D20 - Storm Seeker - D&D3.5+3E - Feat Bible - 2008-03-23

Download as pdf or txt
Download as pdf or txt
You are on page 1of 554

FEAT BIBLE

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.

CONSECRATE SPELL-LIKE ABILITY


[GENERAL]
You can channel holy power into your spell-like abilities.
Prerequisites: Any good alignment.
Benefit: This feat adds the good descriptor to a spell-like
ability.
Furthermore, if the ability deals damage, half that damage
(rounded down) results from divine power and can’t be
reduced by resistance or immunity to energy-based attacks.
For example, if a consecrated lightning bolt from an avoral
deals 31 points of damage, 16 points of that is electricity
damage and the other 15 points is not.
Thus, a nongood creature immune to electricity still takes
15 points of damage if it fails its Reflex save.
Each of your spell-like abilities can be consecrated three
times per day, though this feat does not allow you to exceed EXALTED SMITE [EXALTED]
your normal usage limit for any ability. Your smite ability is empowered with holy energy.
Thus, if a tulani eladrin chooses to consecrate its chain Prerequisites: Smite evil class ability.
lightning ability, it can use a consecrated chain lightning up Benefit: When you use your smite evil ability, your
to three times that day. weapon is considered good-aligned for purposes of
Thereafter, it could use its chain lightning ability again bypassing damage reduction.
normally (since it can use chain lightning at will), or it could
consecrate another of its spell-like abilities, such as meteor
swarm.
4
EXALTED SPELL RESISTANCE GIFT OF FAITH [EXALTED]
[EXALTED] You have an unusual capacity to trust in divine providence
working all things for the good.
You are particularly resistant to evil spells. Prerequisites: Wis 13.
Prerequisites: Cha 15, spell resistance. Benefit: You gain a +2 bonus on saving throws to resist
Benefit: Against evil spells (spells with the evil any fear effect, despair effect (such as the crushing despair
designator) and spell-like abilities used by evil outsiders, spell), or similar mind-affecting condition, but not charms
your spell resistance increases by +4. or compulsions (such as the charm person and dominate
person spells).
EXALTED TURNING [EXALTED]
You turn undead with such power that affected undead GIFT OF GRACE [EXALTED]
take damage. You can improve the saving throws of your allies by sharing
Prerequisites: Ability to turn undead. some of your divine grace.
Benefit: Any undead creature that you turn takes 3d6 Prerequisites: Divine grace class ability.
points of damage in addition to the normal turning effect. Benefit: You can give up some of your saving throw
bonus granted by divine grace and share it with one or
EXALTED WILD SHAPE [EXALTED, more other characters.
You can sacrifice any amount of your own divine grace, up
WILD] to your full Charisma bonus.
You can use your wild shape ability to take the form of a You can divide that bonus among allies that you touch, to a
good-aligned magical beast. maximum of one ally per character level you possess.
Prerequisites: Wild shape class ability, wild shaping For example, if you are a 5th-level paladin with a +3
class level 8th. Charisma bonus, you can give three characters each a +1
bonus on their saving throws, one character a +3 bonus, two
Benefit: You can use your wild shape ability to turn
characters a +1 bonus (keeping a +1 bonus for yourself), or
yourself into a blink dog, giant eagle, giant owl, pegasus, or
any similar division of your +3 bonus.
unicorn.
This shared divine grace lasts for one day or until you
You can also turn into a celestial version of any animal you
revoke it (as a free action).
could normally transform into.
(At the DM’s discretion, other magical beast forms might
be available to you. HANDS OF A HEALER [EXALTED]
In general, only creatures of CR 3 or lower are possible).
You gain the extraordinary and supernatural abilities of the You can heal more damage than normal by laying on hands.
creature. Benefit: When determining how many hit points you
This ability counts as a use of your wild shape ability and can cure, treat your Charisma score as if it were 2 points
functions the same way. higher.
For example, a 7th-level paladin with a 16 Charisma could
cure up to 28 points of damage per day with this feat.
FAVORED OF THE COMPANIONS
[EXALTED] HOLY KI STRIKE [EXALTED]
You swear allegiance to Talisid or one of the Five Your unarmed attacks deal extra damage to evil creatures.
Companions, the paragons of the guardinals, and in Prerequisites: Cha 15, Improved Unarmed Strike, Ki
exchange gain power to act on their behalf. strike (holy), Sanctify Ki Strike.
Benefit: Once per day, while performing an act of good, Benefit: Your unarmed strike deals 2d6 points of extra
you may call upon your guardinal patron to gain a +1 luck holy damage to evil creatures.
bonus on any one roll or check. In addition, it is considered holy, which means that it can
Special: Once you take this feat, you may not take it bypass the damage reduction of some evil outsiders.
again, nor can you take either the Servant of the Heavens This does not stack with the extra damage from the Sanctify
feat or the Knight of Stars feat. Ki Strike feat.
Your allegiance is only yours to give once.
HOLY RADIANCE [EXALTED]
FIST OF THE HEAVENS [EXALTED] You can increase the intensity of the light surrounding you
Your stunning attack is empowered by celestial might. to damage undead creatures.
Prerequisites: Wis 15, Sanctify Ki Strike, Stunning Fist. Prerequisites: Cha 15, Nimbus of Light.
Benefit: The saving throw DC of your Stunning Fist Benefit: At will, as a free action, you can empower the
increases by 2 when you use it against an evil creature. radiance surrounding you into a blazing glow that sheds
If the stunning attack succeeds, the creature is staggered bright light in a 10-foot radius (and shadowy illumination
for 1 round following the round it is stunned. out to 20 feet).
Special: A fighter may select Fist of the Heavens as one of Undead within 10 feet of you take 1d4 points of damage per
his fighter bonus feats. round they remain within your halo.
5
The nimbus may take the form of a cloud surrounding your
HOLY SUBDUAL [EXALTED] entire body, or it may appear as beams of light around your
You can turn bonus damage into nonlethal damage. head.
Prerequisites: Subduing Strike. Benefit: Good creatures automatically recognize the
Benefit: When you use your weapon to deal nonlethal radiance surrounding you as a sign of your purity and
damage, you can also transform bonus damage from a holy devotion to the powers of good.
weapon, your smite evil class ability, or your smite granted You gain a +2 circumstance bonus on all Diplomacy and
power into nonlethal damage. Sense Motive checks made when interacting with good
Special: A fighter may select Holy Subdual as one of his creatures.
fighter bonus feats. Your radiance sheds light as a common lamp: bright light to
a radius of 5 feet and shadowy illumination to 10 feet.
You can extinguish this radiance at will and reactivate it
INTUITIVE ATTACK [EXALTED] again as a free action.
You fight by faith more than brute strength.
Prerequisites: Base attack bonus +1.
Benefit: With a simple weapon of your size or a natural
NONLETHAL SUBSTITUTION
weapon, you may use your Wisdom modifier instead of [METAMAGIC]
your Strength modifier on attack rolls.
You can modify a spell that uses energy to deal damage to
Special: A fighter may select Intuitive Attack as one of his
deal nonlethal damage instead.
fighter bonus feats.
Prerequisites: Any other metamagic feat, Knowledge
(arcana) 5 ranks.
KNIGHT OF STARS [EXALTED] Benefit: Choose one type of energy: acid, cold, electricity,
You swear allegiance to the Court of Stars, the paragons of fire, or sonic.
the eladrin, and in exchange gain power to act on their You can modify a spell with the chosen designator to deal
nonlethal damage instead of energy damage.
behalf.
The altered spell works normally in all respects except the
Benefit: Once per day, while performing an act of good,
type of damage dealt.
you may call upon your eladrin patron to gain a +1 luck
For example, a nonlethal fireball spell works in the usual
bonus on any one roll or check.
way except it deals nonlethal damage instead of fire
Special: Once you take this feat, you may not take it damage.
again, nor can you take either the Servant of the Heavens A nonlethal spell uses a spell slot of the spell’s normal level,
feat or the Favored of the Companions feat. modified by any other metamagic feats.
Your allegiance is only yours to give once.

