; you can’t use this feat on a power with a variable At higher levels, your bonus hit points are determined by
range, or on a power with an instantaneous duration. your Constitution, as normal However, you now gain +1 hit
Note that you must concentrate on some powers to use point every time you learn a metapsionic feat.
their effects (for example, detect psionics and detect thoughts); Special: You may only take this feat as a 1st-level
concentration on such a power is a standard action that character.
does not provoke an attack of opportunity.
A persistent power costs a number of power points equal to
its standard cost + 8. PSIONIC CHARGE [PSIONIC]
You can charge in a crooked line.
POINT BLANK SHOT [GENERAL] Prerequisite: Wis 13+, Speed of Thought, reserve power
points 3+.
You are skilled at making well-placed shots with ranged
Benefit: When taking a charge action in combat (see
weapons at close range. Chapter 8 of the Player’s Handbook), you can make a number
Benefit: You get a +1 bonus on attack and damage rolls of turns, each of not more than 90 degrees, equal to your
with ranged weapons at ranges of up to 30 feet. Dexterity modifier.
The action still counts as a charge.
POWER ATTACK [GENERAL]
You can make exceptionally powerful melee attacks. PSIONIC DODGE [PSIONIC]
Prerequisite: Str 13+. You are proficient at dodging blows.
Benefit: On your action, before making attack rolls for a Prerequisite: Dex 13+, Dodge, reserve power points 5+.
round, you may choose to subtract a number from all melee Benefit: During your action, you designate an opponent
attack rolls and add the same number to all melee damage and receive a + 1 dodge bonus to Armor Class against
rolls. attacks from that opponent.
This number may not exceed your base attack bonus. This can be the same opponent designated for the standard
The penalty on attacks and bonus on damage applies until Dodge feat, or a separate opponent.
your next action. If the same opponent is chosen for both Dodge and Psionic
Dodge, the bonuses stack.
POWER PENETRATJON [PSIONIC] You can select a new opponent on any action.
Note: A condition that makes you lose your Dexterity
Your powers are especially potent, breaking through power bonus to Armor Class (if any) does not make you lose the
resistance more readily than normal. dodge bonus from the Psionic Dodge feat.
Benefit: You get a +2 bonus on manifester level checks Also, dodge bonuses (such as this one, the one from the
(1d20 + manifester level) to beat a creature’s power Dodge feat, the one granted from the Mobility feat, and a
resistance. dwarf’s racial bonus to dodge giants) stack with one
another, unlike most other types of bonuses.
POWER TOUCH [PSIONIC]
You can make power-enhanced attacks of opportunity. PSIONIC FIST [PSIONIC]
Prerequisite: Str 13+, Psionic Fist. You can charge your unarmed strikes with additional
Benefit: You can make attacks of opportunity using any damage potential.
power you know with a range of touch, if you have at least Prerequisite: Str 13+.
one hand free. Benefit: Your unarmed strikes deal +1d4 points of
The Power Touch attack of opportunity does not preclude bludgeoning damage when you pay the cost of 1 power
the normal manifestation of a psionic power during the point.
same round. You must decide whether or not to pay the cost prior to
The power used in conjunction with this feat costs a making the melee attack.
number of power points equal to its standard cost + 2. Your hand or foot remains “charged” for a maximum
Normal: Attacks of opportunity do not involve casting number of rounds equal to your Strength modifier + 1, or
spells or manifesting powers. until you make your next attack, whichever occurs first.
439
If your attack misses, the power point expenditure is You decide whether or not to pay the cost after
wasted. determining the failure or success of the psionic attack to
breach your Will save.
Special: You can gain this feat multiple times, each time
PSIONIC FOCUS [PSIONIC] gaining bonus mental hardness equal to the previous bonus
Your powers within your primary discipline are more + 1, but you must pay a cost equal to the previous cost + 8.
potent than normal. You decide what mental hardness increment to use within
Benefit: Add +2 to the DC for all saving throws against the range granted by gaining this feat multiple times.
powers from the selected discipline.
Special: You can gain this feat multiple times.
Its effects do not stack. PSYCHIC INQUISITOR [PSIONIC]
Each time you take the feat, it applies to a new discipline, You know when others lie.
but a psion must choose his primary discipline the first Prerequisite: cha 13+, Psychoanalyst.
time he takes this feat. Benefit: When a living humanoid lies directly to you, you
perceive it.
You detect a maximum number of lies per conversation
PSIONIC METABOLISM [PSIONIC] equal to your Charisma modifier.
Your wounds heal especially rapidly. A conversation with an individual, once concluded, may
Prerequisite: Con 13+, Rapid Metabolism. not be renewed with Psychic Inquisitor active for a period
Benefit: You convert 1 point of normal damage to 1 point of 8 hours.
of subdual damage per hour if you pay the cost of 1 power You decide when, or if, to begin using this feat during a
point per hour. conversation.
If you are unconscious or dying, Psionic Metabolism does
not work.
PSYCHOANALYST [PSIONIC]
Your knowledge of the mind gives you influence with
PSIONIC SHOT [PSIONIC] others.
You can charge your ranged attacks with additional damage Prerequisite: Cha 13+.
potential. Benefit: You get a +2 bonus on all Diplomacy, Bluff, and
Prerequisite: Dex 13+, Point Blank Shot. Intimidate checks against living humanoids with an
Benefit: Your ranged shots deal +1d4 points of piercing Intelligence score of 4 or higher.
damage when you pay the cost of 1 power point. You get the same +2 bonus on Charisma checks used to
You must decide whether or not to pay the cost prior to influence or interact with living humanoids having an
making the ranged attack. Intelligence score of 4 or higher.
Your arrow, bolt, or bullet remains “charged” for a
maximum number of rounds equal to your Strength
modifier + 1, or until you make your next attack, whichever QUICKEN POWER [METAPSIONIC]
occurs first. You can manifest a power with a moment’s thought.
If your attack misses, the power point expenditure is Benefit: Manifesting a quickened power is a free action.
wasted. You can perform another action, even manifest another
power, in the same round as you manifest a quickened
power.
PSIONIC WEAPON [PSIONIC] You may only manifest one quickened power per round.
You can charge your melee weapon with additional damage A power whose rime to manifest is more than 1 full round
potential. cannot be quickened.
Prerequisite: Str 13+, Power Attack. The quickened power costs a number of power points equal
Benefit: Your melee weapon deals +1d4 points of damage to its standard cost + 8.
(slashing, piercing, or bludgeoning, as appropriate to the Special: Possession of the Power Touch feat allows the
weapon) when you pay the cost of 1 power point. use of that feat and one quickened power in the same
You must decide whether or not to pay the cost prior to round.
making the melee attack.
Your weapon remains “charged” for a maximum number of
rounds equal to your Strength modifier + 1, or until you RAPID METABOLISM [PSIONIC]
make your next attack, whichever occurs first. Your wounds heal rapidly.
If your attack misses, the power point expenditure is Prerequisite: Con 13+.
wasted. Benefit: You naturally heal a number of hit points per day
of rest equal to the standard healing rate + your
Constitution modifier.
PSYCHIC BASTION [PSIONIC]
You can raise a fortified defense against psionic attacks.
Benefit: You gain +1 mental hardness against a foe’s RETURN SHOT [PSIONIC]
successful psionic attack when you pay the cost of 3 power You can return incoming arrows, as well as crossbow bolts,
points. spears, and other shot or thrown weapons.
440
Prerequisite: Dex 13+, Point Blank Shot, Psionic Shot, Special: All Psychometabolism powers are an exception
reserve power points 5+. to the target criteria, and may be scribed into a tattoo
Benefit: You need not have a free hand (holding nothing) despite the fact that they are personal powers.
to use this feat, but you must relinquish a two-handed hold
on a single item or drop a shield as a free action.
Once per round when you would normally be hit with a SPEED OF THOUGHT [PSIONIC]
ranged weapon, you may make a Reflex save DC 20 (if the You move faster.
ranged weapon bas an enhancement bonus to attack, the Prerequisite: Wis 13+, reserve power points 1+.
DC increases by that amount). Benefit: Your base speed is equal to your normal speed
If you succeed, you snatch the ranged weapon. +10.
You must be aware of the attack and not flat-footed, and you Special: You can take this feat multiple times.
cannot already have acted in the round. Each time increases your base speed by 10 feet and
You may only use this feat once in any given round. increases your prerequisite of reserve power points by 4.
Snatching a ranged weapon or ammunition (such as an For instance, if Ma’varkith takes Speed of Thought three
arrow, bolt, or sling bullet) counts as a free action. times, her speed is equal to her normal speed + 30 if her
If you successfully retrieve a bolt, arrow, or sling bullet, you reserve power points are 9 or more, her normal speed + 20 if
can load and fire it back at your foe if you hold the her reserve power points are 5 or more, or her normal speed
appropriate weapon. + 10 if her reserve power points are 1 or more.
A bow requires a move-equivalent action, a crossbow
requires a standard action, and a thrown weapon such as a
spear or knife is a free action to throw back. STAND STILL [PSIONIC]
If you are not bolding a ranged weapon suitable to the You can prevent foes from fleeing or closing.
snatched ammunition in your off hand, you cannot return Prerequisite: Str 13+, reserve power points 1+.
the attack. Benefit: When a foe’s movement would otherwise grant
You make the return attack at a bonus equal to half your you an attack of opportunity, you may give up that attack
foe’s ranged attack bonus (round down) + your full ranged and instead attack your foe prior to your foe’s actual
attack bonus. movement.
Exceptional ranged weapons, such as boulders hurled by This is akin to a readied action, but Stand Still doesn’t affect
giants or Melf’s acid arrow, can’t be snatched. your initiative count or actual readied actions, if any.
Special: If you also have the Deflect Arrows feat (see the The foe must succeed at a Fortitude save against a DC equal
Player’s Handbook), you make return attacks at a bonus equal to 10 + the damage you deal, or be unable to move into or
to your foe’s full ranged attack bonus + your full attack out of the area you threaten-essentially, this ends the
bonus. movement of a foe who is closing, and prevents any
movement of a foe who is fleeing (if you are normally
SCRIBE TATTOO [ITEM CREATION] allowed an attack of opportunity against the fleeing foe).
Since you use the Stand Still feat in place of your attack of
You can create psionic tattoos, also called psionic circuits, opportunity, you may only do so a number of times pet
which store psionic powers within their designs (see round equal to the number of times per round you could
Chapter 7: Psionic Items for rules on psionic tattoos). make an attack of opportunity (normally just one).
Prerequisite: Manifester level 3rd+. Normal: Attacks of opportunity occur after a foe has
Benefit: You can create a psionic tattoo of any psionic already moved within the area you threaten; thus, you are
power of 3rd level or lower that you know and that targets a unable to affect their movement with an attack.
creature or creatures (see Special, below).
Scribing a psionic tattoo takes one day.
When you create a psionic tattoo, you set the manifester SUNDER [GENERAL]
level. You are skilled at attacking others’ weapons.
The manifester level must be sufficient to manifest the Prerequisite: Str 13+, Power Attack.
power in question and no higher than your own level. Benefit: When you strike at an opponent’s weapon, you
The base price of a psionic tattoo is its power level × its do not provoke an attack of opportunity (see Strike a
manifester level × 50 gp (inscribing a 0-level power costs 25 Weapon in Chapter 8 of the Player’s Handbook).
gp).
To scribe a tattoo, you must spend 1/25 of this base price in
XP and use up raw materials (special inks, masterwork TALENTED [PSIONIC]
needles, and so on) costing half of this base price. You can manifest more o-level powers for free.
When you create a psionic tattoo, you make any choices Prerequisite: Inner Strength.
that you would normally make when manifesting the
Benefit: You can manifest three more 0-level powers for
power.
free per day than normal.
When its wearer physically activates the tattoo, the wearer
is the target of the power.
Any psionic tattoo that stores a power with an XP cost also TRIGGER POWER [PSIONIC]
carries a commensurate cost.
In addition to the costs derived from the base price, you You choose one power that you can attempt to manifest for
must pay the XP when creating the tattoo. free.
441
Prerequisite: Inner Strength, Talented, reserve power
points (see below).
UP THE WALLS [PSIONIC]
Benefit: Choose any 0-, 1st-, 2nd-, or 3rd-level power you You can run on walls for brief distances.
know. Prerequisite: Wis 13+, Speed of Thought, Psionic
From now on you can attempt to trigger that power Charge, reserve power points 5+.
without paying its cost. Benefit: You can take part of one of your move actions
To trigger a power, you must first satisfy the requirement of ant a wall if you begin and end your move on a horizontal
a power point reserve equal to or greater than what it would surface.
normally cost you to manifest the power. The height you can achieve on the wall is limited only by
Then, make an ability check appropriate for the power’s this movement restriction.
discipline (for instance, you would make a Charisma check If you do not end your move on a horizontal surface, you
for charm person). fall prone, taking damage as appropriate for your height
If you meet or exceed the ability check DC (see below), the above the floor.
power is manifested normally with no power point cost. Treat the wall as a normal floor for the purposes of
If you fail the check, you are forced to pay its cost, but the measuring your movement.
power is still manifested normally. Passing the boundary between horizontal and vertical is
You can’t use Trigger Power in conjunction with psionic equivalent to 5 feet of movement along a normal floor.
attack or defense modes. Opponents on the floor still get attacks of opportunity as
DCs for the ability check are determined by level: 0-level, you move up the wall within areas they threaten.
11; 1st level, 13; 2nd level, 15; and 3rd level, 17. For instance, Ma’varkith the psychic warrior has a speed of
Special: You can take this feat multiple times, each time 40 feet (due to her Speed of Thought feat).
using it for a new triggered power. She begins her action standing next to the wall.
She runs up the wall at a 45-degree angle (“diagonally”) for
15 feet, which also puts her 15 feet farther along the hall.
TWIN POWER [METAPSIONIC] At this point, Ma’varkith runs 15 feet straight down the
You can manifest a power simultaneously with another wall, ending her move on a 5 foot-square immediately next
power just like it. to the wall, and takes her attack normally against an
Benefit: Manifesting a power altered by this feat causes opponent there, which potentially sets up flanking for her
the power to take effect twice on the target, as if you were comrades.
simultaneously manifesting the same power two times on If the wall had a ledge within 30 feet, Ma’varkith could
the same location or target. have ended her move on it instead of heading back down
Any variables in the power (such as targets, shaping an area, the wall.
and so on) apply to both of the resulting powers. Special: You can take other move actions in conjunction,
The target suffers all the effects of both powers individually with moving on a wall.
and receives a saving throw for each. For instance, the Spring Attack feat allows you to make
In some cases, failure of both of the target’s saving throws your attack from the wall against a foe; standing on the
results in redundant effects, such as a twined charm person floor who is within the area you threaten; however, if you
(see Combining Magical Effects in Chapter 10 of the are somehow prevented from completing your move, you
Player’s Handbook, reading “psionic” for “magic”), although fall.
any ally of the target would have to succeed at two negate Likewise, you could tumble along the wall to avoid attacks
attempts in order to free the target from the charm. of opportunity.
A twinned power costs a number of power points equal to
its standard cost + 8.
442
Prerequisite: Half-elf.
Benefit: Having 5 or more ranks in a skill gives you a +3
RACES OF DESTINY bonus on skill checks with each of its synergistic skills, as
noted in the skill description.
Normal: Synergistic skills provide a +2 bonus on skill
(3.5) checks.
SMATTERINGS []
You have a talent for acquiring languages—at least enough
of each one to get by.
Prerequisite: Int 13.
Benefit: You can learn enough of a language to ask and
understand simple questions, explanations, and
instructions.
This benefit only applies to verbal communication.
After 2d6 days of listening to a new language, you know
enough to ask simple questions and to follow simple
directions.
Upon every future encounter with this language, you need
only 1d4 days to regain that knowledge.
TACTICAL FEATS
CROWD TACTICS [TACTICAL]
You are adept at moving through and fighting in crowds.
Prerequisites: Hide 5 ranks, Dodge.
Benefit: The Crowd Tactics feat enables the use of three
tactical maneuvers.
You only gain these benefits if the crowd is indifferent or
friendly.
Moving with the Flow: Entering a square with a crowd in it
does not cost you extra movement.
One with the Crowd: You gain a +4 bonus on Hide checks
made in square with a crowd.
Master of the Mob: You gain a +4 bonus on Diplomacy or
Intimidate checks when attempting to direct a crowd.
Normal: See page 100 of the Dungeon Master’s Guide for
rules on crowds.
ROOFWALKER [TACTICAL]
You are adept at moving and fighting on rooftops and
ledges.
Prerequisites: Balance 5 ranks, Jump 5 ranks, Dodge,
Mobility.
Benefit: The Roofwalker feat enables the use of three
tactical maneuvers.
447
Benefit: You receive a +2 bonus on all Handle Animal
and Ride (any arachnid) checks.
RACES OF FAERÛN You may use the Handle Animal skill to affect monstrous
spiders of Large size or smaller.
449
DISENTANGLER [FIGHTER, ENERVATIVE HEALING [GENERAL]
GENERAL] You can use the life energy of an opponent to heal yourself.
Prerequisites: Fey’ri, ability to use enervation as a spell-
Thanks to the teachings of Thard Harr, you have practiced like ability.
evading the attacks of jungle plants. Benefit: When you use your enervation ability, you may
Prerequisite: Wild dwarf. choose to touch an opponent instead of firing a ray, making
Regions: Chult, wild dwarf. a melee touch attack to do so.
Benefit: You receive a +2 bonus on all Escape Artist If the target gains negative levels, you heal 5 hit points for
checks and a +2 bonus on opposed grapple checks. every negative level the target gains from this attack as if
you had been healed with positive energy.
DROW EYES [GENERAL]
You have trained your eyes to see in the dark as well as your EYES OF LIGHT [GENERAL]
full drow ancestors. You can focus the holy power within you to create a beam
Prerequisite: Half-drow elf. of destructive light energy.
Benefit: You gain darkvision 120 ft. Prerequisites: Aasimar, Celestial Bloodline.
Normal: A half-drow normally has darkvision 60 ft. Benefit: Once per day you may fire a ray of searing light
from your eyes as a spell-like ability.
DUERGAR MINDSHAPER [GENERAL] Your caster level for this ability is your character level.
Using this ability counts as your use of light (or daylight, if
You are accomplished at using the power of your mind to you have the Light to Daylight feat) for the day.
overcome weaker personalities.
Prerequisites: Gray dwarf.