NEMESIS [EXALTED] NYMPH’S KISS [EXALTED]


By maintaining an intimate relationship with a good-
You are the holy bane of creatures of a particular type. aligned fey (such as a nymph or dryad), you gain some of
Prerequisites: Favored enemy class ability. the characteristics of fey.
Benefit: Choose one of your favored enemies. Benefit: Fey creatures regard you as though you were fey.
You can sense the presence of creatures of this type within You gain a +2 circumstance bonus on all Charisma-related
60 feet, as well as pinpoint their exact location (distance checks, and a +1 bonus on all saving throws against spells
and direction) relative to you. and spell-like abilities.
Normal barriers and obstructions do not block this Starting with the level when you take this feat, you gain 1
supernatural ability, allowing you to sense the presence and extra skill point per level.
location of creatures behind doors or walls, for example.
This feat does not allow you to see an invisible or hidden
creature (although you can still discern its location). PURIFY SPELL [METAMAGIC]
In addition to sensing the presence of your favored enemy,
You can charge your damaging spells with celestial energy
you deal +1d6 points of damage on weapon attack rolls
that leaves good creatures unharmed.
made against evil representatives of the favored enemy
Prerequisites: Any good alignment.
creature type.
Special: You can choose this feat multiple times. Benefit: A spell you modify with this feat gains the good
descriptor.
Its effects do not stack.
Furthermore, if the spell deals damage, neutral creatures
Each time you select this feat, it applies to a different
favored enemy. take half damage, or one-quarter with a successful saving
throw (if allowed), while good creatures take no damage at
all.
NIMBUS OF LIGHT [EXALTED] Evil outsiders affected by the spell take extra damage: The
spell’s damage is increased by one die type (each 1d6
You are cloaked in a radiant light that marks you as a becomes 1d8, each 1d8 becomes 2d6, and so on, using the
servant of the purest ideals. same progression as weapons increasing in size).
All who look upon you know without a doubt that you are a For example, a purified lightning bolt cast by a 7th-level
champion of good and are favored by the powers of the wizard deals 7d6 points of electricity damage to evil
Upper Planes.
6
creatures, half damage to neutral creatures, and no damage A monk’s unarmed strike is considered a melee weapon for
at all to good creatures caught in its path. purposes of this feat.
Evil outsiders (except ones immune to electricity) take 7d8
points of damage.
A purified spell uses up a spell slot one level higher than RANGED SMITE EVIL [EXALTED]
the spell’s actual level. Your smite ability can be channeled through your ranged
weapon.
Prerequisites: Smite evil class ability.
PURIFY SPELL-LIKE ABILITY Benefit: Your smite evil ability can be channeled through
[GENERAL] a missile that you fire.
This counts as one use of your smite evil ability.
You can charge your damaging spell-like abilities with
celestial energy that leaves good creatures unharmed.
Prerequisites: Any good alignment. RESOUNDING BLOW [GENERAL]
Benefit: This feat adds the good descriptor to a spell-like Your mightiest attacks cause your foes to tremble before
ability. you.
Furthermore, if the ability deals damage, neutral creatures Prerequisites: Str 13, Power Attack, Intimidate 7 ranks.
take half damage, or one-quarter with a successful saving
Benefit: Whenever you deal a critical hit using a melee
throw (if allowed), while good creatures take no damage at
weapon with which you are proficient, your opponent must
all.
succeed on a Will save (DC 10 + 1/2 your character level +
Evil outsiders affected by the ability take extra damage: The
your Cha modifier) or cower for 1 round.
ability’s damage is increased by one die type (each 1d6
A monk’s unarmed strike is considered a melee weapon for
becomes 1d8, each 1d8 becomes 2d6, and so on, using the
purposes of this feat.
same progression as weapons increasing in size).
For example purified lightning bolt cast by an avoral deals Special: A fighter may select Resounding Blow as one of
8d6 points of electricity damage to evil creatures, half her fighter bonus feats.
damage to neutral creatures, and no damage at all to good
creatures caught in its path. RIGHTEOUS WRATH [EXALTED]
Evil outsiders (except ones immune to electricity) take 8d8
points of damage. Your rage is empowered with divine fury.
Each of your spell-like abilities can be purified three times Prerequisites: Rage class ability.
per day, though this feat does not allow you to exceed your Benefit: When you first deal damage with a melee attack
normal usage limit for any ability. against an evil foe during your rage, that creature must
Thus, if a tulani eladrin chooses to purify its chain lightning make a successful Will saving throw (DC 10 + 1/2 your
ability, it can use a purified chain lightning up to three times raging class level + your Cha modifier) or be shaken.
that day. If you fail to affect a creature the first time you hit it, you
Thereafter, it could use its chain lightning ability again cannot affect it in that encounter.
normally (since it can use chain lightning at will), or it could The shaken effect remains until you withdraw or are killed
purify another of its spell-like abilities, such as meteor or incapacitated.
swarm. While raging, you maintain clarity of mind unusual among
barbarians.
You are perfectly able to deal nonlethal damage, stop your
PURIFY SPELL TRIGGER [EXALTED] attacks to show mercy, and distinguish friend from foe
You can channel holy power through a spell trigger item, even in the heat of your rage.
such as a wand or staff.
Prerequisites: Craft Wand or Craft Staff, ability to turn SACRED STRIKE [EXALTED]
undead.
Benefit: When you use a spell trigger item, such as a Your sneak attack is enhanced by your unshakable faith in a
wand or staff, you can use one of your turning attempts for good-aligned deity.
the day to trigger the item. Prerequisites: Sneak attack class ability.
You still expend a charge from the wand or staff. Benefit: When you use your sneak attack ability against
The spell cast by the item is modified as though it had the an evil creature, roll d8s for your sneak attack dice (instead
Purify Spell feat applied to it. of d6s) and your sneak attack damage is considered good-
aligned for purposes of overcoming damage reduction.

QUELL THE PROFANE [EXALTED]


SACRED VOW [EXALTED]
Your mightiest attacks weaken evil foes.
Prerequisites: Str 13, Power Attack, Resounding Blow, You have willingly given yourself to the service of a good
base attack bonus +8. deity or cause, denying yourself an ordinary life to better
Benefit: Whenever you deal a critical hit to an evil serve your highest ideals.
creature using a melee weapon with which you are Benefit: You gain a +2 perfection bonus on Diplomacy
proficient, your opponent must succeed on a Fortitude save checks.
(DC 10 + 1/2 your character level + your Cha modifier) or Special: This feat serves as the prerequisite for several
take 1d4+1 points of temporary Strength damage. other feats, including the Vow of Abstinence, Vow of
7
Chastity, Vow of Nonviolence, Vow of Obedience, Vow of Benefit: Once per day, while performing an act of good,
Peace, Vow of Poverty, and Vow of Purity. you may call upon your archon patron to gain a +1 luck
bonus on any one roll or check.
Special: Once you take this feat, you may not take it
SANCTIFY KI STRIKE [EXALTED] again, nor can you take either the Knight of Stars feat or the
Sacred power suffuses your unarmed strikes. Favored of the Companions feat.
Prerequisites: Improved Unarmed Strike, Ki strike Your allegiance is only yours to give once.
(lawful), Cha 15.
Benefit: Your unarmed strikes deal 1 extra point of
damage to evil creatures, or 1d4 points to evil outsiders and SPELL FOCUS (GOOD) [GENERAL]
evil undead. Your spells with the good descriptor are more potent than
In addition, they are considered good-aligned for purposes normal due to your relationship with the powers of good.
of overcoming damage reduction. Prerequisites: Any good alignment.
Benefit: Add +2 to the Difficulty Class for all saving
throws against your spells with the good descriptor.
SANCTIFY MARTIAL STRIKE Special: The +2 increase also applies to the Difficulty
[EXALTED] Class for a possessing fiend to Hide from your good spells
such as detect evil or magic circle against evil (as detailed in the
Sacred power suffuses your attacks with a certain kind of Book of Vile Darkness).
weapon.
Prerequisites: Cha 15, Weapon Focus with the specified
weapon. STIGMATA [EXALTED]
Benefit: Whenever you wield a specific kind of weapon, You bear the marks of wounds on your body, as sort of a
it deals 1 extra point of damage to evil creatures, or 1d4 living martyrdom.
points to evil outsiders and evil undead. Prerequisite: Nimbus of Light.
In addition, that weapon is considered good-aligned for Benefit: You can heal the wounds and ailments of others
purposes of overcoming damage reduction. using your own life energy.
Special: You can take this feat more than once, selecting a When you activate this ability, as a free action, you
different weapon each time. immediately take at least 2 points of temporary
Constitution damage.
SANCTIFY NATURAL ATTACK You can take as many points of Constitution damage as you
wish, as long as you remain alive and conscious.
[EXALTED] Once you have activated your stigmata, you can touch your
You can focus holy power into your natural attacks. allies to heal them of 1 point of damage per level they
Prerequisites: One or more natural weapon attacks, possess for every 2 points of Constitution damage you take.
base attack bonus +5. In addition, any character you touch who is suffering from
Benefit: Each time you deal damage with a natural attack, a disease can immediately make a new saving throw against
you deal 1 extra point of damage to evil creatures, or 1d4 that disease with a sacred bonus equal to the number of
points to evil outsiders and evil undead. points of Constitution damage you took.
In addition, your natural attacks are considered good- If the character succeeds on that saving throw, she is freed
aligned for purposes of overcoming damage reduction. from the disease.
You can use this touch on one ally per point of Constitution
damage you take.
SANCTIFY WEAPON [EXALTED] As with delivering a touch spell, you can touch up to six
allies as a full-round action.
You can focus holy power into your weapon.
A single person can only benefit once from each activation
Prerequisites: Able to cast align weapon.
of your stigmata, but each activation lasts for 1 hour.
Benefit: When you cast align weapon, the affected weapon For example, if you sacrifice 4 points of Constitution, you
also becomes sanctified. can grant four allies a number of hit points of healing equal
A sanctified weapon deals 1 extra point of holy damage to to twice their level.
evil creatures or 1d4 points of damage to evil outsiders and Each ally who was suffering from a disease would make a
evil undead. new saving throw with a +4 sacred bonus.
In addition, creatures with the corrupted template If only two of your allies were wounded at the time you
(described in the Book of Vile Darkness) cannot recover hit activated the stigmata, you could “save” the other two uses
point damage dealt by a sanctified weapon by means of for up to 1 hour, in case other characters become wounded
normal healing, including fast healing. within that time.
Even if the characters you originally healed were injured
SERVANT OF THE HEAVENS again, however, they could not benefit from the same
activation of your stigmata.
[EXALTED] When you use this ability, the wounds on your body bleed
You swear allegiance to one of the Tome Archons who rule in proportion to the Constitution damage you take.
the Seven Heavens, and in exchange gain power to act on
their behalf.
8
The bleeding persists for 1 hour, and the Constitution Special: To fulfill your vow, you must abstain from any
damage cannot be restored by any means until the bleeding sexual contact with any other creature.
has stopped. If you intentionally break your vow, you immediately and
Once the bleeding has stopped, you can freely activate the irrevocably lose the benefit of this feat.
stigmata again, whether or not you have recovered your lost You may not take another feat to replace it.
Constitution, as long as you have enough Constitution left If you break your vow as a result of magical compulsion,
to use the ability and survive. you lose the benefit of this feat until you perform a suitable
penance and receive an atonement spell.
SUBDUING STRIKE [GENERAL]
You are adept at striking to deal nonlethal damage even VOW OF NONVIOLENCE [EXALTED]
with normal weapons. You have taken a sacred vow to avoid violence against
Benefit: You can use any melee weapon to deal nonlethal humanoids.
damage with no penalty on your attack roll. Prerequisites: Sacred Vow.
If you are a rogue, you can deal nonlethal damage with your Benefit: The saving throw DC for spells you cast or other
sneak attack even if you are using a normal melee weapon. special abilities you use against humanoid or monstrous
This feat does not allow you to deal nonlethal damage with humanoid targets is increased by +4 if the spell does not
ranged weapons. deal damage (including ability damage but not nonlethal
Normal: If you use a melee weapon designed to deal damage), bestow negative levels, or cause death.
lethal damage to deal nonlethal damage instead, you take a Spells affected by this feat include most Abjuration,
–4 penalty on your attack roll. Enchantment, and Illusion spells (though not phantasmal
Rogues normally can only use saps or unarmed strikes to killer, for example), those few Divination spells that have
deal nonlethal damage with their sneak attacks. targets and require saving throws (including detect thoughts
Special: A fighter may select Subduing Strike as one of and discern lies), and even Necromancy spells such as waves
his fighter bonus feats. of fatigue and ray of exhaustion.
It does not affect most Evocation, Conjuration, and
Transmutation spells.
TOUCH OF GOLDEN ICE [EXALTED] The bonus granted by this feat does not stack with the
Your touch is poisonous to evil creatures. bonus granted by the Spell Focus feat.
Prerequisites: Con 13. It affects only saving throw DCs, not caster level checks or