Benefit: You gain +1 spell power (+1 on save DCs and a +1 FIENDISH BLOODLINE [GENERAL]
bonus on checks to overcome spell resistance) on Some of your latent fiendish abilities, inherited from an
enchantment spells and spell-like abilities. unusually powerful fiendish ancestor, have matured.
Prerequisites: Fey’ri, tanarukk, tiefling, base Fortitude,
Reflex, and Will saves +1.
ELDRITCH LINGUIST [GENERAL] Benefit: You gain the ability to cast protection from good
You have a deep understanding of how words themselves three times per day and bane once per day as spell-like
have their own kind of magic, and a mastery of the secret abilities with a caster level equal to your character level.
syntax of power.
Prerequisites: Illuskan human, ability to cast divine
spells. FOREST GNOME PHANTASIST
Benefit: You gain +1 caster level when casting a spell [GENERAL]
from the list below.
The tradition of the eldritch linguist consists of the You can protect your forest home with a variety of
following spells at the appropriate levels: 0—read magic; phantasms and patterns to befuddle your foes.
1st—command, comprehend languages; 2nd—speak with Prerequisite: Forest gnome.
animals, whispering wind; 3rd—bestow curse, explosive runes, Benefit: Your Illusion (pattern) and Illusion (phantasm)
glyph of warding, speak with dead, speak with plants; 4th— spells and spell-like abilities gain +1 spell power (+1 on save
dismissal, sending, shout, tongues; 5th—atonement, greater DCs and +1 bonus on checks to overcome spell resistance).
command, hallow; 6th—greater glyph of warding, word of recall;
7th—blasphemy, dictum, holy word, power word stun, word of
chaos; 8th—power word blind, symbol; 9th—power word kill. GENIE LORE [GENERAL]
You have studied centuries of Calishite lore regarding
geniekind.
ELEMENTAL BLOODLINE [GENERAL] Region: Calimshan.
You have taken on some of the aspects of the type of Benefit: Choose one type of energy: acid, cold, electricity,
element that infuses your flesh. or fire.
Prerequisites: Base Fortitude save +4, genasi (air, earth, You add +1 to the DC of saving throws for any sorcerer
fire, or water). spells with the energy type descriptor that you cast.
Benefit: You gain a +4 saving throw bonus on saving This benefit stacks with the Spell Focus feat if the spell you
throws against poison, sleep, paralysis, or stunning. cast is from your chosen school.
You also have a 25% chance to turn a critical hit or a sneak Special: You can gain this feat multiple times.
attack against you into a normal hit (as if you were wearing Each time you take the feat, it applies to a new energy type.
light fortification armor).
If you are wearing fortification armor (or a similar item or
have an ability with a similar effect), use the one that has GIFT OF TONGUES [GENERAL]
the larger percentage chance. You have an intuitive talent for learning languages.
Regions: Moon elf, sun elf.
450
Benefit: Your Intelligence is 4 points higher for the Benefit: You receive a +2 bonus on Diplomacy and
purpose of determining how many bonus languages you Perform checks.
may start with.
You are not limited to the bonus languages of your region.
Speak Language is always a class skill for you. HEADLONG RUSH [FIGHTER,
You gain a +1 bonus on all Decipher Script and Sense GENERAL]
Motive checks.
Special: If you choose this feat after 1st level, you do not You charge your foes with immense force, heedless of your
immediately gain additional bonus languages, but all other own safety.
effects of the feat apply. Prerequisite: Orc or half-orc, base attack bonus +4 or
higher.
Benefit: Instead of a normal charge attack, you can
GOLD DWARF DWEOMERSMITH perform a headlong rush.
A headlong rush is a charge that provokes attacks of
[GENERAL] opportunity from every foe who can reach its path,
You have learned the secrets of gold dwarf magic that including the opponent you attack.
creates or enhances weapons. A headlong rush otherwise functions like a charge attack
Prerequisites: Gold dwarf. (+2 attack, –2 AC, straight-line movement only), except that
Benefit: You gain +1 caster level when casting a spell that a successful attack deals double damage.
creates a weapon or enhances an existing one.
An 11th-level caster with this feat, for example, grants a
weapon a +4 enhancement bonus when she casts greater HEALING FLAMES [GENERAL]
magic weapon, not just a +3 enhancement bonus. You can draw energy from open flames to heal yourself.
This bonus caster level allows you to exceed the normal Prerequisites: Base Will save +3, fire genasi or tanarukk.
maximum effect allowed by a spell.
The tradition of gold dwarf dweomersmiths includes the
following spells at each level: 1st—bless weapon, magic stone,
magic weapon, shillelagh; 2nd—flame blade, Melf’s acid arrow,
spiritual weapon; 3rd—flame arrow, keen edge; 4th—greater
magic weapon, holy sword; 6th—blade barrier, spellstaff; 7th—
changestaff, Mordenkainen’s sword.
Other spells gain this benefit if they target a weapon.
Additionally, any magic weapons you fashion cost 5% less
in gold pieces to make.
The experience point cost is unaffected.
THEOCRAT [GENERAL]
You have the delicate touch needed to maintain the favor of
your patron deity and the political skills needed to survive
in the trenches of bureaucratic warfare common in the
lands ruled by agents of the Mulhorandi pantheon.
Prerequisite: Patron deity from the Mulhorandi
pantheon.
Regions: Mulhorand, Unther.
Benefit: You get a +2 bonus on all Diplomacy and
Knowledge (religion) checks.
458
BURROW FRIEND [RACIAL]
RACES OF STONE Your natural rapport with burrowing mammals improves.
Prerequisites: Gnome, Cha 13.
Benefit: You gain a +2 bonus on Handle Animal checks
(3.5) and wild empathy checks involving burrowing mammals.
If you have the spell-like ability to speak with burrowing
mammals, you can use this ability one extra time per day
per point of Charisma bonus.
MAIN SECTION FEATS Normal: Gnomes can normally use speak with animals to
converse with burrowing animals only once per day.
463
You cannot partially increase the level of the spell (or “split”
MARKINGS OF THE HUNTER the cost) to reduce the number of uses of bardic music
[RACIAL] spent when using the Metamagic Song feat.
Only one method can be used to pay for metamagic feats
Your skin markings shift into a pattern that makes you hard that affect a single spell.
to get the drop on. You cannot use the Metamagic Song feat to improve a spell
Prerequisites: Goliath, Auspicious Marking. with the Silent Spell metamagic feat.
Benefit: You can roll a second d20 when making an
initiative check and use either of the two results.
MISLEADING SONG [BARDIC
MARKINGS OF THE MAGI [RACIAL] MUSIC]
Your skin markings shift into a pattern that denotes you as You can channel the power of your bardic music to
having strong magical talent. temporarily increase the power of your illusion spells.
Prerequisites: Goliath, Auspicious Marking. Prerequisites: Perform (any one) 5 ranks, Spell Focus
Benefit: Up to three times per day, you can roll a second (illusion), bardic music.
d20 when attempting a caster level check and use either of Benefit: As you cast an illusion spell, you can spend one
the two results. daily use of your bardic music ability to increase the caster
level and the saving throw DC of that spell by 1.
These bonuses stack with those provided by other feats,
MARKINGS OF THE MAKER such as Spell Focus.
[RACIAL]
Your skin markings shift into a pattern that gives you fate’s MORADIN’S SMILE [RACIAL]
edge when using skills. Through the favor of Moradin, you are skilled at interacting
Prerequisites: Goliath, Auspicious Marking. with others.
Benefit: Up to three times per day, you can roll a second Prerequisite: Dwarf.
d20 when attempting any skill check and use either of the Benefit: You gain a +2 bonus on all Charisma-based skill
two results. checks.
468
Special: Unlike most feats, this feat must be taken at 1st You are likewise fatigued after spending a total of more
level, during character creation. than 10 minutes per day flying.
A kobold with the Dragonwrought feat can take this feat at Because you can glide before, after, and between rounds of
3rd level. actual flight, you can remain aloft for extended periods,
even if you can only use flight for 1 round at a time without
becoming fatigued.
DRAGONWROUGHT [] When you reach 12 HD, you have enough stamina and
You were born a dragonwrought kobold, proof of your prowess to fly for longer periods.
race’s innate connection to dragons. You can fly at a speed of 30 feet (average maneuverability),
Prerequisites: Kobold, 1st level only. and flying requires no more exertion than walking or
Benefit: You are a dragon wrought kobold. running.
Your type is dragon rather than humanoid, and you lose the You can make a dive attack.
dragonblood subtype. A dive attack works like a charge, but you must fly a
You retain all your other subtypes and your kobold racial minimum of 30 feet and descend at least 10 feet.
traits. You can make a dive attack only when wielding a piercing
Your scales become tinted with a color that matches that of weapon; if the attack hits, it deals double damage.
your draconic heritage. You can use the run action while flying, provided you fly in
As a dragon, you are immune to magic sleep and paralysis a straight line.
effects.
You have darkvision out to 60 feet and low-light vision. KOBOLD ENDURANCE []
You gain a +2 racial bonus on the skill indicated for your
draconic heritage on the table on page 103. Thanks to your race’s determination, you are capable of
Special: Unlike most feats, this feat must be taken at 1st amazing feats of strength and stamina.
level, during character creation. Prerequisite: Kobold.
Having this feat allows you to take the Dragon Wings feat Benefit: You gain a +4 bonus on all Strength and
at 3rd level. Constitution ability checks, but not on Strength- or
Constitution-based skill checks.
You also gain a +4 bonus on the following checks and saves:
EXTRAORDINARY TRAPSMITH [] Swim checks made to resist nonlethal damage, Fortitude
You are an expert at constructing mechanical traps. saves made to avoid nonlethal damage from hot or cold
Prerequisite: Craft (trapmaking) 9 ranks. environments, Fortitude saves made to resist damage from
Benefit: When you determine the cost of raw materials suffocation, and grapple checks made to escape a grapple or
and the time required to create a mechanical trap, reduce pin.
the base price by 25%. Also, you can sleep in medium armor without becoming
Special: A kobold who selects this feat can instead reduce fatigued.
the base price by 50% for determining raw materials and Normal: A character without this feat who sleeps in
time required to create a mechanical trap. medium armor is automatically fatigued the next day.
Special: A kobold who would gain Endurance as a bonus
feat can choose Kobold Endurance in its place.
HEAVYWEIGHT WINGS [] Kobold Endurance counts as the Endurance feat for the
Your superior strength allows you to fly while heavily purpose of meeting a prerequisite for a feat, prestige class,
burdened. or special ability.
Prerequisites: Str 15, Reinforced Wings, wings and a
glide or fly speed. KOBOLD FOE STRIKE []
Benefit: You can fly with heavy armor or a heavy load.
Your speed is still reduced by encumbrance due to armor or You are more effective in combat against your racial
total weight. enemies.
Normal: Flying creatures can’t fly in heavy armor or Prerequisite: Kobold.
carrying a heavy load. Benefit: When you hit a dwarf, fey, or gnome with a
melee attack, you deal an extra 1d6 points of damage if you
flank the creature, or if it is flat-footed.
IMPROVED DRAGON WINGS [] Creatures immune to extra damage from critical hits or
Your draconic wings now grant you flight. sneak attacks are not subject to this extra damage.
Prerequisites: Dragonblood subtype, Dragon Wings, 6 Any creature with concealment is immune to this extra
HD. damage.
Benefit: You can fly at a speed of 30 feet (average Special: A kobold fighter can select Kobold Foe Strike as
maneuverability). one of his fighter bonus feats.
You can’t fly while carrying a medium or heavy load or
while fatigued or exhausted. PRACTICAL METAMAGIC []
You can safely fly for a number of consecutive rounds equal
to your Constitution modifier (minimum 1 round). You can apply a selected metamagic feat to your spells more
You can exert yourself to fly for up to twice as long, but easily.
then you’re fatigued at the end of the flight.
469
Prerequisites: Dragonblood subtype, Spellcraft 8 ranks, Benefit: When you use your breath weapon, you can
any metamagic feat, ability to spontaneously cast 3rd-level choose to enmesh all creatures in its area instead of
spells. producing its normal effect.
Benefit: Choose a metamagic feat you know. Your breath weapon deals only half its normal damage;
When applying the chosen metamagic feat to a however, any creature that takes damage from your breath
spontaneously cast spell, the spell uses a spell slot one level weapon becomes entangled and takes an extra 1d6 points of
lower than normal for the applied metamagic feat, to a damage, of the same energy type as normally dealt by your
minimum of one level higher than a spell’s normal level. breath weapon, each round at the start of your turn.
For example, if you select Practical Metamagic (Empower This effect lasts for 1d4 rounds.
Spell), you can apply the Empower Spell feat to any spell by If your breath weapon doesn’t deal energy damage,
using a spell slot one level higher rather than two. creatures damaged by the initial breath are still entangled
Special: You can gain Practical Metamagic multiple times. but don’t take additional damage on later rounds.
Its effects do not stack.
Each time you take the feat, it applies to a new metamagic
feat. EXHALED BARRIER [BREATH]
You can use your breath weapon to create a wall of energy.
Prerequisites: Dragonblood subtype, breath weapon.
REINFORCED WINGS [] Benefit: When you use your breath weapon, you can
You have strengthened the muscles of your wings. choose to create a 10-foot-by-10-foot vertical plane of
Prerequisites: Str 13, wings and a glide or fly speed. energy instead of producing its normal effect.
Benefit: You can fly in medium armor or with a medium The opaque wall’s near endpoint begins at any corner of
load. your space and extends in a straight line for 10 feet or until
Your speed is still reduced by encumbrance due to armor or it contacts a solid surface.
total weight. The wall lasts for 1d4 rounds.
Normal: Flying creatures can’t fly in medium or heavy Any creature passing through the wall takes damage equal
armor or when carrying a medium or heavy load. to that normally dealt by your breath weapon.
If you create the wall so that it appears where creatures are,
each creature takes damage as if passing through the wall.
VERSATILE SPELLCASTER [] Either way, a successful Reflex save (DC 10 + 1/2 your HD
You can use two lower-level spell slots to cast a spell one + your Con modifier) halves this damage.
level higher. If your breath weapon doesn’t deal energy damage, the wall
Prerequisite: Ability to spontaneously cast spells. deals fire damage.
Benefit: You can use two spell slots of the same level to If your breath weapon doesn’t deal damage, the wall deals
cast a spell you know that is one level higher. 2d6 points of fire damage.
For example, a sorcerer with this feat can expend two 2nd-
level spell slots to cast any 3rd-level spell he knows. EXHALED IMMUNITY [BREATH]
You can use your breath weapon to grant a willing creature
WYRMGRAFTER [ITEM CREATION] immunity to energy.
You can apply draconic grafts to other living creatures or to Prerequisites: Dragonblood subtype, breath weapon.
yourself. Benefit: When you use your breath weapon, instead of
Prerequisites: Heal 10 ranks, Knowledge (arcana) 5 producing its normal effect, you can choose to grant one
ranks. willing creature adjacent to you immunity to the energy
Benefit: You can create draconic grafts and apply them to type of your breath weapon.
other living creatures or to yourself. If your breath weapon doesn’t deal energy damage, this feat
Creating a draconic graft takes one day for each 1,000 gp in grants immunity to fire.
its price. This immunity lasts for 1d4 rounds.
To create a graft, you must spend 1/25 of the graft’s price in You can’t use this feat on yourself.
XP and use up raw materials costing half this price.
Draconic grafts are described beginning on page 126. EXTRA EXHALATION [BREATH]
You can use your breath weapon one more time per day
BREATH CHANNELING than normal.
Prerequisites: Dragonblood subtype, breath weapon
FEATS with limited uses per day.
Benefit: You can use your breath weapon one additional
time per day.
ENTANGLING EXHALATION The interval you must wait between breaths is 1d4 rounds.
Special: You can gain this feat multiple times.
[BREATH] Each time you take it, you can breathe one additional time
You can use your breath weapon to create an entangling per day.
mesh of energy.
Prerequisites: Dragonblood subtype, breath weapon.
470
choose from among the four energy types mentioned
FURIOUS INHALATION [BREATH] above.
While raging, you can use your breath weapon to deal
energy damage with your bite attacks.
Prerequisites: Dragonblood subtype, Con 13, ability to DRACONIC CLAW [DRACONIC]
rage or frenzy, bite attack, breath weapon. You develop natural weapons like those of your draconic
Benefit: When you enter a rage or frenzy, you can ancestors.
channel one use of your breath weapon inward to add Prerequisite: Draconic Heritage, sorcerer level 1st.
energy damage to your bite attacks. Benefit: You gain a claw attack.
Activating this ability is a free action; the effect lasts until You can make a natural attack with two claws, dealing
your rage ends or until you use your breath weapon again. damage based on your size as if you were truly a dragon
While this feat is in effect, your bite attacks deal an extra (Small 1d4, Medium 1d6, Large 1d8).
2d6 points of energy damage, matching the energy type of In any round when you cast a spell with a casting time of 1
your breath weapon. standard action, you can make a single claw attack at your
If your breath weapon doesn’t deal energy damage, this full attack bonus as a swift action (see page 122) against an
damage is fire damage. opponent you threaten.
471
Draconic Heritage for All True Dragons the normal bonus provided by the feat against magic sleep
The table above provides the benefits of the Draconic and paralysis effects.
Heritage feat for all the kinds of true dragons published in Special: A character who chooses yu lung as his draconic
D&D products to date. heritage can, when he selects another draconic feat, choose
Many of the draconic bloodlines listed on the table don’t to change his draconic heritage to any other lung dragon
grant a bonus on saves against effects of a particular energy (chiang lung, li lung, lung wang, pan lung, shen lung, t’ien
type. it can only be changed by undergoing the Rite of Draconic
Instead, you gain a bonus on saves against spells and Affinity (see page 59).
abilities associated with the effect (such as force for the
Tarterian dragon) or subschool (such as compulsion for the
chaos dragon) that matches the entry on the table, as well as
472
Benefit: You gain resistance to the energy type associated
DRACONIC LEGACY [DRACONIC] with your draconic heritage equal to three times the
You have realized greater arcane power through your number of draconic feats you have, including draconic feats
draconic heritage. you take after gaining this feat.
Prerequisites: Any four draconic feats. Special: This feat grants no benefit to a character whose
Benefit: Based on your draconic heritage, add the spells draconic heritage is not associated with an energy type,
noted on the accompanying table to your list of spells such as a sorcerer with pan lung heritage.
known.