Benefit: Any evil creature you touch with your bare hand, other elements of a spell.
fist, or natural weapon is ravaged by golden ice (see Ravages The benefit of this feat extends to special abilities other
and Afflictions in Chapter 3: Exalted Equipment for than spells that allow a saving throw, but only if the ability
effects). does not deal damage and is not dependent on dealing
damage.
For example, a character with the Stunning Fist feat can
VOW OF ABSTINENCE [EXALTED] increase the saving throw DC to avoid being stunned by +4
You have taken a sacred vow to abstain from alcoholic if she deals nonlethal damage, rather than regular damage,
beverages, drugs, stimulants such as caffeine, and with her stunning attack.
intoxication. A couatl’s venom would not become more virulent because
Prerequisites: Sacred Vow. of this feat, however, because it deals ability damage and
Benefit: You gain a +4 perfection bonus on Fortitude requires the couatl to deal hit point damage in order to
saving throws against poisons and drugs (as long as you are deliver it.
subjected to a drug unwillingly). Special: To fulfill your vow, you must not cause harm or
Special: To fulfill your vow, you must not consume suffering to humanoid or monstrous humanoid foes.
intoxicating, stimulating, depressant, or hallucinogenic You may not deal real damage or ability damage to such
substances, including alcohol, caffeine, and other drugs. foes through spells or weapons, though you may deal
If you intentionally break your vow, you immediately and nonlethal damage.
irrevocably lose the benefit of this feat. You may not target them with death effects, disintegrate,
You may not take another feat to replace it. pain effects, or other spells that have the immediate
If you break your vow as a result of magical compulsion, or potential to cause death, suffering, or great harm.
otherwise unintentionally (a drug slipped into your drink, Your purity is so great that any ally of yours who slays a
for example), you lose the benefit of this feat until you helpless or defenseless foe within 120 feet of you feels great
perform a suitable penance and receive an atonement spell. remorse.
Your ally takes a –1 morale penalty on his attack rolls for 1
hour per your character level.
VOW OF CHASTITY [EXALTED] For each helpless foe slain, the attack penalty increases by
You have taken a sacred vow to refrain from marriage and 1, to a maximum equal to your character level.
sexual intercourse. The duration of the increased penalty starts from the latest
Prerequisites: Sacred Vow. slaying.
Benefit: You gain a +4 perfection bonus on Will saving You may ask your allies to give you an oath that a helpless
throws against charm and phantasm spells and effects. foe will not be slain.
If the oath is sworn, an ally who later breaks the oath takes
the penalty for doing so as if you were present. 9
If you leave a helpless foe to be killed by your allies, you (DC 10 + one-half your character level + your Con modifier)
have broken your vow. or shatter against your skin, leaving you unharmed.
You may ask a defeated creature to give you an oath of Finally, you gain a +4 exalted bonus on all Diplomacy
surrender or noninterference in exchange for its life. checks.
If the creature breaks this oath to you, you can allow your Special: To fulfill your vow, you must not cause harm to
allies to deal with the creature as they see fit without any living creature (constructs and undead are not included
breaking their oaths or your vow of nonviolence. in this prohibition).
If you intentionally break your vow, you immediately and You may not deal real damage or ability damage to such
irrevocably lose the benefit of this feat. creatures through spells or weapons, though you may deal
You may not take another feat to replace it. nonlethal damage.
If you break your vow as a result of magical compulsion, You may not target them with death effects, disintegrate, or
you lose the benefit of this feat until you perform a suitable other spells that have the immediate potential to cause
penance and receive an atonement spell. death or great harm.
You also may not use nondamaging spells to incapacitate or
weaken living foes so that your allies can kill them—if you
VOW OF OBEDIENCE [EXALTED] incapacitate a foe, you must take him prisoner.
You have taken a sacred vow to live according to the If you intentionally break your vow, you immediately and
dictates of another, generally your superior in a religious irrevocably lose the benefit of this feat.
order or similar organization. You may not take another feat to replace it.
Prerequisites: Sacred Vow. If you break your vow as a result of magical compulsion or
Benefit: You gain a +4 perfection bonus on Will saving otherwise unwittingly, you lose the benefit of this feat until
throws against compulsion spells and effects. you perform a suitable penance and receive an atonement
Special: To fulfill your vow, you must unquestioningly spell.
obey your superior and live according to the rules of your (Characters who have taken a Vow of Peace are known to
organization. drink water through a strainer in order to avoid
If you intentionally break your vow, you immediately and accidentally swallowing, and thereby causing harm to, a
irrevocably lose the benefit of this feat. small insect).
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 VOW OF POVERTY [EXALTED]
penance and receive an atonement spell. You have taken a sacred vow to forswear material
possessions.
Prerequisites: Sacred Vow.
VOW OF PEACE [EXALTED] Benefit: You gain bonuses to your Armor Class, ability
You have taken a sacred vow to abstain from harming any scores, and saving throws, as well as bonus exalted feats, all
living creature. depending on your character level.
Prerequisites: Sacred Vow, Vow of Nonviolence. See Voluntary Poverty in Chapter 2 for details.
Benefit: This sacred vow grants significant supernatural Special: To fulfill your vow, you must not own or use any
benefits, but its cost is high. material possessions, with the following exceptions: You
First, you are constantly surrounded by a calming aura to a may carry and use ordinary (neither magic nor masterwork)
radius of 20 feet. simple weapons, usually just a quarterstaff that serves as a
Creatures within the aura must make a successful Will save walking stick.
(DC 10 + one-half your character level + your Cha modifier) You may wear simple clothes (usually just a homespun
or be affected as by the calm emotions spell. robe, possibly also including a hat and sandals) with no
Creatures who leave the aura and reenter it receive new magical properties.
saving throws. You may carry enough food to sustain you for one day in a
A creature that makes a successful saving throw and simple (nonmagic) sack or bag.
remains in the aura is unaffected until it leaves the aura and You may carry and use a spell component pouch.
reenters. You may not use any magic item of any sort, though you
The aura is a mind-affecting, supernatural compulsion. can benefit from magic items used on your behalf—you
Second, you gain a +2 natural armor bonus to your AC, a +2 can drink a potion of cure serious wounds a friend gives you,
deflection bonus to your AC, and a +2 exalted bonus to your receive a spell cast from a wand, scroll, or staff, or ride on
AC. your companion’s ebony fly.
This exalted bonus does not apply to touch attacks and does You may not, however, “borrow” a cloak of resistance or any
not hinder incorporeal touch attacks. other magic item from a companion for even a single
Brilliant energy weapons, however, do not ignore it. round, nor may you yourself cast a spell from a scroll, wand,
It does not stack with an armor bonus. or staff.
If you also have the Vow of Poverty feat, the natural armor, If you break your vow, you immediately and irrevocably
deflection, and exalted Armor Class bonuses granted by lose the benefit of this feat.
that feat all increase by +2. You may not take another feat to replace it.
If a creature strikes you with a manufactured weapon, the
weapon must immediately make a successful Fortitude save