Each spell is added at the spell level where a spellcaster
normally gains it unless otherwise indicated. DRACONIC SKIN [DRACONIC]
Special: With your DM’s permission, you can choose a Your skin takes on a sheen, luster, and hardness related to
draconic legacy associated with a kind of dragon not found your draconic ancestor.
in the Monster Manual. Prerequisites: Draconic Heritage, sorcerer level 1st.
See the table on page 103 for details. Benefit: Your natural armor bonus increases by 1.
SIDEBAR FEATS
DRACONIC RESERVOIR []
You can cast your Draconic Rite of Passage spell-like ability
more often than normal.
Prerequisite: Kobold, must have completed the
Draconic Rite of Passage, 3 HD.
Benefit: You can cast your 1st-level sorcerer spell-like
ability gained from Draconic Rite of Passage 3/day.
A kobold must complete the Searching for the Dragon
meditation in order to recharge their spell-like ability, but
does not have to increase the 15 minute duration for the
additional castings.
Normal: The spell-like ability gained from Draconic Rite
of Passage can only be cast 1/day.
474
BATTLE CASTING []
RACES OF THE WILD You have a knack for staying out of harm’s way when
casting spells.
Prerequisites: Dex 13, Concentration 5 ranks, Combat
(3.5) Casting.
Benefit: While casting a spell, you gain a +2 dodge bonus
to your Armor Class.
The bonus lasts until the beginning of your next turn.
MAIN SECTION FEATS You cannot make attacks of opportunity while claiming the
dodge bonus from this feat.
CENTAUR TRAMPLE []
You have trained to use your large body and unique
physiology against your foes.
Much like a humanoid knight mounted on a warhorse, you
have learned how to knock down opponents and ride over
them in combat.
Prerequisite: Centaur, Dex 15.
Benefit: When you attempt to overrun an opponent, your
target may not choose to avoid you.
You may make one hoof attack against any target you
knock down (remember that prone targets take a –4
penalty to Armor Class).
AERIAL SUPERIORITY [] See Overrun, page 157 of the Player’s Handbook.
You can use your flying ability to gain an advantage against Special: A centaur fighter may select Centaur Trample as
landbound foes or airborne foes that you can outmaneuver. a bonus feat.
Benefit: While flying, you gain a +1 dodge bonus to The DM may make this feat available to other centaur-like
Armor Class against opponents who cannot fly or have a races if they are available in your campaign.
lower maneuverability than you.
COORDINATED STRIKE []
AGILE ATHLETE [] You and your animal companion or special mount can
You rely on your agility to perform athletic feats, rather coordinate your melee attacks to gain an advantage in
than brute strength. combat.
Prerequisites: Climb 1 rank, Jump 1 rank. Prerequisites: Handle Animal 5 ranks, animal
Benefit: When making a Climb or Jump check, you use companion class feature or special mount class feature.
your Dexterity modifier for the check. Benefit: During any round in which your animal
Normal: Without this feat, you use your Strength companion or special mount makes a melee attack, you
modifier for Climb and Jump checks. gain a +1 competence bonus on your attack rolls against the
same target.
475
Special: Expeditious Dodge can be used in place of the
DALLAH THAUN’S LUCK [] Dodge feat to qualify for a feat, prestige class, or other
You can rely on a good dose of luck to get you through special ability.
almost any scrape. A fighter may select Expeditious Dodge as one of his
Other halflings say the blessing of Dallah Thaun is upon fighter bonus feats.
you.
Prerequisites: Halfling, Cha 13.
Benefit: Once per day, you can opt to gain a +5 luck FLICK OF THE WRIST []
bonus on a single saving throw. With a single motion, you can draw a light weapon and
However, if you use this ability, you gain a –2 penalty on all make a devastating attack.
other saving throws until sunrise the next morning. Prerequisites: Dex 17, Sleight of Hand 5 ranks, Quick
Draw.
Benefit: If you draw a light weapon and make a melee
DEFENSIVE ARCHERY [] attack with it in the same round, you catch your opponent
You can avoid attacks of opportunity when making ranged flat-footed (for the purpose of this attack only).
attacks while threatened. You can use this feat only once per round and once per
Prerequisite: Point Blank Shot. opponent during any single combat encounter.
Benefit: You gain a +4 dodge bonus to Armor Class
against attacks of opportunity provoked when you make a
ranged attack. FOCUSED MIND []
Special: A fighter may select Defensive Archery as one of When you have the opportunity to concentrate on a task,
his fighter bonus feats. you usually do very well at it.
Prerequisites: Elf, Concentration 2 ranks.
Benefit: When you take 10 or take 20 on an Intelligence
DIVING CHARGE [] check or Intelligence-based skill check, you gain a +2 bonus
You can dive down at a target to deal a devastating strike. on the check.
Benefit: When charging while flying, if you move at least
30 feet and descend at least 10 feet, you gain a bonus on
your damage roll based on your fly speed. GNOLL FEROCITY []
(The damage bonus is based on your fly speed, not how far You embody the savage ferocity of your people.
you have moved in your charge). When you fly into a berserk rage, you can bite opponents
with your powerful jaws.
Prerequisites: Gnoll, rage or frenzy ability.
Benefit: When you use your rage ability, you gain a bite
attack.
This attack deals 1d6 points of damage, scaling normally
with size (see Table 5–1, page 296 of the Monster Manual),
plus your Strength bonus.
In addition, after you make this attack you can choose, Alternatively, you can make the bite attack as part of a full
regardless of your maneuverability, to turn in place so that attack as a secondary weapon with a –5 penalty on the
you are now flying parallel to the ground. attack roll (your other attacks take no penalty), but in this
case you only add half your Strength bonus on damage.
Special: The DM may make this feat available to other
ELF DILETTANTE [] animal-headed races if they are available in your campaign.
Throughout the long years of your life, you have developed
a talent for doing just about anything. IMPROVED FLIGHT []
Prerequisites: Elf, Int 13.
You have gained greater maneuverability when flying than
Benefit: You gain a +1 bonus on all untrained skill
you would normally have.
checks.
You can attempt untrained checks using skills that Prerequisite: Natural fly speed.
normally do not allow untrained use. Benefit: Your maneuverability while flying improves by
If a skill doesn’t allow skill checks (such as Speak one category (see page 312 of the Monster Manual).
Language), this feat has no effect. For example, if your normal maneuverability is poor, it
Normal: Without any ranks in a skill, you can’t attempt becomes average.
some skill checks.
KILLOREN ANCIENT []
EXPEDITIOUS DODGE [] You favor the killoren aspect of the ancient.
You’re good at avoiding attacks while moving quickly. Prerequisite: Killoren.
Prerequisite: Dex 13. Benefit: When you are manifesting the aspect of the
Benefit: When you move 40 feet or more in a single turn, ancient (see page 103), you can spend 10 minutes of
you gain a +2 dodge bonus to your Armor Class until the uninterrupted time communing with nature on a specific
question.
476 beginning of your next turn.
After this time has passed, you can make a check using any You can’t take 10 on this check.
Knowledge skill. If you succeed, each target of your spell is healed of 2 points
You gain a +4 insight bonus on this check; if successful, you of damage per spell level, in addition to the spell’s normal
learn answers as if you were trained in the skill, even if you effects.
have no ranks in the Knowledge skill in question. If the spell doesn’t have a target entry, this feat has no
effect.
This healing power is positive energy, so an undead
KILLOREN DESTROYER [] creature instead takes 2 points of damage per spell level.
You favor the killoren aspect of the destroyer. An unwilling creature can attempt a Will save (at the spell’s
Prerequisite: Killoren. normal save DC) to negate this effect.
Benefit: When you are manifesting the aspect of the If the skill check fails, the prepared spell or spell slot is lost.
destroyer (see page 103), any foe struck by your killoren You cannot use this feat on any spell with an alignment
smite attack must succeed on a Will save (DC 10 + 1/2 your descriptor, nor with any necromancy spell.
character level + your Cha modifier) or be dazed for 1 The natural world favors balance in all things, and thus
round. does not support specific alignment-based magic, nor can
A foe who is not vulnerable to this smite attack is immune its life-giving power be used to enhance the magic of death.
to the daze effect (that is, it only affects an aberration,
construct, humanoid, ooze, outsider, or undead).
PLUNGING SHOT []
You can use the force of gravity to make your ranged
KILLOREN HUNTER [] attacks deal extra damage if your target is below you.
You favor the killoren aspect of the hunter. Prerequisites: Dex 13, Point Blank Shot.
Prerequisite: Killoren. Benefit: If your target is at least 30 feet lower than you,
Benefit: When you are manifesting the aspect of the you deal an extra 1d6 points of damage with a thrown or
hunter (see page 103), you can take a move action to projectile weapon.
pinpoint the location of any living creature within 30 feet,
provided that you have line of effect to the creature, even if
you cannot see the creature in question.
SHARED FURY []
Any opponent that you cannot see still has total Your fearsome rage spurs your animal companion to greater
concealment. heights.
Prerequisites: Handle Animal 4 ranks, animal
companion class feature, rage class feature.
LIGHTFEET [] Benefit: When you rage, your animal companion gains
You have an incredibly soft step, making it difficult to track the same benefits and penalties from your rage that you do,
or hear you. but only if it is within 5 feet of you.
Prerequisites: Elf, Dex 13, Balance 2 ranks, Move The companion’s rage ends when your rage ends, or as soon
Silently 2 ranks. as you are no longer within 5 feet of your companion.
Benefit: You can walk without leaving behind any but
the most subtle marks.
The Survival DC to track you increases by 5 (or by 10 if you
UNDERFOOT COMBAT []
move at half speed to hide your trail; see the Track feat, You can enter the space that a foe at least two size
page 101 of the Player’s Handbook). categories bigger than you occupies.
You ignore any penalties on your Move Silently checks Prerequisites: Small or smaller, Tumble 10 ranks.
incurred by noisy or very noisy terrain (see the Move Benefit: You can move into or through a square occupied
Silently skill description, page 79 of the Player’s Handbook). by a creature at least two size categories larger than you.
You do not provoke attacks of opportunity for doing so.
While you are in a square occupied by a creature at least
MAGIC OF THE LAND [] two size categories larger than you, you gain the benefit of
Your intimate understanding of the natural world allows soft cover (+4 bonus to AC) against all attacks, including
you to imbue your spells with life-giving magical power those of the creature whose space you occupy.
from the land itself. Normal: Without this feat, you can move through squares
Prerequisites: Concentration 5 ranks, Knowledge occupied by a creature at least three size categories larger
(nature) 5 ranks, Spellcraft 5 ranks, caster level 1st. than you, or a creature three size categories smaller than
Benefit: When in a natural setting, you can draw on the you (or any creature, if you are Tiny or smaller).
power of the land to imbue your spells with healing power.
For the purpose of this feat, a natural setting is defined as
any location not within a community and not a constructed YONDALLA’S SENSE []
area. You display a shrewd perception of danger.
“Natural setting” includes unworked caverns, but not Other halflings say the blessing of Yondalla is upon you.
crafted dungeons and the like. Prerequisite: Halfling.
To use the feat, you must succeed on a Knowledge (nature) Benefit: You add your Wisdom bonus on initiative
check (DC 15 + spell level), made as a free action while checks.
casting a spell.
477
Flying Leap: To use this maneuver, you must move a
TACTICAL FEATS distance greater than your base land speed during the
round.
If you do, you gain a +4 bonus on Jump, Balance, and Climb
CONFOUND THE BIG FOLK checks because your wings give you lift and stabilize you.
Shroud of Feathers: To use this maneuver, you must spend a
[TACTICAL] move action to pull your wings around your body.
You excel when battling foes bigger than you are. You cannot be flying during this maneuver.
Prerequisites: Small or smaller, Tumble 10 ranks, You can then attempt to feint in combat (as described in the
Underfoot Combat. Bluff skill description, page 68 of the Player’s Handbook) as
Benefit: This feat allows you to perform any of the part of your attack, suddenly spreading your wings to reveal
following three maneuvers. your weapon just as it’s about to land a blow.
Knee Striker: To use this maneuver, you must first move into The shroud of feathers maneuver works on a given foe only
a square occupied by a foe at least two size categories larger once per combat.
than you. Special: The Hover feat (see page 304 of the Monster
On the next round, the foe is automatically considered flat- Manual) grants creatures of Large size or larger a bigger
footed against your attacks, and you gain a +4 bonus on any dust cloud than that granted with the dustup maneuver.
roll you make to confirm a critical hit. Special: A fighter may select Winged Warrior as one of
Underfoot Defense: To use this maneuver, you must first his fighter bonus feats.
move into a square occupied by a foe at least two size
categories larger than you.
On any succeeding round in which you remain in the foe’s WOLFPACK [TACTICAL]
square and fight defensively, use total defense, or use You can gain an extra advantage when you and your allies
Combat Expertise (minimum –1 penalty on attack rolls), can gang up on a foe.
any melee or ranged attack made against you has a 50% Prerequisites: Dex 15, Dodge, Mobility, Spring Attack,
chance to strike the foe whose square you occupy instead. base attack bonus +6.
This chance does not apply to attacks made by the creature Benefit: You can use the following maneuvers with this
whose square you occupy. feat.
Unsteady Footing: To use this maneuver, you must first move Distract Foe: You begin this maneuver when you and at least
into a square occupied by a foe at least two size categories one ally flank a foe.
larger than you. On the first round, you and your allies gain normal
On the next round, you can use a standard action to attempt flanking bonuses (+2 on attack rolls).
to trip your foe without provoking attacks of opportunity. Starting in the second round that you and at least one ally
If your touch attack to initiate the trip attack succeeds, you flank a foe, you can make a ferocious attack that forces the
can attempt a Strength or Dexterity check (your choice) foe to concentrate on you and largely ignore your allies.
opposed by your foe’s Strength or Dexterity check (as You make a melee attack as a full-round action.
normal) to trip your foe. If you hit, you make a special Bluff check as a free action;
Your foe may not add any bonus on his Strength or the damage your attack dealt applies as a bonus on your
Dexterity check to avoid the trip that he would gain from check.
his size. The foe you attack opposes your attack with a special Sense
If your trip check fails, your opponent may not attempt to Motive check, adding her base attack bonus to the check.
trip you. If you win the opposed check, your foe turns her attention
If you have Improved Trip, you can follow a successful trip to you, and each of your allies who are in position to give
attempt with an immediate melee attack. you a flanking bonus can make an attack of opportunity
against that foe.
Drive Back: To use this maneuver, you and at least one ally
WINGED WARRIOR [TACTICAL] must threaten the same foe, and at least one of those allies
You use your wings for more than just flying. must use the aid another action to assist your attack roll.
Prerequisites: Hover, must have wings, base attack You make a melee attack as a full-round action.
bonus +4. If you hit, you make a free bull rush attempt without
Benefit: The Winged Warrior feat enables the use of moving into the defender’s space or provoking attacks of
three tactical maneuvers. opportunity.
Dustup: To use this maneuver, you must be standing in, or Resolve the bull rush normally, except that you add the
flying no more than 10 feet above, an area with a lot of loose damage your attack dealt as a bonus on the Strength check
debris. you make to resolve the bull rush.
If you flap your wings hard as a move action, the draft You can’t push an opponent back more than 5 feet with this
creates a hemispherical cloud with a radius of 20 feet. maneuver.
Clear vision within the cloud is limited to 10 feet. Gang Dodge: This maneuver allows you to use the aid
Creatures 11 to 20 feet away have concealment. another action to assist all allies who threaten the same foe
At over 20 feet, creatures have total concealment. you target with the action.
Those caught in the cloud must succeed on a You use a standard action as normal to aid an ally’s defense
Concentration check (DC 10 + 1/2 your character level) to (see the Aid Another special attack, page 154 of the Player’s
cast a spell. Handbook).
478
If you succeed, all your allies who threaten your foe gain a
+2 bonus to AC against that foe’s attacks until the
beginning of your next turn, provided that you continue to
threaten that foe for that time.
479
RULES
COMPENDIUM (3.5)
480
MAIN SECTION FEATS
SANDSTORM (3.5)
SERPENT FANG []
You are able to project your ki to strike foes as though you
had extended reach.
Prerequisite: Wis 15, Improved Unarmed Strike,
Stunning Fist.
Benefit: You must declare that you are using this feat
before you make your attack roll (thus, a failed attack roll
ruins the attempt).
By expending one Stunning Fist use for the day, you can
project your ki to strike an opponent that is 5 feet beyond
your normal unarmed reach.
If the blow hits, it deals normal unarmed damage.
This feat can be used only once per round.
Special: Monks can use special monk weapons when
using this feat, dealing damage according to the weapon.
TOUCHSTONE []
You forge a link with a power-rich location, referred to as a
touchstone site.
Prerequisites: Knowledge (local) 8 ranks for the area in
which the touchstone lies, or possession of a touchstone
key (a portable object native to the touchstone’s area and
worth at least 250 gp).
To forge a link between yourself and the touchstone, you
must spend a day in meditation, spending 10 XP and 250 gp
in material components.
Alternatively, the key object for the touchstone can be
destroyed as part of the ritual, in place of the material
components.
Benefit: You gain the base ability associated with the
touchstone to which you are linked.
If you physically visit the location to which you have
forged a link, you can also gain a higher-order ability with a
limited number of uses, as described for that touchstone.
You can swap sites any time you visit a new one and fulfill
its higher-order recharge condition.
See Touchstone Sites for more information.
Special: You can take this feat more than once.
Each time you do, you are able to retain one more
touchstone site’s base ability.
You also gain the capacity to retain uses of one more
touchstone’s higher-order ability.
Thus, by taking this feat twice, you could retain the base
abilities for both the Shrine at Kahar and the Sunken City
484
The saving throw DC against this ability is based on your
ability scores, not those of a standard creature of the kind
SAVAGE SPECIES whose form you’ve assumed.
For a breath weapon, the saving throw DC is 10 + your
Constitution modifier + 1/2 your Hit Dice (rounded down).
(3.0) For all other supernatural abilities, the saving throw (if any)
DC is 10 + your Charisma modifier + 1/2 your Hit Dice
(rounded down).
If a creature, such as an undead, has no Constitution score,
MAIN SECTION FEATS use its Charisma modifier or its Constitution modifier (+0
for a nonability), whichever is higher, to determine the save
DC.
ABILITY FOCUS [GENERAL] Using this alien ability is disorienting.
You take a –2 penalty on all attack rolls, saving throws, skill
Choose one of your special attacks.
This attack becomes more potent than normal. checks, and ability checks.
Additionally, in a stressful or demanding situation (such as
Prerequisite: Special attack. combat), you must succeed on a Will save (DC 19) or be
Benefit: Add +2 to the DC for all saving throws against unable to use the ability.
the special attack on which you focus.
Normal: Without this feat, you cannot use the
Special: You can gain this feat multiple times. supernatural abilities of a creature whose form you assume.
Its effects do not stack. Special: You can take this feat multiple times.
Each time you take the feat, it applies to a new special You cannot apply it more than once to the same special
attack. ability in order to improve the Will save DC.
Each time you take this feat, it applies to a different special
AREA ATTACK [GENERAL] ability.
You can wield improvised weapons to attack several spaces
at once. BLOWHARD [GENERAL]
Prerequisite: Sir 19, Huge size, Power Attack. You can blow targets over with your breath.
Benefit: You can use your great size and strength to pick Prerequisite: Con 20, Huge size, Power Attack.
up a heavy object and attack an area as a standard action. Benefit: As an attack action, you can use your breath to
Such an attack may consist of swinging a large log or affect all creatures in a cone 5 feet in length per point of
smashing a door down on opponents’ heads. your Constitution bonus.
The area affected is a half-circle with a radius equal to your Each creature in the area is affected as through struck by a
reach. wind effect (see Table 3–17: Wind Effects in the
You deal damage to all creatures two or more size categories DUNGEON MASTER’S Guide).
smaller than you within the area. The strength of the wind effect depends on your size
The base damage dealt depends on your size category, as category, as given on the table below.
given on the table below.
Add 1 1/2 times your Strength bonus to this base damage to
determine the total damage for the attack.
If you have a breath weapon, you cannot use this feat and
your breath weapon at the same time.
488
Benefit: This feat functions like Mighty Roar, except that
GREAT FLYBY ATTACK [GENERAL] each opponent that fails a Will save (DC 10 + 1/2 your Hit
You can make multiple flyby attacks in a round. Dice + your Cha modifier) is panicked for 2d6 rounds.
Prerequisite: Fly speed, Flyby Attack. A panicked creature takes a –2 morale penalty on attack
Benefit: Using this feat is a full-round action. rolls, saves, and checks, has a 50% chance to drop what it is
When flying, you can move up to your fly speed in a holding, and runs away from you as quickly as it can.
straight line and attack a number of opponents equal to The effects of being panicked supersede the effects of being
your Dexterity bonus. shaken.
All targets must be within your reach along the line of your
movement.
Make one attack roll, add the appropriate modifiers, and IMPROVED ASSUME
compare the result to the AC of each opponent you are
attacking.
SUPERNATURAL ABILITY [GENERAL]
If any hits are successful, make one damage roll and add the You gain skill with using a supernatural ability of an
appropriate modifiers. assumed form.
Each successful hit does the full damage to that creature; do Prerequisite: Wis 17, Assume Supernatural Ability,
not divide the result of the damage roll among the targets. ability to assume a new form magically.
Targets of your attack do not get attacks of opportunity Benefit: This feat functions like Assume Supernatural
against you, but other opponents that would be entitled to Ability, except that you do not take the –2 penalty on all
attacks of opportunity may take them. attack rolls, saves, skill checks, and ability checks when
Normal: Without this feat, a creature can make a single using it.
flyby attack in a round. Special: You can take this feat multiple times, but you
cannot apply it more than once to the same special ability.
Each time you take this feat, it applies to a different special
GREATER MULTIGRAB ability.
[MONSTROUS]
You can grapple enemies effortlessly with your natural IMPROVED FLYBY ATTACK
weapons. [GENERAL]
Prerequisite: Str 19, Dex 15, improved grab, Multigrab.
Benefit: When grappling an opponent with only the part You can attack on the wing with increased mobility.
of your body that made the attack, you take no penalty on Prerequisite: Fly speed, Dodge, Flyby Attack, Mobility.
grapple checks to maintain the hold. Benefit: When flying, you can take a move action
Normal: Without this feat, you take a –20 penalty (or a – (including a dive) and another partial action at any point
10 penalty with Multigrab) on grapple checks to maintain a during the move.
hold with only the part of your body used to make the If this partial action is an attack, you incur no attacks of
attack. opportunity for moving through areas threatened by your
target.
You cannot take a second move action during a round
GREATER MULTIWEAPON FIGHTING when you make a flyby attack.
Normal: Without this feat, you can take a partial action
[MONSTROUS] either before or after your move.
A creature with three or more arms can fight with a weapon Even with the Flyby Attack feat, you incur attacks of
in each hand. opportunity for moving through areas threatened by the
The creature can make up to three attacks per round with target of your flyby attack.
each extra weapon.
Prerequisites: Dex 19, three arms, base attack bonus
+15, Improved Multiweapon Fighting, Multiweapon IMPROVED MULTIATTACK
Fighting, Multidexterity.
Benefit: You may make up to three attacks with each
[MONSTROUS]
offhand weapon that you wield, albeit with a –10 penalty on You are particularly adept at using all your natural weapons
the third attack with each such weapon. at once.
Special: This feat replaces the Greater Two-Weapon Prerequisite: Three natural weapons, Multiattack.
Fighting feat (originally presented in Masters of the Wild) for Benefit: The usual –5 penalty on attack rolls for
creatures with more than two arms. secondary attacks does not apply to your secondary attacks
with natural weapons.
The damage bonus for such attacks is still only 1/2 your
GREATER MIGHTY ROAR Strength bonus, if any.
Normal: Without this feat, your secondary natural attacks
[MONSTROUS] take a –5 penalty (or a –2 penalty if you have the
You unsettle opponents with a dreadful roar as you attack. Multiattack feat).
Prerequisite: Animal or magical beast; Large size,
Mighty Roar.
489
IMPROVED MULTIWEAPON INURED TO ENERGY [GENERAL]
FIGHTING [MONSTROUS] You can resist energy attacks more efficiently than normal.
Prerequisite: Resistance to the energy type you specify
You are expert at fighting with a weapon in each of your when taking the feat.
three or more hands. Benefit: Your existing resistance to one type of energy
You can make up to two attacks per round with each off- increases by 10.
hand weapon. You can use this feat only to enhance existing resistances,
Prerequisites: Dex 15, three arms, base attack bonus +9, not to gain resistance to a new type of energy.
Multidexterity, Multiweapon Fighting. For example, a demon can increase its resistance to acid,
Benefit: In addition to the single extra attack you get cold, or fire, but it cannot gain sonic resistance with this
each round with each off-hand weapon from Multi-weapon feat.
Fighting, you get a second extra attack with each such Special: You can gain this feat multiple times.
weapon, albeit at a –5 penalty. Its effects stack.
Normal: With only Multiweapon Fighting, you get only a Each time you take the feat, you can either apply it to
single attack with each off-hand weapon. another type of energy to which you already have
Special: This feat replaces the Improved Two-Weapon resistance, or increase an existing resistance.
Fighting feat for creatures with more than two arms.
Normal: Without this feat, you can attack with just one
natural weapon and do not have a chance to knock down
the opponent.
Special: If you fail in your overrun attempt and are
tripped in turn, you are knocked down, and you deal the
slam damage for the attack to yourself.
494
Anyone in or entering the cylinder is affected.
WINGSTORM [MONSTROUS] Because you are producing a continuous blast of air, the
You can flatten targets with blasts of air from your wings. checked effect works normally while the wind lasts
Prerequisite: Str 13, fly speed 20 ft., Large size, Hover, (checked creatures cannot move forward against the force
Power Attack. of the wind, or they are blown back 1d6×5 feet if airborne).
Benefit: As a full-round action, you can hover in place
and use your wings to create a blast of air in a cylinder with
a radius and maximum height based on your size. WINTER’S CHILD [GENERAL]
The wind strength also depends on your size, as shown on You are adapted to a cold environment.
the table below. Prerequisite: Cold terrain.
Benefit: As an arctic dweller, you are more hardy.
The DC of your Fortitude save to avoid subdual damage
from cold is reduced to 10 (see Cold Dangers in Chapter 3
of the DUNGEON MASTER’S Guide).
In addition, you can make a saving throw each minute (DC
10, +1 for each previous check) to resist the effects of
Because the blast of air only lasts for your turn, creatures hypothermia in very cold water.
ignore the checked effect unless they are airborne (in
which case they are blown back 1d6×5 feet).
Special: You can use this feat for a full round instead of as SIDEBAR FEATS
a full-round action.
If you do, the wind lasts until your next turn (and you can
choose to continue the effect during your next turn). LEADERSHIP FEAT OPTIONS []
495
your normal hit point total in damage to the pouch (AC
equals your touch AC).
SERPENT CHAMELEON HIDE [MONSTROUS]
KINGDOMS (3.5) You can alter the hue of your scales to match the
surrounding terrain.
Prerequisite: Scaled One.
Benefit: As a full-round action, you can alter the color of
MAIN SECTION FEATS your scales to match your surroundings.
Doing so grants you a +2 bonus on Hide checks and a +1
circumstance bonus to Armor Class as long as you do not
BARBED STINGER [MONSTROUS] move from the square.
Your stinger is unusually difficult to dislodge. Special: Any creature that already has a racial bonus on
Prerequisite: Sting attack. Hide checks stemming from a chameleon-like ability (such
Benefit: You gain the improved grab special attack with as an ophidian) gains no benefits from this feat.
your sting.
If you hit an opponent of any size with your sting attack, CHARM IMMUNITY [GENERAL]
you can then attempt to start a grapple as a free action
without provoking an attack of opportunity. You are immune to charm effects.
If you win the grapple check, you establish a hold and deal Prerequisites: Racial bonus on saving throws against
automatic sting damage (including poison, if applicable) charm effects, Charm Resistance.
each round that the hold is maintained. Benefit: You are immune to all charm effects.
499
EAGLE TRIBE VISION [REGIONAL]
SHINING SOUTH You have keen eyesight reminiscent of the giant eagles that
fly over your tribal lands.
Prerequisites: Human (the Shaar), membership in
(3.5) Eagle Tribe (see Human Tribes of the Shaar, page 164).
Benefit: You gain a +5 bonus on Spot checks.
501
SILVER MARCHES
(3.0)
502
Benefit: If you take a standard action to study an
opponent, you can ignore half of his or her armor bonus
SONG AND SILENCE (rounded down) during your next single attack.
Only bonuses from actual armor (including natural armor)
are halved, not those from shields, enhancement bonuses
(3.0) to armor, or magic items that provide an armor bonus.
DASH [GENERAL]
MAIN SECTION FEATS You move faster than normal for your race.
Benefit: If you are wearing light armor or no armor and
are carrying a light load, your speed is 5 feet faster than it
ACROBATIC [GENERAL] normally would be.
You have excellent body awareness and coordination.
Benefit: You get a +2 bonus on all Jump and Tumble
checks. DISGUISE SPELL [METAMAGIC]
You can cast spells without observers noticing.
Prerequisite: Bardic music ability, 12+ ranks in Perform.
ALLURING [GENERAL] Benefit: You have mastered the art of casting spells
Others have an inexplicable urge to believe your every unobtrusively, mingling verbal and somatic components
word. into your performances so skillfully that others rarely catch
Prerequisite: Persuasive, Trustworthy. you in the act.
Benefit: You get a +2 bonus on Diplomacy checks and Like a silent, stilled spell, a disguised spell can’t be
add +2 to the save DCs of all your mind-affecting, language- identified through a Spellcraft check.
dependent spells. Your performance is obvious to everyone in the vicinity,
but the fact that you are casting a spell isn’t.
Unless the spell visibly emanates from you or observers
ARTERIAL STRIKE [GENERAL] have some other means of determining its source, they
Your sneak attacks target large blood vessels, leaving don’t know where the effect came from.
wounds that cause massive blood loss. A disguised spell uses up a spell slot one level higher than
Prerequisite: Base attack +4, sneak attack ability. the spell’s actual level.
Benefit: If you hit with a sneak attack, you may choose to
forgo +1d6 points of extra sneak attack damage to deliver a EXPERT TACTICIAN [GENERAL]
wound that won’t stop bleeding.
Each wound so inflicted does an additional 1 point of Your tactical skills work to your advantage.
damage per round. Prerequisites: Dex 13+, base attack bonus +2, Combat
Wounds from multiple arterial strikes result in cumulative Reflexes.
blood loss—that is, two successful arterial strikes do an Benefit: You can make one extra melee attack (or do
additional 2 points of damage per round. anything that be can done as a melee attack or a melee
Blood loss, whether from one such wound or several, stops touch attack, including attempts to disarm, trip, or make a
when the victim receives one successful Heal check, any grab to start a grapple) against one foe who is within melee
cure spell, or any other form of magical healing. reach and denied a Dexterity bonus against your melee
Creatures not subject to sneak attacks are immune to this attacks for any reason.
effect. You take your extra attack when it’s your turn, either before
or after your regular action.
If several foes are within melee reach and denied Dexterity
ATHLETIC [GENERAL] bonuses against your attacks, you can use this feat against
You’re physically fit and adept at outdoor sports. only one of them.
Benefit: You get a +2 bonus on Climb and Swim checks. Note: This feat first appeared in Sword and Fist.
This version supersedes the one originally printed there.
CHARLATAN [GENERAL]
You’re adept at fooling people.
EXTRA MUSIC [GENERAL]
You know how to tell them just what they want to hear. You can use your bardic music more often than you
Benefit: You get a +2 bonus on Bluff and Disguise checks. otherwise could.
Prerequisite: Bardic music ability.
Benefit: You can use your bardic music four extra times
CHINK IN THE ARMOR [GENERAL] per day.
You are an expert at slipping a weapon between armor Normal: Bards without the Extra Music feat can use
plates or into seams. bardic music once per day per level.
Prerequisite: Expertise. Special: A character may gain this feat multiple times.
503
FLEET OF FOOT [GENERAL] LINGERING SONG [GENERAL]
You run so nimbly that you can turn corners without losing Your bardic music stays with the listeners long after the last
momentum. note has died away.
Prerequisites: Dex 15+, Run. Prerequisite: Bardic music ability.
Benefit: When running or charging, you can make a Benefit: If you use bardic music to inspire competence,
single direction change of 90 degrees or less. inspire courage, or inspire greatness, the effects last twice
You can’t use this feat while wearing medium or heavy as long as they otherwise would.
armor, or if you’re carrying a load heavier than light. Normal: Inspire courage and inspire greatness last as long
Normal: Without this feat you can run or charge only in a as the bard sings, plus an additional 5 rounds thereafter.
straight line. Inspire confidence lasts 2 minutes.
SHADOW [GENERAL]
You are good at following someone surreptitiously.
Benefit: You gain a +2 competence bonus on Hide and
Spot checks made while following a specific person.
SUBSONICS [GENERAL]
Your music can affect even those who do not consciously
hear it.
Prerequisite: Bardic music ability, 10+ ranks in Perform.
Benefit: You can play so softly that opponents do not
notice it, yet your allies still gain all the usual benefits from
your bardic music.
Similarly, you can affect opponents within range with your
music, and unless they can see you performing or have
some other means of discovering it, they cannot determine
the source of the effect.
TRUSTWORTHY [GENERAL]
Others feel comfortable telling you their secrets.
Benefit: You gain a +2 bonus on all Diplomacy and
Gather Information checks.
505
SPELL
COMPENDIUM (3.5)
506
This damage is the same kind of damage dealt by cold
weather and is only taken once (as it would have to last a
STORMWRACK (3.5) full hour to deal damage again).
However, those leaving the area and then returning to it
must make another saving throw or take further damage,
since their warmed bodies are chilled once again.
MAIN SECTION FEATS Those wearing warm clothing or otherwise protected from
the cold (whether by any amount of resistance to cold or
the endure elements spell) take no damage from this effect.
AQUATIC SHOT [] Additionally, those within the area of affected water gain
You have developed the technique of firing a ranged concealment.
weapon into or through the water with better accuracy than Those with the ability to channel negative energy are
normal, striking at just the right angle to allow it to slice immune to the cold effects of this feat but are still subject
through the obstruction with precision. to its concealment miss chance.
Prerequisite: Point Blank Shot.
Benefit: You can employ ranged weapons underwater at a BREATHING LINK []
reduced range increment.
You do not take the normal penalty for making a ranged You can allow a person adjacent to you to breathe water.
attack through water. Prerequisites: Aquatic elf or water genasi, base Will
Thrown Weapons: You can use thrown piercing weapons save +2.
underwater with a –2 penalty for every 5 feet of water Benefit: As a free action on your turn, you can select one
passed through, in addition to any range increment creature within 5 feet of you and give that creature the
penalties. ability to breathe water as easily as you do.
Missile Weapons: You can use bows and crossbows This supernatural ability renews automatically for that
underwater with a –2 penalty for every 10 feet of water creature until you direct the ability to another creature or
passed through, in addition to any range increment withdraw your power from it (a free action).
penalties. The creature’s ability to breathe water ends immediately if
Aquatic Longbow: You can fire an aquatic longbow (see page you are separated by more than 5 feet or if you die, at which
107) underwater with a range increment of 30 feet In point the creature begins to drown if it is still underwater.
addition, water does not provide any cover against your This ability does not hamper the creature’s ability to
ranged attacks if you are out of the water and firing at a breathe air, nor does it change the creature’s ability (or
target in the water. inability) to swim.
If your weapon’s range increment is different underwater Special: You can select this feat more than once.
than it is above the water, count the water surface as the Each time you take this feat, you can affect an additional
beginning of a new range increment, and use your creature with this ability.
underwater range increment after the point at which your All such creatures need to remain within 5 feet of you (not
weapon strikes the water. each other).
Normal: Thrown weapons are not useable underwater. If one creature exceeds the range of this power, its
Ranged attacks through water normally receive a penalty of subsequent distress has no effect on the other creatures you
–2 for every 5 feet of water they pass through. are helping.
An aquatic longbow has a range increment of 10 feet
underwater.
A target in water has improved cover or total cover against
CLEVER WRESTLING []
attacks from out of the water. You have a better than normal chance to escape or wriggle
free from a big creature’s grapple or pin.
Prerequisites: Small or Medium size, Improved
BLACKWATER INVOCATION Unarmed Strike.
[DIVINE] Benefit: When your opponent is Large or larger, you gain
a circumstance bonus on your grapple check to escape a
You can call upon negative energy to infuse normal water grapple or pin.
around you, transforming it into the dark, cold water found The size of the bonus depends on your opponent’s size.
at the bottom of deepest ocean trenches.
This feat is favored by the clerics of wicked sea gods and the
masters of the deep pelagic abysses.
Prerequisite: Ability to channel negative energy.
Benefit: By expending a daily rebuke undead attempt,
you can infuse the water around you for a 30-foot radius
with negative energy.