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.

WORDS OF CREATION [EXALTED]


You have learned a few of the words that were spoken to
create the world.
Prerequisites: Int 15, Cha 15, base Will save bonus +5.
Benefit: You can use the Words of Creation to enhance
bardic music, to help cast good spells and create good magic
items, and to enhance the process of creation (see Words of
Creation in Chapter 2).
Normal: A nonevil creature that tries to utter the Words
of Creation without learning them properly is affected as
by a feeblemind spell, while an evil character is struck dead.
Fortunately, it is impossible to make someone speak the
Words of Creation against his will, because their
pronunciation is so exacting.

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.

VILE NATURAL ATTACK [VILE]


The character can focus evil power into his natural attacks.
Prerequisite: Natural attack that deals at least 1d8 points
of damage, base attack bonus +5.
Benefit: Each time the character deals damage with his
natural attack, he deals 1 additional point of vile damage.

VIOLATE SPELL [METAMAGIC]


The character can transform one of his spells into an evil
spell, and the wounds the spell inflicts are tainted with the
foulest evil.
Prerequisite: Any evil alignment.
Benefit: This feat adds the evil descriptor to a spell.
Furthermore, if the spell deals damage, half of the damage
dealt is vile damage.
For example, a violated lightning bolt cast by an 8th-level
wizard deals 8d6 points of damage: 4d6 points of electricity
damage and 4d6 points of vile electricity damage (but
creatures immune to electricity take no damage).
A violated spell uses up a spell slot one level higher than
the spell’s actual level.
Special: A character may take this feat multiple times,
choosing a different spell each time.

VIOLATE SPELL-LIKE ABILITY


[GENERAL]
The creature’s spell-like abilities are particularly tainted
with evil.
Benefit: This feat adds the evil descriptor to a spell-like
ability.
Furthermore, if the spell-like ability deals damage, half of
that damage (rounded down) is vile damage.
For example, if a violated lightning bolt from a cornugon
deals a total of 35 points of damage, half of that amount (18
points) is electricity damage and the other half (17 points)
is vile damage.
Creatures immune to electricity take no damage from a
violated lightning bolt.
Each of a creature’s spell-like abilities can be violated twice
per day, though the feat does not allow the creature to
exceed its normal usage limit for any ability.
Thus, if a cornugon chooses to violate its lightning bolt
ability, it can use a violated lightning bolt up to two times
that day.
Thereafter, it could use its lightning bolt ability again
normally once (since it can use lightning bolt three times per
day), or it could violate another of its spell-like abilities,
such as fireball.
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 two additional times per day.