The water darkens and becomes bitterly cold for 10
minutes.
Those entering the water who are not protected from cold
must make a DC 15 Fortitude save or take 1d6 nonlethal
damage.
507
round—for example, making an attack, making Profession
CURLING WAVE STRIKE [] (siege engineer) checks, making Profession (sailor) checks,
Mimicking the forceful power of the wave, you can trip and so forth.
multiple foes as part of the same strike. Commanding the vessel in combat is a move action for you.
Prerequisites: Dex 13, Improved Trip. Normal: You can only use the aid another action to assist
Benefit: If you trip an opponent in melee combat, you one character at a time.
can immediately make another trip attempt against another Commanding a vessel in combat requires a standard action.
foe within reach at the same total attack bonus as the first
trip attack.
This replaces the free attack you would normally get against LANDWALKER []
the tripped opponent (from the Improved Trip feat). You can survive out of the water for a longer period of time
If you successfully trip a second opponent, you do not get a than most of your kind.
free attack against that opponent. Prerequisite: Aquatic elf.
You can use this feat only once per round. Benefit: You can survive out of the water for 3 hours per
Normal: A character with Improved Trip who trips an point of Constitution.
opponent in melee gets a free attack against that opponent. After this point you must make a Fortitude saving throw
each hour (DC 15, + 1 for each previous check) or you begin
to suffocate.
EXPERT SWIMMER [] Normal: Aquatic elves can survive out of water for 1 hour
You swim like a fish. per point of Constitution; after this point they begin to
You can stay underwater far longer than others of your race, suffocate.
and you are at home in the water.
Prerequisite: Swim 4 ranks, Endurance.
Benefit: You can hold your breath for 3 rounds per point OLD SALT []
of Constitution. You are an old hand at shipboard life, having mastered the
You gain a +4 bonus on Constitution checks made to myriad skills that are required of the experienced sailor.
continue holding your breath. Additionally, you have an eye for the weather.
On a successful Swim check, you swim your land speed (as Prerequisites: Profession (sailor) 5 ranks.
a full-round action) or half your land speed (as a move Benefit: You gain a +1 bonus on Balance, Profession
action). (sailor), and Use Rope checks.
Your natural swim speed increases by 10 feet, if you have a Additionally, you can use a Profession (sailor) check to
swim speed. predict the weather (as described in the Survival skill on
Normal: You can hold your breath for a number of page 83 of the Player’s Handbook).
rounds equal to twice your Constitution before you are at Normal: Survival is normally used to predict the weather.
risk of drowning.
On a successful Swim check, you swim half your land speed
as a full-round action, or one-quarter your land speed as a RAPID SWIMMING []
move action. You are one with the water.
Prerequisite: Natural swim speed, base Fortitude save
FLYING FISH LEAP [] +2.
Benefit: Your swim speed increases by 20 feet.
You can hurl yourself out of the water with ease.
Prerequisites: Jump 8 ranks, Swim 4 ranks.
Benefit: When leaping out of the water with a high jump, SAHUAGIN FLIP []
you ignore the penalty on the Jump check. You can safely attack and withdraw underwater.
In addition, you can fling yourself over the surface of the Prerequisites: Swim speed, Dex 13, Dodge.
water when you make a high jump, leaping laterally just as Benefit: After making a single melee attack, you can use
far as you leap vertically. the withdraw action (moving up to twice your swim speed)
Use the result of your high jump check to determine the as a move action.
distance traveled with a long jump. You can only use this feat while swimming.
Normal: Jump checks incur a –10 penalty when making a Normal: Withdrawing from combat is a full-round action
high jump out of water. (see page 143 of the Player’s Handbook).
WATER ADAPTATION []
You favor your aquatic elf parent and have developed the
ability to breathe and move about in water easily.
Prerequisite: Aquatic half-elf.
Benefit: You can breathe water as well as air.
Your swim speed improves to 20 feet.
Normal: Aquatic half-elves without this feat cannot
breathe water and have a swim speed of 15 feet.
WINDSINGER []
You can use song or a wind instrument to compel the
winds to obey you.
The bard who possesses this feat is highly favored aboard a
sailing vessel; indeed, a bard who demonstrates the ability
to control the wind to some degree is usually given an
officer’s position aboard ship.
Prerequisites: Bardic music class feature, Perform (sing
or wind instruments) 5 ranks.
Benefit: By expending a daily bardic music use, you can
lull the winds around a single ship into well-tamed gusts.
They continue to blow into the sails of the ship as normal
for their speed, but their effects on the crew are one stage
in intensity less (see Table 1–2 on page 23).
Thus, a strong wind affected by this ability continues to
propel the ship along as normal for a strong wind, but it
only affects the crew as though it were a moderate wind.
You can also alter the direction of the wind by one compass
point (from north to north-west or north-east, from south-
west to west or south, etc.).
These effects last as long as the bard continues to perform
his bardic music, plus 10 rounds after the music has ended.
SIDEBAR FEATS
POWERFUL CHARGE []
A creature with this feat can charge with extra force.
Prerequisites: Medium or larger, base attack bonus +1.
Benefit: When a creature with this feat charges, if its
melee attack hits, it deals an extra 1d8 points of damage (if
it is of Medium size).
For Large creatures, the extra damage is 2d6 points; for
Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6.
This feat only works when the creature makes a charge.
It does not work when the creature is mounted.
510
At each successive level, you get an additional allowance
equal to the amount listed under Additional Funds Gained
STRONGHOLD (which is equal to the difference between the Stronghold
Allowance of your new level and the previous level).
For example, if you take the Landlord feat at 9th level, you
BUILDER’S get 25,000 gp to spend on a stronghold.
When you attain 10th level, you receive an additional
25,000 gp (50,000 – 25,000) to spend on your stronghold.
GUIDEBOOK (3.0) Characters can save their allowance from level to level if
they wish.
Note: Multiple characters can purchase this feat and pool
their resources to construct a stronghold together.
SIDEBAR FEATS However, the feat only provides matching funds for your
own contributions (that is, if one character from a group of
four contributes 10,000 gp to the construction of the
CREATE PORTAL [ITEM CREATION] group’s stronghold, the feat provides matching funds for
You have learned the ancient craft of creating a portal, a that character (10,000 gp), not for all four characters (40,000
permanent magic device that instantaneously transports gp), even if all four have the feat).
those who know its secrets from one locale to another. If all four characters have the feat and each contributes
funds to the cause, they each receive matching funds equal
Prerequisite: Craft Wondrous Item.
to their contribution.
Benefit: You can create any portal whose prerequisites
you meet.
Crafting a portal takes one day for each 1,000 gp in its base
price.
To craft a portal, you must spend 1/25 of its base price in XP
and use up raw materials costing half of this base price.
Some portals incur extra costs in material components or XP
as noted in their descriptions.
These costs are in addition to those derived from the portal’s
base price.
LANDLORD [SPECIAL]
By knowing the right nobles, making contacts with masons
and artisans, or performing great deeds for a liege-lord, you
have resources that help you build and expand your
stronghold.
Prerequisites: The character must be at least 9th level.
Benefits: This feat gives you a small allowance that you
can use to build or expand a stronghold.
It’s not cash, so it only applies to stronghold purchases.
(You can’t cash it out and spend it on something else).
In addition, the feat provides matching funds for
expenditures made from your own purse of gold.
For example, if you spend 50,000 gp of your own (beyond
the allowance) to purchase stronghold components, walls,
or wondrous architecture, the feat provides a bonus
allowance of the same amount.
The exact nature of the resources depends on your
campaign; you and your DM should decide on this
beforehand.
If you have performed missions successfully for a noble,
rich merchant, or other power group, perhaps they have
willed the land to you.
If you’re a cleric, maybe the church sends supplicants to
provide free labor.
Regardless of your class or social standing, you might
inherit a keep from a long-lost relative.
See Table 1–6: Landlord Funds for how much you can
spend.
When you first select the Landlord feat, you receive the
amount listed under Stronghold Allowance.
511
to your grapple check to resist the dire bear’s grapple
attempt.
SWORD AND FIST DEATH BLOW [GENERAL]
(3.0) You waste no time in dealing with downed foes.
Prerequisites: Base attack bonus +2, Improved
Initiative.
Benefit: You can perform a coup de grace attack against a
MAIN SECTION FEATS helpless defender as a standard action.
Normal: Performing a coup de grace is a full-round
action.
BLINDSIGHT, 5-FOOT RADIUS
[GENERAL] DIRTY FIGHTING [GENERAL]
You sense opponents in the darkness. You know the brutal and effective fighting tactics of the
Prerequisites: Base attack bonus +4, Blind Fight, streets and back alleys.
Wisdom 19+. Prerequisites: Base attack bonus +2.
Benefit: Using senses such as acute hearing and Benefit: Make a melee attack roll normally.
sensitivity to vibrations you detect the location of If successful, you inflict an additional +1d4 points of
opponents who are no more than 5 feet away from you. damage.
Invisibility and darkness are irrelevant, though you cannot This feat requires the full attack action.
discern noncorporeal beings.
Except for the decreased range, this feat is identical with
the exceptional ability blindsight defined in the Monster DUAL STRIKE [GENERAL]
Manual. Your combat teamwork makes you a more dangerous foe.
Prerequisites: Base attack bonus +3, Combat Reflexes.
CIRCLE KICK [GENERAL] Benefit: If you and an ally both have this feat and are
flanking an opponent you both get a +4 bonus on your
You kick multiple opponents with the same attack action. attack roll.
Prerequisites: Base attack bonus +3, Improved Normal: The standard flanking attack roll bonus is +2.
Unarmed Strike, Dex 15+.
Benefit: A successful unarmed attack roll allows you to
make a second attack roll against a different opponent that EAGLE CLAW ATTACK [GENERAL]
is within the area that you threaten. Your unarmed attacks shatter objects.
This feat requires the full attack action. Prerequisites: Base attack bonus +2, Improved
Unarmed Strike, Sunder, Dex 15+.
CLOSE-QUARTERS FIGHTING Benefit: You can strike an opponent’s weapon or shield
with an unarmed strike.
[GENERAL] Special: Weapon hardness and hit point ratings are given
You are skilled at fighting at close range and resisting on Table 8–13: Common Weapon and Shield Hardness
grapple attacks. Ratings and Hit Points in the Player’s Handbook.
Prerequisite: Base attack bonus +3.
Benefit: When an enemy attempts to grapple you, any EXPERT TACTICIAN [GENERAL]
damage you inflict with a successful attack of opportunity
provoked by the grapple attempt is added to your ensuing Your Tactical skill works to your advantage.
grapple check to avoid being grappled. Prerequisite: Base Attack bonus +3.
Further, you are entitled to make an attack of opportunity Benefit: This feat allows you to make one melee attack (or
even if the attacking creature has the improved grab ability. anything that can be done as a melee attack) against one foe
This feat does not provide you with additional attacks of who is within melee and denied her Dexterity bonus
opportunity in a round, so if you do not have an attack of against your melee attacks for any reason.
opportunity available when your enemy attempts to You take your extra attack when it’s your turn, either before
grapple you, you do not get any benefit from Close- or after your regular action.
Quarters Fighting. If several foes are within melee reach and denied their
For example, a dire bear strikes you with a claw attack. Dexterity bonus, you can attack only one of them with this
If you don’t have this feat, the dire bear’s improved grab feat.
ability allows it to immediately attempt a grapple check,
provoking no attack of opportunity from you.
However, with Close-Quarters Fighting, you are entitled to
EXTRA STUNNING ATTACKS
an attack of opportunity. [GENERAL]
If you hit and score 8 points of damage, you may add +8 You gain extra stunning attacks when fighting unarmed.
(plus your attack bonus, Strength bonus, and size modifier)
Prerequisites: Base attack bonus +2, Stunning Fist.
512
Benefit: You gain the ability to make three extra stunning Benefit: You may make an attack of opportunity against
attacks per day. an opponent who charges you when he enters an area you
You may take this feat multiple times. threaten.
Your attack of opportunity happens immediately before the
charge attack is resolved.
EYES IN THE BACK OF YOUR HEAD
[GENERAL] IMPROVED OVERRUN [GENERAL]
Your superior battle sense helps minimize the threat of You are trained in knocking over opponents that are
flanking attacks. smaller than you.
Prerequisites: Base attack bonus +3, Wis 19+. Prerequisites: Expertise, Improved Bull Rush,
Benefit: Attackers do not gain the usual +2 attack bonus Improved Trip, Str 13+, Power Attack.
when flanking you. Benefit: When you attempt to overrun an opponent who
This feat grants no effect whenever you are attacked is at least one size category smaller than you, the target
without benefit of your Dexterity modifier to AC, such as cannot avoid you.
when you are flat-footed. If you knock down your opponent, you immediately get an
Normal: When you are flanked, the flanking opponents attack of opportunity against that opponent, gaining the
receive a +2 attack roll bonus against you. standard +4 bonus on attack rolls against prone targets.
Normal: The target of your overrun attack chooses to
FEIGN WEAKNESS [GENERAL] avoid you or block you.
You capitalize on your foe’s perceptions of your unarmed
status. IMPROVED SUNDER [GENERAL]
Prerequisites: Base attack bonus +2, Improved You are adept at placing your attacks precisely where you
Unarmed Strike. want them to land.
Benefit: If you make a successful Bluff check against your Prerequisites: Base attack bonus +2, Sunder.
opponent’s Sense Motive check, you lure the foe into Benefit: When you strike an opponent’s weapon you
attempting an attack of opportunity because he thinks you inflict double damage.
are unarmed.
But you are armed, and you make your attack against your
drawnout foe who is caught flat-footed, before he takes his KNOCK-DOWN [GENERAL]
attack of opportunity. Your mighty blows can knock foes off their feet.
You also may attempt this feat with a Tiny or Small weapon Prerequisites: Base attack bonus +2.
with which you are proficient by attempting to hide it until Improved Trip, Str 15+.
the last second, but you incur a –2 or –6 penalty on your
Benefit: Whenever you deal 10 or more points of damage
Bluff check, respectively.
to your opponent in melee with a single attack, you may
You can use this feat with a disguised weapon such as a war
make a trip attack as a free action against the same target.
fan, at no penalty on the Bluff check.
Use of this feat cannot be combined with Improved Trip to
Using Feign Weakness is a standard action, just like a feint, generate an extra attack, and successful use of this feat does
except that if you succeed you get to make your attack
not grant an extra attack through the Cleave or Great
immediately. Cleave feats.
You can only Feign Weakness once per encounter.
After one use, your opponents are too wary to fall for this
maneuver again. LIGHTNING FISTS [GENERAL]
Your skill and agility allow you to attempt a series of
FISTS OF IRON [GENERAL] blindingly fast blows.
Prerequisites: Monk level 4th+, Dex 15+.
You have learned the secrets of imbuing your unarmed
attacks with extra force. Benefit: You can make two extra attacks in a round.
All attacks made this round suffer a –5 attack penalty.
Prerequisites: Base attack bonus +2, Improved
This feat requires the full attack action.
Unarmed Strike.
You cannot use Lightning Fists and flurry of blows at the
Benefit: Declare that you are using this feat before you
same time.
make your attack roll (thus, a missed attack roll ruins the
attempt).
You deal an extra 1d4 points of damage when you make a MANTIS LEAP [GENERAL]
successful unarmed attack.
You may use this feat a number of times per day equal to 3 + You deliver a powerful attack after making a jump.
your Wisdom modifier. Prerequisites: Monk level 7th+, 5 ranks in Jump.
Benefit: Designate an opponent who is within the
maximum distance you can reach with a successful Jump
HOLD THE LINE [GENERAL] check.
You are trained in defensive techniques against charging Make a normal Jump check; if your check is successful, you
opponents. can make a normal charge attack against the opponent you
designated as part of the same action.
Prerequisites: Base attack bonus +2, Combat Reflexes. 513
If your charge attack is successful, you inflict normal opponent with your primary weapon at your full attack
damage, plus your Strength modifier multiplied by 2. bonus.
Your foe gains no AC benefit from her shield for this attack.
You cannot use this feat if you are fighting with only one
MONKEY GRIP [GENERAL] weapon.
You use a wider variety of sizes of weapons.
Prerequisites: Base attack bonus +1, Weapon focus with
the appropriate weapon, Str 13+. POWER LUNGE [GENERAL]
Benefit: Yon can use one melee weapon that is one size Your ferocious attack may catch an opponent unprepared.
larger than you in one hand. Prerequisites: Base attack bonus +3, Power Attack.
For example, a halfling with the Monkey Grip feat can use a Benefit: A successful attack roll during a charge allows
longsword in one hand. you to inflict double your normal Strength modifier in
You suffer a –2 penalty on your attack roll when using this addition to the attack’s damage regardless of whether you’re
feat. using one- or two-handed weapons.
This feat can be taken multiple times, each time with a You provoke an attack of opportunity from the opponent
different weapon. you charged.
Normal: Only weapons of your size or smaller can
normally be wielded with one hand.
PRONE ATTACK [GENERAL]
You attack from a prone position without penalty.
OFF-HAND PARRY [GENERAL] Prerequisites: Base attack bonus +2, Dex 15+, Lightning
You use your off hand weapon to defend against melee Reflexes.
attacks. Benefit: You can make an attack from the prone position
Prerequisites: Base attack bonus +3, Ambidexterity, Dex and suffer no penalty to your attack roll.
13+, Two-Weapon Fighting, proficiency with weapon. If your attack roll is successful you may regain your feet
Benefit: When lighting with two weapons and using the immediately as a free action.
full attack action, on your action decide to attack normally
or to sacrifice all your off-hand attacks for the round in
exchange for a +2 dodge bonus to your AC. RAPID RELOAD [GENERAL]
If you are also using a buckler, its AC bonus stacks. You reload a crossbow more quickly than normal.
You can use only bladed or hafted weapons of a size Prerequisites: Base attack bonus +2, proficiency with
category smaller than you with this feat. the crossbow used.
Benefit: You can reload a hand crossbow or light
crossbow as a free action that provokes an attack of
PAIN TOUCH [GENERAL] opportunity.
You cause intense pain in an opponent with a successful You may reload a heavy crossbow as a, move equivalent
stunning attack. action that provokes an attack of opportunity.
Prerequisites: Base attack bonus +2, Stunning Fist, Wis You can use this feat once per round.
19+. Normal: Loading a hand or light crossbow is a move-
Benefit: Victims of a successful stunning attack are equivalent action, and loading a heavy crossbow is a full-
subject to such debilitating pain that they are nauseated for round action.