WILLING DEFORMITY [VILE]


Through scarification, self-mutilation, and supplication to
dark powers, the character intentionally mars her own
body. 15
However, your sneak attacks deal more damage than
normal.
CHAMPIONS OF Prerequisites: Sneak attack class feature, cannot be
immune to fear.
Benefit: You take a –2 penalty on saving throws against
RUIN (3.5) fear effects.
However, when making a sneak attack, you deal an extra 1
point of damage per character level.

MAIN SECTION FEATS DIRE FLAIL SMASH []


You have mastered the style of fighting with the dire flail
BLOODSOAKED INTIMIDATE [] and have learned to deal thunderous blows with the
Your bloody and vicious approach to combat makes you a weapon.
fearsome foe. Prerequisites: Str 13, Improved Sunder, Power Attack,
Prerequisites: Snatch Trophy. Weapon Focus (dire flail).
Benefit: When you collect a trophy using the Snatch Benefit: If you hit the same creature with both ends of
Trophy feat, you can make an Intimidate check as a swift your dire flail in the same round, it must make a Fortitude
action against an adjacent opponent who witnesses your saving throw (DC 10 + 1/2 your character level + your Str
savage act (see the Swift and Immediate Actions sidebar for modifier) or be dazed by the pain for 1 round.
more information). Special: A fighter can select this feat as one of his fighter
Normal: Making an Intimidate check in combat is a bonus feats.
standard action.
DIRTY RAT []
CHAKRAM RICOCHET [] You are quite adept at slipping under a foe’s guard while
You can hurl a chakram so that it strikes two enemies he’s distracted.
instead of one. Prerequisites: Tumble 4 ranks.
Prerequisites: Dex 13, base attack bonus +1, proficient Benefit: You gain an additional +1 bonus on attack rolls
with chakram. when flanking an opponent.
Benefit: If you hit a creature with a thrown chakram, you
can cause it to ricochet and strike a secondary target in an DOOMSPEAK [BARDIC]
adjacent square (within 5 feet of the primary target).
You immediately make an attack roll against the secondary You can demoralize an enemy with horrible
target, at a –2 penalty. condemnations and grim portents of impending doom.
If the attack hits, you deal damage normally. Prerequisites: Bardic music class feature, Intimidate 8
Special: A rogue with Chakram Ricochet can deal sneak ranks, Perform 8 ranks.
attack damage to both targets if they are within 30 feet and Benefit: You can spend one of your bardic music uses to
denied their Dexterity bonus to AC. utter a string of crass and appalling epithets and curses at
one enemy within 120 feet.
The intended target must be able to hear and comprehend
CORRUPT SPELL [METAMAGIC] your damning remarks.
You can transform one of your spells into a thing of evil due A target that fails a Will save (DC 10 + your character level +
to a deal you make with an evil power. your Cha modifier) is cursed with a –10 penalty on attack
Prerequisites: Any evil alignment. rolls, saves, ability checks, and skill checks for 1 round.
Benefit: This feat adds the evil descriptor to one This is a supernatural, necromantic effect.
damaging spell you can cast.
You must choose the spell at the time you select the feat. ENTANGLING SPELL [METAMAGIC]
If the spell deals damage, half of the damage is unholy
damage. Your spell releases residual eldritch power that entangles
For example, a corrupted fireball cast by a 6th-level wizard your enemies.
deals 6d6 points of damage: 3d6 points of fire damage and Benefit: The feat can be applied to any instantaneous
3d6 points of unholy damage. spell that deals acid, cold, electricity, fire, or sonic damage,
Thus, creatures immune to fire still potentially take 3d6 such as fireball or lightning bolt.
points of damage. After the spell is cast, lingering tendrils of raw energy
Special: A character can take this feat multiple times, persist; creatures damaged by the spell are entangled for 1
choosing a different spell each time. round.
This feat originally appeared in Book of Vile Darkness and has The spell is considered to be in effect during this time and
been revised for D&D v.3.5. can be dispelled normally.
An entangling spell uses up a spell slot two levels higher
than the spell’s actual level.
CRAVEN []
16 Like most sly rogues, you are a dangerous coward.
FERAL ANIMAL COMPANION [] MALIGN SPELL FOCUS []
You can enslave a feral animal and adopt it as your animal Your evil spells are more potent than normal due to a deal
companion. forged with an evil power.
Prerequisites: Animal companion class feature, evil Prerequisites: Any evil alignment.
alignment. Benefit: Add +1 to the DC for all saving throws against
Benefit: Instead of calling a normal animal companion, any of your spells that have the evil descriptor.
you can call a feral animal companion that foams at the Special: This feat originally appeared in Book of Vile
mouth. Darkness and has been revised for D&D v.3.5.
Any creature harmed by the animal’s bite attack must
succeed on a DC 15 Fortitude save or contract red ache (see
Dungeon Master’s Guide page 292). MORTIFYING ATTACK []
The disease has no harmful effect on the feral animal. Those who witness your brutal death attack are unnerved
In addition, your feral animal companion gains a +2 bonus and jarred by the experience.
to Strength and Constitution. Prerequisites: Death attack class feature.
Attempts by others to influence your feral animal Benefit: All creatures within 30 feet that witness you
companion with Handle Animal checks take a –10 penalty. make a successful death attack must succeed on a Will save
Special: This feat does not transform a normal animal (DC equal to death attack damage dealt) or be shaken for
companion into a feral animal companion. 2d4 rounds.
Any creature you consider your ally is unaffected.
In addition, creatures that fail the save are so horrified by
FLAY FOE [] the attack that they lose their Dexterity bonus to Armor
You are skilled at flaying the flesh from your enemy’s Class for 1 round.
bones. The target of the death attack must also make the saving
Prerequisites: Str 15, base attack bonus +6, proficient throw if it survives.
with slashing melee weapon. This extraordinary ability is a fear effect.
Benefit: If you hit the same enemy more than once in a
single round with a slashing melee weapon, you deal an
extra point of damage with each hit after the first. MUTILATOR []
Special: A fighter can select this feat as one of his fighter After striking down your enemy in battle, you can skillfully
bonus feats. mutilate the corpse to prevent others from raising it from
the dead.
Prerequisites: Base attack bonus +4, any evil alignment.
IMPROVED FIENDISH SERVANT [] Benefit: After delivering the killing blow to a creature
You gain the service of a powerful fiendish animal servitor. (that is, reducing it to –10 hit points) with a melee weapon,
Prerequisites: Fiendish servant class feature. you can decapitate or otherwise hack apart the corpse as a
Benefit: Add the following creatures to your list of free action.
eligible fiendish servants: ape, black bear, boar, crocodile, Doing so does not provoke attacks of opportunity and
dire badger, dire bat, dire weasel, heavy warhorse, leopard, ensures that the creature cannot be revived using a raise
monitor lizard, constrictor snake, Large viper snake, dead spell.
wolverine. You can mutilate only one enemy per round in this fashion.
In addition, any fiendish servant you call has the fiendish
creature template (Monster Manual page 107).
The fiendish servant otherwise conforms to the rules in the NATURAL BULLY []
Dungeon Master’s Guide (page 183). You easily terrify weaker adversaries.
Prerequisites: Intimidate 6 ranks.
Benefit: All enemies within 30 feet of you that have one-
LINGERING SPELL [METAMAGIC] half your Hit Dice or less are bullied; they take a –2 morale
Residual eldritch energy from your spell continues to harm penalty on attack rolls made against you.
your enemies after the spell’s main effect has expired. A bullied enemy that succeeds in hitting and damaging you
Benefit: The feat can be applied to any one instantaneous is no longer subject to the penalty and cannot be bullied by
spell that deals acid, cold, electricity, fire, or sonic damage, you for 24 hours.
such as fireball or lightning bolt. Creatures immune to fear effects cannot be bullied and do
After the spell is cast, lingering tendrils of energy persist, not take the penalty on attacks rolls to hit you.
dealing 1d6 points of damage of the appropriate energy
type at the beginning of your next turn to all creatures
initially damaged by the spell. POISON IMMUNITY []
The spell is considered to be in effect during this time and After prolonged exposure to a poison or toxin, you have
can be dispelled normally. rendered yourself immune to it.
A lingering spell uses up a spell slot one level higher than Benefit: You are immune to one specific poison (chosen
the spell’s actual level. by you), whether available as a blade poison, the venom of a
specific creature, or one other toxin.
17
You also gain a +1 circumstance bonus on saving throws Prerequisites: Krinth, base attack bonus +1.
against other poisons. Benefit: When making an attack with a melee weapon in