1 round after being stunned for 1 round as usual.
A stunning attack involves a monk’s stunning attack power
or the use of the Stunning Fist feat. REMAIN CONSCIOUS [GENERAL]
Creatures that are immune to stunning attacks are also You have a tenacity of will that supports you even when
immune to this feat, as are any creatures that are more than things look bleak.
one size category larger than the feat user. Prerequisites: Base attack bonus +2, Endurance, Iron
Will, Toughness.
Benefit: When your hit points are reduced to 0, you may
PIN SHIELD [GENERAL] take one partial action on your turn every round until you
You know how to get inside your opponent’s guard by reach –10 hit points.
pinning his shield out of the way.
Prerequisites: Base attack bonus +4, Two-Weapon
Fighting. SHARP-SHOOTING [GENERAL]
Benefit: This feat can only be used against an opponent Your skill with ranged weapons lets you score hits others
who is using a shield and who is within one size category of would miss due to an opponent’s cover.
you. Prerequisites: Base attack bonus +3, Point Blank Shot,
Make an off-hand attack against an opponent’s shield using Precise Shot.
the normal rules for striking a weapon (see the Player’s Benefit: You gain a +2 bonus to your ranged attack rolls
Handbook, Chapter 8). against targets with some degree of cover.
If your attack roll is successful you momentarily pin your This feat has no effect against foes with no cover or total
opponent’s shield with your off-hand weapon, and you may cover.
make an immediate attack of opportunity against your
514
SHIELD EXPERT [GENERAL] CHARIOT ARCHERY [GENERAL]
You use a shield as an off-hand weapon while retaining its You are skilled at using ranged weapons from a chariot.
armor bonus. Prerequisite: Chariot Combat, Handle animal.
Prerequisite: Base attack bonus +3, shield proficiency. Benefit: The penalty you suffer when using a ranged
Benefit: You may make an off-hand attack with your weapon from the chariot is halved: –2 rather than –4 if your
shield while retaining the shield’s AC bonus for that round. chariot is taking a double move, and –4 instead of –8 if your
Normal: Using a shield as a weapon prevents you from mounts are running.
gaining its AC bonus for the round.
CHARIOT TRAMPLE [GENERAL]
SNATCH ARROWS [GENERAL] You are trained in using your chariot to knock down
Yon are adept at grabbing incoming arrows as well as opponents.
crossbow bolts, spears, and other projectile or thrown Prerequisite: Chariot Combat, Handle Animal.
weapons. Benefit: When you attempt to overrun an opponent with
Prerequisites: Base attack bonus +3. your chariot, the target may not choose to avoid you.
Deflect Arrows, Dex 15+, Improved Unarmed Strike. If you knock down the target, your steeds each may make
Benefit: You must have at least one hand free (holding one hoof attack against the opponent, gaining the standard
nothing) to use this feat. +4 bonus on attack rolls against prone targets.
When using the Deflect Arrows feat, you may catch the The wheels of the chariot do a further 2d6 points of damage
weapon instead of just deflecting it. automatically, but you must succeed in Handle Animal
Thrown weapons such as spears or axes can be thrown back check (DC varies depending on the size of the opponent) or
at the original attacker as an immediate free action or kept. upend the chariot.
Projectile weapons such as arrows or bolts can be fired back See the chart below for sample DCs.
normally on your next turn or later, if you possess the
proper kind of bow or crossbow.
CHARIOT SIDESWIPE [GENERAL]
You are skilled at using your chariot’s scythe blades against
THROW ANYTHING [GENERAL] foes.
In your hands, any weapon becomes a deadly ranged Prerequisite: Chariot Combat, Handle Animal.
weapon. Benefit: With a charge action, you may maneuver your
Prerequisites: Base attack bonus +2, Dex 15+. chariot close to a foe, attack, sideswipe with the chariot’s
Benefit: You can throw any weapon you can use, scythes (assuming it has any), and move away again.
regardless of whether it is intended to be used as a ranged You must continue the straight line of the charge with your
weapon. movement, and your total movement in the round cannot
The range increment of weapons used in conjunction with exceed double the chariot’s speed.
this feat is 10 feet. Neither you nor your steeds provoke an attack of
opportunity from the opponent you are sideswiping.
ZEN ARCHERY [GENERAL]
Your intuition guides your hand when you use a ranged CHARIOT CHARGE [GENERAL]
weapon. You are skilled at charging with you chariot.
Prerequisites: Base attack bonus +3, Wis 13+. Prerequisite: Chariot Combat, Chariot Sideswipe,
Benefit: The character can use her Wisdom modifier Handle Animal.
instead of her Dexterity Modifier when making a ranged Benefit: When aboard a chariot and using the charge
attack at a target within 30 feet. action, you deal double damage with a melee weapon (or
triple damage with a lance or longspear).
CHARIOT FEATS
SIDEBAR FEATS
CHARIOT COMBAT [GENERAL]
You are skilled in chariot combat. LARGE AND IN CHARGE [GENERAL]
Prerequisite: Handle Animal skill. You can prevent opponents from closing inside your reach.
Benefit: Once per round when either of your steeds is Prerequisites: Reach (Large size or larger), Str 17+.
hit, you may make a Handle Animal check to negate the Benefit: When you make a successful attack of
hit. opportunity against an opponent who is moving inside
The hit is negated if your Handle Animal check is greater your threatened area, you can force the opponent back to
than the attack roll (essentially, the Handle Animal check the square he was in before he provoked the attack.
becomes the steed’s Armor Class if it is higher than the After you hit with your attack of opportunity, make an
steed’s regular AC). opposed Strength check against your opponent.
515
You gain a +4 bonus for each size category larger than your
opponent you are, and an additional +1 bonus for every 5
points of damage you dealt with your attack of opportunity.
If you win the opposed check, your opponent is pushed
back 5 feet into the square he just left.
MULTITASKING [GENERAL]
You can perform different tasks with different limbs.
Prerequisite: Multiattack feat, Dex 15+, Int 13+,
Improved Two-Weapon Fighting, Two-Weapon
Fighting.
Benefit: If you have four or more arms, you can use each
pair of arms to perform a distinct partial action.
Thus, you could attack with one or two arms while using a
magic item, reloading a crossbow, or even casting a spell
with two other arms.
516
You can affect fewer secondary targets than the maximum.
If the chained spell deals damage, the secondary targets
TOME AND BLOOD each take half as many dice of damage as the primary target
(rounded down) and can attempt Reflex saving throws for
half of the secondary damage.
(3.0) For spells that do not deal points of damage, the save DCs
against arcing effects are reduced by 4.
For example, a 10th-level wizard casts a chained cause fear
on a nearby goblin and can specify up to ten secondary
MAIN SECTION FEATS targets.
The goblin, as primary target, must make a Will save against
DC 14, while those affected by the secondary arcs save
ARCANE DEFENSE [GENERAL] against DC 10.
A chained spell uses up a spell slot three levels higher than
Choose a school of magic, such as Illusion.
You can resist spells from that school better than normal. the spell’s actual level.
Prerequisites: Spell Focus in the school chosen.
Benefit: Add +2 to your saving throws against spells of COOPERATIVE SPELL [METAMAGIC]
the chosen school.
You can cast spells to greater effect in conjunction with the
Special: You can gain this feat multiple times. same spell cast by another.
The effects do not stack.
Prerequisites: Any other metamagic feat.
Each time you take the feat, it applies to a new school of
magic. Benefit: You and another spellcaster with the
Cooperative Spell feat can simultaneously cast the same
spell (at the same time in the round).
ARCANE PREPARATION [GENERAL] You must be adjacent to one another when casting
cooperatively.
You can prepare an arcane spell ahead of time as a wizard
Add +2 to the save DC against cooperatively cast spells and
does.
+1 to caster level checks to beat the target’s spell resistance
Prerequisite: You must be able to cast spells as a bard or (if any).
sorcerer before you can take this feat. Use the base DC and level check of the better caster.
Benefit: Each day, you are able to prepare one or more A cooperative spell uses up a spell slot of the same level as
spells as a wizard does. the spell’s actual level.
If you are a sorcerer or a bard, this means that you can Special: For each additional caster with this feat casting
prepare a spell with a metamagic feat ahead of time, instead the same cooperative spell simultaneously, the spell’s save
of casting it as a full-round action. DC and caster level check both increase by +1.
The prepared spell remains in your mind and occupies one When more than two spellcasters cooperatively cast a spell,
of your spell slots until you cast it or change it. each must be adjacent to at least two other casters.
A prepared spell uses a spell slot of the spell’s normal level, For example, four spellcasters (two wizards and two
modified by any other metamagic feats. sorcerers) standing in a circle all possess Cooperative Spell.
Three of them ready an action to cast fireball when the
AUGMENT SUMMONING member with the lowest initiative takes her action, also
casting fireball.
[GENERAL] The base DC of the Reflex save is equal to the highest
Your summoned creatures are better than normal. individual save DC among the cooperative casters, as
Prerequisites: Spellcaster level 2nd+. determined by their relevant ability scores or other feats
Benefit: Creatures you conjure with any summon spell (such as Spell Focus), special abilities, or items.
gain +1 hit point per Hit Die and a +1 competence modifier In this case, one wizard has Intelligence 18, which ties with
on attack and damage rolls. a sorcerer’s Charisma 18, so the base DC is 17 (10+3 for the
spell’s level +4 for the ability score modifier).
The final save DC of the cooperatively cast fireball is
CHAIN SPELL [METAMAGIC] 17+2+1+1 or 21.
You can cast spells that arc to other targets in addition to Whoever has the highest caster level determines the base
the primary target. caster level check, which gains a +4 modifier.
Prerequisites: Any other metamagic feat.
Benefit: You can chain any spell that specifies a single DELAY SPELL [METAMAGIC]
target and has a range greater than touch.
You can cast spells that take effect after a short delay of
The chained spell affects that target (the primary target)
your choosing.
normally, then arcs to a number of secondary targets equal
to your caster level. Prerequisite: Any other metamagic feat.
Each arc affects one secondary target. Benefit: A delayed spell doesn’t activate until 1 to 5
You choose the secondary targets as you like, but they must rounds after you finish casting it.
all be within 30 feet of the primary target, and no target can You determine the delay when casting the spell, and it
be affected more than once. cannot be changed once set.
517
The spell activates just before your turn on the round you
designate.
Only area, personal, and touch spells may be affected by
this feat.
Any decisions you would make about the spell, including
attack rolls, designating targets, or determining or shaping
an area, are decided when the spell is cast.
Any effects resolved by those affected by the spell,
including saving throws, are decided when the spell
triggers.
If conditions change between casting and effect in such a
fashion as to make the spell impossible— for example, the
target you designate leaves the spell’s maximum range
before it goes off—the spell fails.
A delayed spell may be dispelled normally during the delay,
and can be detected normally in the area or on the target
with spells such as detect magic.
A delayed spell uses up a spell slot three levels higher than
the spell’s actual level.
518
ENERGY SUBSTITUTION GREATER SPELL FOCUS [GENERAL]
[METAMAGIC] Choose a school of magic to which you already have
applied the Spell Focus feat.
You can modify a spell that uses one type of energy to use Your magic spells of that school are now even more potent
another type of energy. than before.
Prerequisite: Any other metamagic feat, 5 ranks in Prerequisite: Spell Focus.
Knowledge (arcana). Benefit: Add +4 to the DC for all saving throws against
Benefit: Choose one type of energy: acid, cold, electricity, spells from the school of magic you select to focus on.
fire, or sonic. This supersedes (does not stack with) the bonus from Spell
You can modify a spell with an energy designator to use the Focus.
chosen type of energy instead. Special: You can gain this feat multiple times.
A substituted spell works normally in all respects except It’s effects do not stack.
the type of damage dealt (see sidebar). Each time you take the feat, it applies to a new school of
A substituted spell uses a spell slot of the spell’s normal magic.
level, modified by any other metamagic feats.
Special: You can gain this feat multiple times, each time it
applies to a different type of energy. GREATER SPELL PENETRATION
[GENERAL]
ESCHEW MATERIALS [METAMAGIC] Your spells are especially potent, defeating spell resistance
You can cast spells without material components. more readily than normal.
Prerequisites: Any other metamagic feat. Prerequisite: Spell Penetration.
Benefit: An eschewed spell can be cast with no material Benefit: You get a +4 modifier on caster level check to
components. beat a creature’s spell resistance.
Spells without material components or whose material This supersedes (does not stack with) the bonus from Spell
components cost more than 1 gp are not affected by this Penetration.
feat.
An eschewed spell uses up a spell slot of the spell’s normal
level, modified by any other metamagic feats. IMPROVED FAMILIAR [GENERAL]
As long as you are able to acquire a new familiar, you may
choose your new familiar from a nonstandard list.
EXTRA SLOT [GENERAL] Prerequisite: Ability to acquire a new familiar,
You can cast an extra spell. compatible alignment.
Prerequisites: Spellcaster level 4th+. Benefit: When choosing a familiar, the following
Benefit: You gain one extra spell slot in your daily creatures are also available to you.
allotment. You may choose a familiar with an alignment up to one step
This extra slot can be at any level up to one level lower than away on each of the alignment axes (lawful through
the highest-level spell you can cast. chaotic, good through evil).
For example, a 4th-level sorcerer gains either an extra 0-
level or 1st-level slot, allowing him to cast any known spell
of the chosen level one more time each day.
A 4th-level wizard can prepare any extra 0-level or 1st-level
spell she knows.
Once selected, the extra spell slot never migrates up or
down in level.
Special: You can gain this feat multiple times.
Each time, you gain an extra spell slot at any level up to one
level lower than the highest-level spell you can cast.
SUBDUAL SUBSTITUTION
[METAMAGIC]
You can modify a spell that uses energy to deal damage to
deal subdual damage instead.
Prerequisite: Any other metamagic feat, 5 ranks in
Knowledge (arcana).
Benefit: Choose one type of energy: acid, cold, electricity,
fire, or sonic.
You can modify a spell with the chosen designator to inflict
subdual damage instead of energy damage. 521
Shadow Hand: Dagger, sai, siangham, short sword, spiked
chain, unarmed strike; Hide.
TOME OF BATTLE Stone Dragon: Greatsword, greataxe, heavy mace, unarmed
strike; Balance.
Tiger Claw: Kama, kukri, handaxe, claw, greataxe, unarmed
(3.5) strike; Jump.
White Raven: Longsword, battleaxe, warhammer,
greatsword, halberd; Diplomacy.
Special: A fighter can select Blade Meditation as a bonus
MAIN SECTION FEATS feat.
* Described in the Complete Warrior supplement.
STORMGUARD WARRIOR []
The Stormguard Warrior feat encompasses a number of the
more advanced tactics and techniques you would use as a
student of the Iron Heart school.
Prerequisite: Proficiency with an Iron Heart preferred
weapon (bastard sword, dwarven waraxe, longsword, or
two-bladed sword), Ironheart Aura, base attack bonus +6,
two Iron Heart maneuvers.
Benefit: The Stormguard Warrior feat enables the use of
three tactical options.
Channel the Storm: To use this option, you must choose to
refrain from making one or more available attacks of
opportunity against a single opponent.
On your next turn, you gain a +4 bonus on attack rolls and
damage rolls for each attack that you refrained from
making against the same opponent.
You gain this bonus only against an opponent that you
refrained from making an attack of opportunity against in
the previous round.
Combat Rhythm: To use this option, you can choose to make
melee touch attacks in place of normal melee attacks
against an opponent.
These touch attacks deal no damage.
For each melee touch attack that hits, you gain a +5 bonus
on melee damage roll against that same foe on your next
turn.
Fight the Horde: To use this option, you must deal damage to
at least two different foes on your turn with melee attacks
or Iron Heart strikes.
On your next turn, if you fight defensively or take a –4
penalty on your attack rolls with your Combat Expertise
feat you have it), you gain a +2 bonus on attack rolls against
any foe you damaged with a melee attack or Iron Heart
strike during the previous turn.
SIDEBAR FEATS
THROW ANYTHING []
Originally presented in the Complete Warrior supplement,
this feat makes any weapon a deadly ranged weapon in your
hands.
528
Creatures that interact with the image or study it carefully
automatically recognize it as illusory.
TOME OF MAGIC The summoned image ignores everyone but you, and if you
fail to address it for 1 round, it disappears whence it came.
The vestige speaks in whatever language you used to call it.
(3.5) To make a pact with your summoned vestige, you must
make a binding check (1d20 + your effective binder level +
your Cha modifier).
This process requires 1 minute, but you can choose to make
MARTIAL ART STYLE a rushed binding check as a lull-round action at a –10
penalty.
MASTERY ABILITIES The DC for this check is provided in the description of each
vestige.
You must make your perilous pact alone; others cannot aid
WORD GIVEN FORM MASTERY [] you in any way.
Whether the binding check succeeds or fails, you gain the
You have mastered the martial arts style of “Word Given power granted by the vestige for 24 hours.
Form”. During that time, you cannot rid yourself of the vestige
Prerequisites: Truespeak 12 ranks, Tumble 12 ranks, unless you possess the Expel Vestige feat.
Combat Expertise, Dodge, Improved Unarmed Strike, If you fail the binding check, however, the vestige
Mobility, Spring Attack. influences your personality and your actions, and you are
Benefit: When using the Dodge feat against an opponent, said to have made a poor pact.
in addition to the +1 dodge bonus to AC, you also gain total (Specifically, the vestige’s presence changes your general
concealment (50% miss chance) from that opponent as your demeanor, and it can force you to perform or retrain from
form blurs and shifts. certain actions.
The influence of each vestige is described in its individual
entry).
PACT MAGIC FEATS If your binding check is successful, the vestige has no
control over your actions and does not influence your
personality.
BIND VESTIGE [] In this case, you are said to have made a good pact.
You know how to make pacts with otherworldly spirits While under the influence of a vestige, you must adhere to
called vestiges. its requirements to the best of your ability.
Benefit: By employing a short ritual, you can contact a If you are conscious and free-willed and you encounter a
vestige and make a pact with it. situation in which you cannot or will not refrain from a
You are treated as a 1st-level binder for this purpose, prohibited action or perform a required one, you rake a –1
regardless of your character level. penalty on attack rolls, saving throws, and checks until that
Thus, only 1st-level vestiges are available to you, and you vestige leaves you.
can bind to only one vestige at a time. As long as you are bound to a vestige, you manifest a
Furthermore, unlike characters with the soul binding class specific physical sign of its presence, as given in its entry.
feature, you gain only one power from the vestige you bind, This sign is real, not an illusory or shapechanging effect,
as given on Table 1–9: Bind Vestige Feat Abilities. and someone using true seeing perceives it just as it is.
To contact a vestige, you must draw its unique seal visibly You can hide a sign by mundane or magical means without
on a surface (generally the ground), making the image at penalty.
least 5 feet across. The vestige is bound to your soul by the pact.
Drawing a seal requires the ability to mark a surface and 10 It cannot be targeted or expelled by any means except the
consecutive rounds of concentration, and the act provokes Expel Vestige feat, nor can it be suppressed except by an
attacks of opportunity. antimagic field or similar effect.
A seal not used within 1 minute of its drawing loses all The Difficulty Class for a saving throw against any
potency, and you must draw a new one to contact the supernatural powers granted by a vestige is 10 +1/2 your
vestige. effective binder level + your Cha modifier.
A vestige might also have other requirements for contact, as Special: Characters who have the ability to bind vestiges
noted in its entry (see page 18). through other means (such as the soul binding class
Once the seal is drawn, you must perform a ritual, requiring feature) cannot take this feat.
a full-round action to summon the corresponding vestige. If you become a binder alter taking the feat, you lose its
During this time, you must touch the seal and call out to benefit.
the using both its name and its title.
The ritual fails’ if you cannot be heard (for example, if you BIND VESTTGE, IMPROVED []
are within the area of a silence spell).
Otherwise, a manifestation of the vestige appears in the You can bind a wider range of vestiges.
seal’s space as soon as you finish the ritual. Prerequisite: Bind Vestige.
This image is not the actual vestige; it is merely a figment— Benefit: When you bind a vestige using the Bind Vestige
an illusion that cannot harm or be harmed by any creature. feat, you do so as though you were a 5th-level binder.
529
Thus, you have access to vestiges up to 3rd level, though Special: This feat can be taken multiple times.
you still can bind only one at a time and gain only one Each time it is taken, you can enlarge a supernatural ability
power from it. one additional time per day.
You cannot enlarge a particular use of a supernatural ability
more than once.
DEFENSE AGAINST THE
SUPERNATURAL [] EXPEL VESTTGE []
Your in-depth knowledge of supernatural forces grants you You can expel a vestige to which you are bound before the
greater ability to resist their effects. duration of its pact with you has expired.
Prerequisite: Knowledge (arcana) 2 ranks. Prerequisite: Soul binding.
Benefit: You gain a +2 insight bonus on saving throws Benefit: Once per day, you can attempt to expel a vestige
made to resist supernatural special attacks. to which you are bound.
To do so, you must draw its seal and go through the entire
EMPOWER SUPERNATURAL ABILITY process of summoning it again.
If you succeed on the new binding check, you expel the
[] vestige before it would normally leave you, and you can
You can use a supernatural ability with greater effect than summon a different one to replace it if you wish.
normal. Regardless of your success or failure in expelling the
Prerequisites: 6 HD, supernatural ability. vestige, you take a –10 penalty on your next binding check
Benefit: Once per day, you can empower a supernatural with any vestige, and apply the same penalty on your
ability. binding check the next time you summon the vestige you
When you use an empowered supernatural ability, all expelled.
variable, numeric effects of the supernatural ability are Normal: A bound vestige does not leave you until 24
increased by one-half. hours have passed since its summoning.
An empowered supernatural ability deals half again as
much damage as normal, cures half again as many hit EXTEND SUPERNATURAL ABILITY []
points, affects half again as many targets, and so on as
appropriate. You can cause a supernatural ability with a duration to last
Saving throws and opposed rolls (such as the one made longer than normal.
when you cast dispel magic) and supernatural abilities Prerequisites: 4 HD, supernatural ability.
without random variables are not affected. Benefit: Once per day, you can extend a supernatural
You must declare use of this feat before you use the ability. ability that has a duration.
A continuous use ability (such as a gaze attack) can be When you use an extended supernatural ability, it lasts
empowered for only 1 round. twice as long as normal.
Empowering a supernatural ability does not require a A supernatural ability that has a duration of concentration,
separate action. that happens instantaneously, or that permanently affects a
An empowered supernatural ability cannot be maximized. target is not affected by this feat.
Special: This feat can be taken multiple times. You must declare the use of this feat before you use the
Each time it is taken, you can empower a supernatural ability.
ability one additional time per day. Extending a supernatural ability does not require a separate
You cannot empower a particular use of a supernatural action.
ability more than once. Special: This feat can be taken multiple times.
Each time it is taken, you can extend a supernatural ability
one additional time per day.
ENLARGE SUPERNATURAL ABILITY You cannot extend a particular use of a supernatural ability
more than once.
[]
You can increase the range of a supernatural attack.
Prerequisites: 4 HD, supernatural ability. FAVORED VESTIGE []
Benefit: Once per day, you can enlarge a supernatural Choose one vestige to which you have access.
ability. You establish a close, mystical affinity with that spirit.
When you use an enlarged supernatural ability, its range Prerequisite: Soul binding.
increases by 100%. Benefit: Your effective binder level increases by 1 when
You must declare use of this feat before you use the ability. you use the abilities granted by your chosen vestige.
A continuous use ability (such as a gaze attack) can only be Special: You can take this feat multiple times.
enlarged for 1 round. Its effects do not stack.
Enlarging a supernatural ability does not require a separate Each time you take the feat, it applies to a new vestige.
action.
This feat does not affect the length of a line or a cone, the
diameter of an emanation (such as a gaze attack or frightful FAVORED VESTIGE FOCUS []
presence), or the range of any supernatural ability not The supernatural abilities of your favored vestige are more
defined by distance. potent than normal.
530
Prerequisite: Favored Vestige. Benefit: Once per day, you can bind a vestige as a full-
Benefit: The DC of each supernatural ability granted by round action.
your favored vestige increases by 1. Normal: Binding a vestige normally requires 1 minute.
Special: You can take this feat multiple times.
Its effects do not stack.
Each time you take the feat, it applies to a new favored RAPID RECOVERY []
vestige (for which you must have a separate Favored You can use the abilities of your favored vestige more
Vestige feat). frequently.
Prerequisite: Favored Vestige.
Benefit: You can activate the abilities granted by your
IGNORE SPECIAL REQUIREMENTS [] favored vestige once every 4 rounds rather than once every
The strange constraints that vestiges place on their 5 rounds.
summoning are meaningless to you. You must be bound to the vestige to use its abilities with
Prerequisite: Soul binding. this feat.
Benefit: You can ignore the special requirements of Special: You can take this feat multiple times.
vestiges with which you make pacts. Its effects do not stack.
Each time you take the feat, it applies to a new favored
vestige (for which you must have a separate Favored
IMPROVED BINDING [] Vestige feat).
You are so adept at binding vestiges that you can contact
powerful ones more easily than other soul binders can.
Prerequisites: Soul binding, Intimidate 4 ranks. SKILLED PACT MAKING []
Benefit: Your effective binder level is 2 higher than Your strong will serves you well when making pacts with
normal for the purpose of determining the level of vestige vestiges.
you can bind. Prerequisites: Soul binding, base Will save +4.
This benefit does not increase your binder level in any Benefit: You gain a +4 bonus on binding checks.
other circumstance.
SUDDEN ABILITY FOCUS []
PRACTICED BINDER [] One of your special attacks becomes more potent than
When you bind a vestige, you gain an additional power usual.
associated with it. Prerequisite: Special attack.
Prerequisite: Bind Vestige. Benefit: Once per day, you can increase the save DC of
Benefit: When you bind a vestige using the Bind Vestige any special ability you have—including the special abilities
feat, you gain a second power, according to Table 1–9: Bind granted by a vestige—by 2.
Vestige Feat Abilities. You can still use the Ability Focus feat normally if you have
it, and the DC increases stack.
You must declare the use of this feat before you use the
ability.
A continuous-use ability (such as a gaze attack) can benefit
from this feat for only 1 round.
Special: This feat can be taken multiple times.
Each time you take it, you can apply the Sudden Ability
Focus feat one more time per day.
You cannot apply Sudden Ability Focus more than once to
a single use of a special ability.
SUPERNATURAL CRUSADER []
You are adept at fighting supernatural creatures.
Prerequisite: Knowledge (arcana) 2 ranks.
Benefit: You gain a +1 insight bonus on attack rolls and
weapon damage rolls against a creature with a supernatural
special ability.
SUPERNATURAL OPPORTUNIST []
RAPID PACT MAKING [] You are adept at exploiting a creature’s momentary
Your skill with pact magic lets you bind a vestige extremely distraction while it activates its supernatural abilities.
quickly, even in the heat of combat. Prerequisite: Supernatural Crusader.
Prerequisites: Soul binding, Intimidate 8 ranks, Expel Benefit: Whenever a creature that you threaten activates
Vestige. a supernatural ability, you can make an attack of
opportunity against that creature.
531
This leaf does not give you the ability to make more than Prerequisites: Truespeak 6 ranks, ability to speak
one attack of opportunity in a single round. utterances, must know your own personal truename.
Benefit: You gain a competence bonus equal to one-third
your truenamer level on your next skill check using one of
WIDEN SUPERNATURAL ABILITY [] the following skills: Craft, Disable Device, Forgery, Open
You can increase the area of your supernatural abilities. Lock, or Sleight of Hand.
Prerequisites: 8 HD, supernatural ability.
Benefit: Once per day, you can widen a supernatural
ability. RECITATION OF THE SANGUINE
When you use a widened supernatural, ability, its area STATE []
increases by 100%.
Thus, a widened line or cone is double the normal length, This recitation purges all poisons from your body.
and a widened burst, emanation, or spread has twice the Prerequisites: Truespeak 9 ranks, ability to speak
normal diameter. utterances, must know your own personal truename.
You must declare use of this feat before you use the ability. Benefit: If you succeed on your Truespeak check, your
Widening a supernatural ability does not require a separate body is purged of all poisons, as if a neutralize poison spell
action. bad been cast on you.
Special: This feat can be taken multiple times.
Each time it is taken, you can widen a supernatural ability
one additional time per day.
RECITATION OF VITAL STATE []
You cannot widen a particular use of a supernatural ability This recitation frees your body of disease and sickness.
more than once. Prerequisites: Truespeak 6 ranks, ability to speak
utterances, must know your own personal truename.
Benefit: You are rendered free of disease, whether the
RECITATION FEATS sickness has an ordinary or a supernatural origin.
Both active and incubating diseases are affected.
ENLARGE UTTERANCE []
SHADOW REFLECTION [] You can project the power of an utterance to a greater
Your shadow flickers and moves in an aggressive, distance.
independent manner, enabling you to avoid some attacks of Prerequisites: Truespeak 6 ranks, ability to speak
opportunity. utterances.
Prerequisites: Shadowcaster level 3rd, ability to cast the Benefit: If the utterance is successful, you can increase its
dancing shadows or the clinging darkness mystery. range by 100%.
Benefit: A foe that makes an attack of opportunity against For most utterances, this means the range becomes 120
you has a 50% miss chance. feet.
Special: Opponents that do not rely on sight ignore the This feat has no effect on utterances with a range of touch.
miss chance. An enlarged utterance has a Truespeak DC 5 higher than
normal.
SHADOW VISION []
Your senses grow so attuned with shadow that you gain a EXTEND UTTERANCE []
limited ability to see in natural and magical darkness. Your utterances have a more lasting effect on the universe.
Prerequisites: Wis 15, ability to cast the bend Prerequisites: Truespeak 6 ranks, ability to speak
perspective or truth revealed mystery. utterances.
Benefit: As long as you are in shadowy illumination or Benefit: An extended utterance lasts twice as long as
darkness, you can take a move action to sense the number normal.
of creatures within 20 feet that are also within shadowy An utterance with a duration of concentration or
illumination or darkness and the direction to each one. instantaneous is not affected by this feat.
You cannot pinpoint the location of any creature with this An extended utterance has a Truespeak DC 5 higher than
feat. normal.
534
Prerequisites: Truespeak 12 ranks, ability to speak
FOCUSED LEXICON [] utterances.
Your utterances have greater effect against a certain type of Benefit: Speaking a quickened utterance is a swift action.
creature. You can perform another action, even speaking another
Prerequisites: Truespeak 6 ranks, ability to speak utterance, in the same round as you speak a quickened
utterances. utterance.
Benefit: When you take this feat, choose a creature type A quickened utterance has a Truespeak DC 20 higher than
(such as aberrations or monstrous humanoids). normal.
The DCs of your utterances are increased by 1 whenever
you use them against creatures of the chosen type.
Special: You can take this feat more than once. TRUENAME REBUTTAL []
Its effects do not stack. You are particularly good at negating other truenamers’
Each time you take this feat, it applies to a new creature power with well-chosen truenames.
type. Prerequisite: Ability to speak utterances.
Benefit: You gain a +4 bonus on Truespeak checks made
to counter or dispel the utterances of other truespeakers.
MINOR UTTERANCE OF THE Normal: Countering and dispelling attempts use opposed
EVOLVING MIND [] Truespeak checks between the original truenamer and the
one trying to end the utterance.
Your mastery of Truespeech has led you to the
understanding necessary to perform a simple utterance
from the Lexicon of the Evolving Mind. TRUENAME RESEARCH []
Prerequisites: Truespeak 6 ranks.
You have a knack for uncovering the personal truenames of
Benefit: You learn one 1st-level utterance from the friends and foes alike through study and investigation.
Lexicon of the Evolving Mind.
Prerequisite: Truespeak 9 ranks.
Special: You can take this feat more than once.
Benefit: You gain a +2 bonus on Knowledge checks made
to discover a creature’s personal truename (as described in
OBSCURE PERSONAL TRUENAME [] Truename Research, page 196).
In addition, the cost to research a personal truename is
Truenames are notoriously difficult to pronounce, but reduced by half.
yours is harder than most.
Benefit: The DC to speak your personal truename
increases by 4 (this stacks with the +2 bonus that normally TRUENAME TRAINING []
applies to a DC to speak a personal truename). Unlike most of your peers, you have discovered the secret
Your normal truename—the one a truenamer would use if power of truenames.
he didn’t know your personal truename—is unaffected by
Benefit: The Truespeak skill is considered a class skill for
this feat.
you, no matter what class you actually choose.
In addition, those attempting to research your personal
If you purchased ranks in Truespeak as a cross-class skill,
truename find doing so much more difficult.
you immediately gain additional ranks in Truespeak as if it
The DC of any check made to research your personal
had always been a class skill for you.
truename increases by 4.
Normal: The Truespeak skill is a class skill only for
Normal: The Truespeak DC to say a personal truename is
truenamers.
15 + (2 × CR) + 2.
UTTERANCE FOCUS []
You have a particular utterance you favor above others, and
your enemies are less able to resist the power of your words.
Prerequisite: Ability to speak utterances.
Benefit: Add 1 to the Difficulty Class for all saving
throws against a specific utterance you know (such as the
eldritch attraction utterance).
This benefit also applies to the reverse of your favored
utterance, if applicable.
Normal: The DC to resist your utterances is usually 10 +
1/2 truenamer level + Cha modifier.
Special: You can gain this feat multiple times.
Its effect do not stack.
Each time you take the feat, it applies to a new utterance.
SIDEBAR FEATS
POWERFUL CHARGE []
A creature with this feat can charge with extra force.
Prerequisites: Medium or large, base attack bonus +1.
Benefit: When the creature charges, if its melee attack
hits, deals an extra 1d8 points of damage (if it is of Medium
size).
For Large creatures, the extra damage is 2d6 points; for
Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6.
This feat only works when the creature makes a charge.
It does not work when the creature is mounted.
If the creature has the ability to make multiple attacks after
a charge, it can apply this extra damage only to one of those
attacks.
Special: A fighter can select Powerful Charge as one of
his fighter bonus feats.
536
Some contingent spells incur extra costs in material
components or XP as noted in their descriptions.
UNAPPROACHABLE These costs are in addition to those derived from the
contingent spell’s base price.
See Contingent Spells in Chapter 4: Magic and Spells for
EAST (3.5) more information.
541
You can change the earth node in which your spells are
NODE SENSITIVE [GENERAL] stored by meditating for 1 hour inside the new node you
You can perceive an earth node just by passing near it. have selected.
Benefit: You automatically note the presence of any earth Special: You may gain this feat multiple times.
node within 30 feet. Each time you take the feat, it applies to two new spells.
Normal: A creature without this feat that comes within Node Store Feat: Node Power feat (Prerequisites: Node
30 feet of the outermost layer of an earth node can make a Manifestation, manifester level 1st).
DC 20 Intelligence check to note the presence of an earth The manifester chooses two powers.
node. While in an earth node, he can freely manifest each of
A creature with the Node Spellcasting feat can attempt these powers one extra time per day.
either an Intelligence check or a Spellcraft check at the
same DC to notice the node.
PORTAL SENSITIVE [GENERAL]
You can perceive a portal just by passing near it.
NODE SPELLCASTING [GENERAL] Prerequisite: Deep Imaskar or gloaming.
You have discovered the secret of node magic (see Node Benefit: You can detect an active or inactive portal as if it
Magic in Chapter 4: Magic and Spells). were a normal secret door (Search DC 20).
Prerequisite: Caster level 1st. If you merely pass within 5 feet of a portal, you are entitled
Benefit: You may take full advantage of earth nodes and to a Search check to notice it as if you were actively looking
node magic, as described in Chapter 4: Magic and Spells. for it.
This feat grants you access to the various node magic feats You also gain a +2 bonus on your caster level check when
and allows you to make a Spellcraft check instead of an trying to discern portal properties with the analyze portal
Intelligence check to notice nearby nodes and manipulate spell.
various node powers. Normal: Portals can be found only by using analyze portal,
Normal: A creature without this feat cannot take other detect magic, or the granted power from the Portal domain.
node-related feats, cannot access an earth node’s full
potential, and must make an Intelligence check to notice
nearby nodes or to manipulate node powers. STONE SOUL [GENERAL]
Node Spellcasting Feat: Node Manifestation feat You were born with a dwarf-like, innate sense about rock,
(Prerequisite: Manifester level 1st). stone, and construction.
This feat allows a psionic character to use earth nodes to Prerequisite: Deep Imaskar or slyth.
full capacity. Benefit: You gain a +2 bonus on Search checks made to
notice unusual stonework, such as sliding walls, stonework
traps, new construction (even when built to match the old),
NODE STORE [GENERAL] unsafe stone surfaces, shaky stone ceilings, and the like.
You can store a prepared spell in an earth node (see Node A construction that isn’t stone but is disguised to look like
Magic in Chapter 4: Magic and Spells). stone also counts as unusual stonework.