Special: A character can take this feat multiple times, an area of shadowy illumination (see Player’s Handbook page
choosing a different poison each time. 164), you gain a +1 circumstance bonus on the attack roll
The +1 bonus against other poisons does not stack with and deal an extra 1d6 points of damage.
itself. Special: A krinth fighter can select this feat as one of his
fighter bonus feats.
PROFANE OUTBURST [DIVINE]
With a horrendous release of divine energy, you steel your SKEWER FOE []
undead allies and minions against harm. A ruthless combatant, you like to impale enemies on spears
Prerequisites: Ability to rebuke undead, evil alignment. and similar piercing weapons.
Benefit: As a standard action, you can spend one of your Prerequisites: Str 15, base attack bonus +6, proficient
rebuke attempts to bathe all undead creatures within 60 with piercing melee weapon.
feet in divine energy, granting them a +1 profane bonus to Benefit: If you hit the same enemy more than once in a
Armor Class for 1 minute. single round with a piercing melee weapon, you deal an
extra 1d6 points of piercing damage with each hit after the
first.
PULVERIZE FOE [] Special: A fighter can select this feat as one of his fighter
You enjoy smashing your opponents into submission. bonus feats.
Prerequisites: Str 15, base attack bonus +6, proficient
with bludgeoning melee weapon.
Benefit: If you hit the same enemy more than once in a SNATCH TROPHY []
single round with a bludgeoning melee weapon, you deal You can quickly and skillfully collect a trophy of your
an extra 1d6 points of bludgeoning damage with each hit victory over a fallen foe.
after the first. Benefit: After dealing a creature enough damage to drop
Special: A fighter can select this feat as one of his fighter it to negative hit points, you can slice or pry off a trophy as a
bonus feats. free action.
You must be adjacent to the dead or dying creature.
The trophy could be a small body part such as a finger or
REAPING SPELL [METAMAGIC] ear.
The dark energy of your spell devours the soul of any Carving a trophy in this manner requires a light slashing or
creature killed by it. piercing weapon and deals 1d6 points of damage to the
Prerequisites: Any evil alignment. target creature.
Benefit: A raise dead, reincarnate, or resurrection spell (A creature with regeneration can regrow the severed body
cannot return to life a creature killed by a reaping spell, and part).
a true resurrection spell has only a 50% chance of succeeding. Alternatively, you can take a small item worn or carried by
A reaping spell that fails to kill the target has no additional your fallen foe, such as a piece of jewelry, pouch, potion,
effect. light weapon, or helmet, in which case the victim takes no
A reaping spell uses up a spell slot three levels higher than damage.
the spell’s actual level. The snatched item can weigh no more than 2 pounds.
You must have a free hand to collect the trophy.
SHADOWFORM FAMILIAR []
You can summon a familiar from the Plane of Shadow.
TOUCH OF BENEVOLENCE []
Prerequisites: Krinth, summon familiar class feature. Despite your evil alignment, you are prone to moments of
Benefit: Your summoned familiar looks like a dark, benevolence and mercy.
shadowy version of a normal familiar. Prerequisites: Any evil alignment.
It is insubstantial and gains the incorporeal subtype (see Benefit: Although you are evil and spells such as detect evil
Monster Manual page 310). reveal your true alignment, you have a 50% chance of
A shadowform familiar is more closely bound to you than a ignoring any effect that specifically targets or damages evil
normal familiar, and the maximum distance from you the creatures.
shadowform familiar can travel is 30 feet per caster level. Special: To keep this feat, a character must demonstrate
If you are separated from your shadowform familiar by a periodic acts of kindness and mercy.
distance greater than this, the shadowform familiar A DM can revoke this feat if the character fails to act in an
dissolves into nothingness and is considered slain. appropriately conflicted manner.
Special: This feat does not transform a normal familiar
into a shadowform familiar.
VIA NEGATIVA []
You can channel greater amounts of negative energy into
SHADOWSTRIKE [] your inflict spells.
Due to your ties to the Plane of Shadow, you strike more Prerequisites: Ability to rebuke undead.
effectively in areas of dim illumination.
18
Benefit: As a free action, you can spend one of your
rebuke attempts to deal additional harm with an inflict spell.
NODE SPELLCASTING []
You must spend the rebuke attempt before making the You have discovered the secret of the magic of a particular
attack roll. type of node.
If the attack roll succeeds, the inflict spell deals an extra 1 Prerequisite: Caster level 1st.
point of damage per character level (maximum +20). Benefit: You are attuned to one type of node and the
If the attack roll fails, the rebuke attempt is spent and magical power it provides.
wasted. When you choose this feat, choose a type of node (earth,
evil, or Shadow Weave).
This feat grants you access to the various node magic feats
NODE MAGIC FEATS and node powers, and allows you to make a Spellcraft check
instead of an Intelligence check to notice nearby nodes of
the type to which you are attuned.
METANODE SPELL [METAMAGIC] Normal: A creature without this feat cannot take other
You cast metamagic spells to greater effect in nodes to node-related feats, cannot access a node’s full potential, and
which you are attuned than elsewhere. must make an Intelligence check to notice nearby nodes or
Prerequisite: Node Spellcasting, caster level 1st. to manipulate node powers.
Benefit: When casting a spell improved by a metamagic Special: You can gain this feat multiple times.
feat, you can deduct the class of the node layer in which Each time you take the feat, it attunes you to a different
you currently stand from the increased spell level. node type.
The class of the layer does not equal the class of the node
unless you are standing in the innermost portion of it. NODE STORE []
For example, if you use Maximize Spell to augment the 5th-
level spell flame strike in the innermost (+1) layer of a Class You can store a prepared spell in a node to which you are
1 node, you cast the spell as if it were only two levels higher attuned.
than normal, not three, because the node pays one spell Prerequisite: Node Spellcasting, caster level 1st.
level’s worth of the metamagic cost. Benefit: Each time you take this feat, choose two spells of
This feat is most useful to casters who do not prepare spells any level that you know and can cast.
(such as bards and sorcerers) and to wizards who rarely If you are a spellcaster who prepares spells, you can now
leave their nodes and can therefore prepare and cast their prepare those two spells in addition to your normal spell
spells at the adjusted level. complement as long as you are in a node to which you are
If you use this feat to reduce the cost of preparing a attuned, just as if you had two extra spell slots per day.
metamagic spell and then leave the node, the spell you These extra prepared spells are stored in the node instead of
prepared is unavailable until you return to a node layer of at in your mind.
least the same class as the one in which the spell was You can cast them normally while you are within that node,
prepared. even if you have left the node and returned since storing
them there.
If you are a spellcaster who does not prepare spells, choose
NODE DEFENSE [] two spells that you know.
You can use the magical power of a node to defend yourself You can now cast those two spells while in a node to which
from harm. you are attuned as if you had two extra spell slots per day
Prerequisite: Node Spellcasting, caster level 1st. available.
Benefit: You receive an insight bonus to your Armor Each such slot can be used only to cast its designated spell;
Class and on saving throws equal to the class of any node it cannot be used for any other spell (including the other
that you currently occupy and to which you are attuned, up spell designated with this feat).
to a maximum of +4. If you leave the node, these extra spell slots become
For example, if you are inside the middle (+2) layer of a unavailable to you, but you can use them again if you
Class 3 node, you gain a +2 bonus. return, provided that you haven’t already used them since
the last time you rested.
You do not need to designate a specific node in which to
NODE SENSITIVE [] store your spells when you choose this feat, but you can
have spells stored in only one node at a time.
You can perceive a node just by passing near it.
You can change the node in which your spells are stored by
Benefit: You automatically note the presence of any node meditating for 1 hour inside the new node you have
to which you are attuned within 30 feet. selected.
Normal: A creature without this feat that comes within Special: You can gain this feat multiple times.
30 feet of the outermost layer of a node can make a DC 20 Each time you take the feat, it applies to two new spells.
Intelligence check to note the presence of the node.
A creature with the appropriate Node Spellcasting feat can
attempt either an Intelligence check or a Spellcraft check at
the same DC to notice the node.