Prerequisite: Node Spellcasting, caster level 1st. A character with the Stone Soul feat who merely comes
Benefit: Each time you take this feat, choose two spells of within 10 feet of unusual stonework can make a check as if
any level that you know and can cast. actively searching.
If you are a spellcaster who prepares spells, you may now Special: You may take this feat only as a 1st-level
prepare those two spells in addition to your normal spell character.
complement as long as you are in an earth node, just as if
you had two extra spell slots per day.
These extra prepared spells are stored in the earth node STRONG MIND [GENERAL]
instead of in your mind. You are unusually difficult to affect with psionic powers
You can cast them normally while you are within that earth and mind attacks.
node, even if you have left it and returned since storing Prerequisite: Wis 11.
them there. Benefit: You gain a +3 bonus on saving throws against
If you are a spellcaster who does not prepare spells, choose psionic abilities and mind blast attacks.
two spells that you know. Psionic abilities include the spell-like abilities of monsters
You may now cast those two spells while in that earth node such as aboleths, mind flayers, yuan-ti, and any other
as if you had two extra spell slots per day available. creatures whose special attacks are described as psionics.
Each such slot can be used only to cast its designated spell; Mind blast attacks include the mind flayer’s mind blast
it cannot be used for any other spell (including the other ability, as well as any similar supernatural ability (at the
spell designated with this feat). DM’s discretion) that uses sheer mental force to stun or
If you leave the node, these extra spell slots become disable an opponent.
unavailable to you, but you can use them again if you
return, provided that you haven’t already used them since
the last time you rested. TUNNELFIGHTER [GENERAL]
You do not need to designate a specific node in which to You can fight more naturally in the cramped and close
store your spells when you choose this feat, but you can quarters of caves and tunnels than usual.
have spells stored in only one earth node at a time. Prerequisites: Dex 13 or Tunnelrunner.
542
Benefit: You ignore the penalty for hampered melee
when fighting in a narrow space (an area smaller than but at
least one-half of your space) or a low space (an area shorter
than but at least one-half of your height) with light or one-
handed melee weapons.
Furthermore, you take only a –4 circumstance penalty
when using a two-handed weapon in such conditions.
In a space both narrow and low, you function as if only one
of those conditions applied (see Chapter 7: Exploring the
Underdark for rules on fighting and moving in cramped
spaces).
In addition, when fighting in cramped quarters, you do not
lose your Dexterity bonus to Armor Class.
Normal: In a narrow or low space, a creature without this
feat takes a –2 circumstance penalty on attack rolls with
light weapons and a –4 circumstance penalty on attack rolls
with one-handed weapons.
It cannot use two-handed weapons at all.
Such a creature also loses its Dexterity bonus to Armor
Class.
In a space that is both narrow and low, the penalties are
doubled.
TUNNELRUNNER [GENERAL]
You can move naturally in the cramped quarters of caves
and tunnels.
Prerequisite: Chitine or grimlock.
Benefit: You ignore the speed reduction for hampered
movement when moving in a narrow space (an area smaller
than but at least one-half of your space) or a low space (an
area shorter than but at least one-half of your height).
You also retain your Dexterity bonus to your Armor Class.
If the space is both narrow and low, you function as if only
one of those conditions applied.
Normal: In a narrow or low space, a creature without this
feat is reduced to one-half normal speed and loses its
Dexterity bonus to Armor Class.
In a space that is both narrow and low, speed is reduced to
one-quarter normal.
543
You may use craft points to create alchemical items or
substances, such as acid or tanglefoot bags.
UNEARTHED You may spend your craft points to create alchemical items
or substances at a rate of 1 craft point per 10 gp of market
value of the finished item (minimum 1), even without
ARCANA (3.5) spending the requisite creation time at work on the item.
Special: If you take the requisite creation time at work on
the item, you spend only 1 craft point per 50 gp of market
value of the finished item (minimum 1).
ITEM CREATION FEATS This feat replaces the requirement of being a spellcaster in
order to craft alchemical items as listed in the Craft skill in
the Player’s Handbook.
Normal: Characters without this feat cannot craft
alchemical items.
BREADTH OF KNOWLEDGE
[SPELLTOUCHED]
Your time spent plumbing the depths of magic knowledge
has resulted in a treasure trove of obscure facts.
Prerequisite: Exposure to legend lore or vision spell.
Benefit: All Knowledge checks you make are treated as
trained checks, even if you don’t have any ranks in the
specific skill.
If you have at least one rank in the specific Knowledge skill
in question, you gain a +1 bonus on the check.
CONDUCTIVITY [SPELLTOUCHED]
You have crude control over electricity effects near you.
Prerequisite: Exposure to call lightning, lightning bolt, or
chain lightning spell.
Benefit: Whenever you take damage from an electricity
effect, you may send a line of electricity arcing from your
body at any single target within 30 feet.
LOW PROFILE (GENERAL) [] This bolt deals half the damage you just took; a Reflex save
You are less famous than others of your class and level, or (DC 16 + your Cha modifier) halves this damage.
you wish to maintain a less visible presence than others of
your station.
Benefit: Reduce your reputation bonus by 3 points. CONTROLLED IMMOLATION
Special: You can’t select both the Low Profile feat and the [SPELLTOUCHED]
Renown feat.
You’re either famous or you’re not. If you catch on fire, the flames don’t hurt you.
Prerequisite: Exposure to fireball or delayed blast fireball
spell.
RENOWN (GENERAL) [] Benefit: If you catch on fire (as described on page 303 of
You have a better chance of being recognized. the Dungeon Master’s Guide), you take no damage from the
Benefit: Increase your reputation bonus by 3 points. flames.
A creature striking you with its body or a handheld weapon
takes 1d6 points of fire damage.
545
The fire persists on your body for 1d4 rounds.
This feat doesn’t protect you from other sources of fire dam LIVE MY NIGHTMARE
age, whether magical or not, only from the effects of [SPELLTOUCHED]
catching on fire.
It also doesn’t protect your equipment from the effects of Those who magically pry into your mind become privy to
fire. your most frightening dreams.
Prerequisite: Exposure to phantasmal killer spell.
Benefit: Whenever someone successfully targets you
EYES TO THE SKY [SPELLTOUCHED] with a divination spell or effect, you can send that caster a
You have an instinctive sense of when someone is nightmarish vision.
magically watching you. This vision functions as a phantasmal killer spell, except that
Prerequisite: Exposure to scrying or greater scrying spell. the form comes from your dreams, not the other creature’s
Benefit: You automatically spot the magical sensor dreams.
created by a spell of the scrying subtype (arcane eye, The other creature must succeed on a Will save (DC 14 +
clairaudience/clairvoyance, greater scrying, or scrying) if it’s your Cha modifier) to disbelieve the nightmare and a
within 40 feet of you. Fortitude save (DC 14 + your Cha modifier) to avoid dying
from fear.
546
PHOTOSYNTHETIC SKIN
[SPELLTOUCHED]
Your skin toughens when it draws energy from the sun.
Prerequisite: Exposure to barkskin spell.
Benefit: Whenever you’re outside during the day, you
gain a +2 enhancement bonus to your natural armor
(characters who don’t have natural armor ordinarily have a
natural armor bonus of +0).
547
Claw Weapons: bladed gauntletA, claw bracerA, panther
WEAPON GROUP (DRUID WEAPONS) clawA, stump knifeA, tiger clawsA, ward cestusA.
[] Clubs and Maces: warmaceW (one-handed use), tonfaA.
Crossbows: great crossbowA, hand crossbow.
You understand how to use weapons favored by druids. Druid Weapons: greatspearW.
Benefit: You make attack rolls with the following Flails and Chains: chain-and-daggerA, scourge, spiked chain,
weapons normally: club, dagger, dart, quarterstaff, scimitar, three-section staffA, whip, whip-daggerA.
sickle, shortspear, sling, and spear. Heavy Blades: bastard sword (one-handed use), khopeshA,
Normal: When using a weapon with which you are not mercurial longswordA, mercurial greatswordA.
proficient, you take a –4 penalty on attack rolls. Light Blades: kukri, saparaA, triple daggerA, war fanA.
Monk Weapons: butterfly swordA, tonfaA.
WEAPON GROUP (EXOTIC DOUBLE Picks and Hammers: dire pickW, gnome battlepickA, maulA
(one-handed use).
WEAPONS) [] Polearms: heavy poleaxeW.
You understand how to use the exotic double weapons Slings and Thrown Weapons: bolas, chakramA, gnome
associated with the weapon groups that you have mastered. calculusA, halfling skiprockA, orc shotputA, shuriken,
throwing ironA.
Prerequisite: Base attack bonus +1.
Spears and Lances: duomA, greatspearW, harpoonA, mantiA,
Benefit: Whenever you take a Weapon Group spinning javelinA.
proficiency feat, you also gain proficiency in the exotic
double weapons associated with that group. Normal: When using a weapon with which you are not
proficient, you take a –4 penalty on attack rolls.
When you take this feat, you gain proficiency in the exotic
double weapons associated with the weapon groups that Special: If you include exotic weapons from sources other
you already know how to use. than the Player’s Handbook, the DM should feel free to
Some exotic double weapons require you to be proficient assign those weapons to a weapon group as appropriate for
with two weapon groups to gain proficiency in their use the campaign.
from this feat. The list above includes weapons featured in the Arms and
Axes: orc double axe, dwarven urgrosh (must also have Equipment Guide (marked A) and Complete Warrior (marked
Weapon Group [spears and lances]). W).
Flails and Chains: dire flail, gyrspikeA (must also have
Weapon Group [heavy blades]). WEAPON GROUP (FLAILS AND
Heavy Blades: double scimitarA, gyrspikeA (must also have
Weapon Group [flails and chains]), two-bladed sword. CHAINS) []
Maces and Clubs: double maceA. You understand how to use flails and chain weapons.
Picks and Hammers: double hammerW, gnome hooked Benefit: You make attack rolls with the following
hammer. weapons normally: light flail and heavy flail.
Spears and Lances: dwarven urgrosh (must also have Weapon Normal: When using a weapon with which you are not
Group [axes]). proficient, you take a –4 penalty on attack rolls.
Normal: When using a weapon with which you are not
proficient, you take a –4 penalty on attack rolls.
Special: If you include exotic double weapons from WEAPON GROUP (HEAVY BLADES)
sources other than the Player’s Handbook, the DM should
assign those weapons to a weapon group as appropriate for []
the campaign. You understand how to use large bladed weapons.
The lists above includes weapons featured in the Arms and Benefit: You make attack rolls with the following
Equipment Guide (marked A) and Complete Warrior (marked weapons normally: longsword, greatsword, falchion,
W). scimitar, and bastard sword (two-handed use).
Normal: When using a weapon with which you are not
proficient, you take a –4 penalty on attack rolls.
WEAPON GROUP (EXOTIC
WEAPONS) [] WEAPON GROUP (LIGHT BLADES) []
You understand how to use the exotic weapons associated You understand how to use light bladed weapons.
with the weapon groups that you have mastered.
Benefit: You make attack rolls with the following
Prerequisite: Base attack bonus +1. weapons normally: dagger, punching dagger, rapier, and
Benefit: When you take this feat, you gain proficiency in short sword.
the exotic weapons associated with the weapon groups that
Normal: When using a weapon with which you are not
you already know how to use. proficient, you take a –4 penalty on attack rolls.
Whenever you take a Weapon Group proficiency feat, you
also gain proficiency in the exotic weapons (but not the
exotic double weapons) associated with that group. WEAPON GROUP (MACES AND
Axes: dwarven waraxe (one-handed use).
Bows: elven double bowA, greatbowW, composite CLUBS) []
greatbowW. You understand how to use maces and clubs.
548
Benefit: You make attack rolls with the following
weapons normally: club, light mace, heavy mace, greatclub, SIDEBAR FEATS
quarterstaff, sap, and warmace (two-handed use).
Normal: When using a weapon with which you are not
proficient, you take a –4 penalty on attack rolls. ADDITIONAL FAVORED CLASS
Special: If you use the Arms and Equipment Guide, this [GENERAL]
weapon group also includes the maul.
You are more adept at combining different talents than
most members of your race.
WEAPON GROUP (MONK WEAPONS) Benefit: Choose a character class, such as ranger.
[] The chosen class is treated as a favored class for the purpose
of determining whether your character takes an experience
You understand how to use weapons normally favored by point penalty for multiclassing.
monks. Normal: Without this feat, if any class other than your
Prerequisite: Improved Unarmed Strike. race’s favored class is two or more levels lower than your
Benefit: You make attack rolls with the following highest-level class, you take a –20% penalty to XP earned for
weapons normally: kama, nunchaku, quarterstaff, sai, each class that is not within one level of your highest-level
shuriken, and siangham. class.
Normal: When using a weapon with which you are not Special: You can gain this feat multiple times.
proficient, you take a –4 penalty on attack rolls. Each time you take the feat, it applies to a new class.
550
WEAPONS OF
LEGACY (3.5)
LEGACY FEATS Special: You can gain Curative Legacy multiple times.
Its effects do not stack.
Each time you take the feat, it applies to a new legacy
CHANNEL LEGACY [LEGACY] ability.
You can call upon the hidden strength within your legacy
item to empower yourself for a single spectacular effort. EMPOWER LEGACY [LEGACY]
Prerequisites: Least Legacy, legacy ability with a daily You can use one of your item’s legacy abilities to greater
use limit. effect.
Benefit: Choose one of your item’s available legacy Prerequisites: Least Legacy, spell-like or command-
abilities with a daily use limit. activated legacy ability.
As an immediate action (see the sidebar on page 15), you Benefit: When you select this feat, choose one available
can expend all the daily uses of that ability to grant yourself spell-like legacy ability of a specific item, or one whose
a bonus on all attack rolls, saves, and checks. effect is triggered by a command word.
This bonus lasts until the start of your next turn and Three times per day, you can choose to increase by one-half
depends on the power of the legacy ability, as shown in the all variable, numeric effects of that ability (as the Empower
following table. Spell feat).
Special: You can gain Empower Legacy multiple times.
Its effects do not stack.
Each time you take the feat, it applies to a new legacy
ability.
551
However, the wielder of the recipient magic item can
LESSER LEGACY [LEGACY] activate the transferred ability as the legacy item’s wielder,
You awaken more powerful abilities of a specific item of for as many uses as remain in the day.
legacy. The recipient wielder need not meet any prerequisites for
Prerequisites: Least Legacy, character level 11th, learn activating or using the donor legacy item.
and perform the associated lesser legacy ritual of the Special: You cannot transfer a legacy ability that does not
chosen item. have at least one daily use remaining.
Benefit: Choose one item of legacy (or candidate item, if You choose the ability when you use this feat.
founding a legacy). If you have the Lesser Legacy feat, you can use this ability
If you meet the other prerequisites for wielding that item, two times per day.
you can use any of the item’s lesser legacy abilities that are If you have the Greater Legacy feat, you can use this ability
available to a character of your level. three times per day.
Each time you do so, you must choose a different ability.
MASTER LEGACY [LEGACY]
You temporarily gain access to legacy abilities beyond your SIDEBAR FEATS
normal reach.
Prerequisites: Channel Legacy, Least Legacy, Use
Magic Device 4 ranks. EPIC LEGACY [EPIC, LEGACY]
Benefit: Once per day as a free action, you can treat your You unlock an epic ability of a specific item of legacy.
character level as if it were one higher for determining Prerequisites: Character level 21st, Least Legacy, Lesser
which legacy abilities you can use. Legacy, Greater Legacy, design (or learn) and perform the
You do not pay any new personal costs associated with the epic ritual associated with the chosen item.
increased level, but you cannot access any abilities for Benefit: Choose one legacy item.
which you have not met the prerequisites. You can make use of its epic legacy ability available to your
For example, a 10th-level character gains no benefit from character level.
this feat, since she has not yet gained the Lesser Legacy feat Special: You can gain this feat multiple times.
required to use legacy abilities of 11th level or higher. Each time you take the feat, you must perform the
This effect lasts for 1 hour or until you activate a legacy associated epic ritual.
ability with a daily use limit, whichever comes first. The ritual can be completed up to 30 days before or after
you choose the feat.
QUICKEN LEGACY [LEGACY] Unlike nonepic legacy feats, Epic Legacy is not granted as a
bonus feat on completion of an epic legacy ritual.
You can activate one of your item’s legacy abilities with a It must be selected like any other feat.
moment’s thought.
Prerequisites: Least Legacy, spell-like or command-
activated legacy ability. MONKEY GRIP []
Benefit: When you select this feat, choose one available You are able to use a larger weapon than other people your
spell-like legacy ability of a specific item, or one whose size.
effect is triggered by a command word. Prerequisite: Base attack bonus +1.
Three times per day, you can trigger that power as a swift Benefit: You can use melee weapons one size category
action, as the Quicken Spell feat (see the definition of swift larger than you are with a –2 penalty on the attack roll, but
actions in the sidebar below). the amount of effort it takes you to use the weapon does not
Special: You can gain Quicken Legacy multiple times. change.
Its effects do not stack. For instance, a Large longsword (a one-handed weapon for
Each time you take the feat, it applies to a new legacy a Large creature) is considered a two-handed weapon for a
ability. Medium creature that does not have this feat.
For a Medium creature that has this feat, it is still
TRANSFER LEGACY [LEGACY] considered a one-handed weapon.
You can wield a larger light weapon as a light weapon, or a
You can temporarily transfer one of your legacy item’s larger two-handed weapon in two hands.
abilities to another magic item. You cannot wield a larger weapon in your off hand, and you
Prerequisites: Least Legacy, legacy ability with a daily cannot use this feat with a double weapon.
use limit. Normal: You can use a melee weapon one size category
Benefit: Choose one of your item’s available legacy larger than you are with a –2 penalty on the attack roll, and
abilities with a daily use limit. the amount of effort it takes to use the weapon increases.
Once per day, you can transfer that ability from your legacy A larger light weapon is considered a one-handed weapon, a
item to another magic item. larger one-handed weapon is considered a two-handed
This transfer requires you to touch the legacy item to the weapon, and you cannot use a larger two-handed weapon at
recipient magic item (a standard action). all.
For the next 24 hours, you cannot activate the transferred
ability.
552
ZEN ARCHERY [GENERAL]
Your intuition guides your hand when you use a ranged
weapon.
Prerequisites: Wis 13, base attack bonus +1.
Benefit: You can use your Wisdom modifier instead of
your Dexterity modifier when making a ranged attack roll.
553