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).

VILE FEATS HELLBOUND KNIGHT [VILE]


A devoted disciple of the Nine Hells, you have sworn to
DEMONSWORN KNIGHT [VILE] strike down creatures that oppose law and threaten
A scornful champion of the demon princes, you detest and tyranny.
oppose devils and other creatures that refuse to heed the Prerequisites: Disciple of Darkness, base attack bonus
call of chaos. +4.
Prerequisites: Thrall to Demon, base attack bonus +4. Benefit: Any weapon you wield is treated as lawful- and
Benefit: Any weapon you wield is treated as chaotic- and evil-aligned for the purpose of overcoming damage
evil-aligned for the purpose of overcoming damage reduction.
reduction. In addition, against chaotic outsiders, you gain a +1 profane
In addition, against lawful outsiders, you deal an extra 1d6 bonus on attack rolls.
points of damage with any successful weapon attack. Special: This feat can only be taken once.
Special: This feat can only be taken once. A character who takes this feat cannot also take the
A character who takes this feat cannot also take the Demonsworn Knight or Tormented Knight feat.
Hellbound Knight or Tormented Knight feat. A fighter can select this feat as one of his fighter bonus
A fighter can select this feat as one of his fighter bonus feats.
feats. In addition, as soon as you take this feat, your eyes turn red.
In addition, your eyes turn dead black, and your teeth
become as sharp as fangs. SCION OF SORROW [VILE]
You formally supplicate yourself to a powerful yugoloth
DISCIPLE OF DARKNESS [VILE] lord.
You formally supplicate yourself to an archdevil. In return for your unflinching obedience, you gain a small
In return for this obedience, you gain a small measure of measure of the wretched fiend’s power.
the archdevil’s power. Prerequisites: Neutral evil alignment.
Prerequisites: Lawful evil alignment. Benefit: Once per day, while performing an evil act, you
Benefit: Once per day, while performing an evil act, you can call upon your fiendish patron to add a +1 luck bonus to
can call upon your diabolic patron to add a +1 luck bonus to any one attack roll, saving throw, ability check, skill check,
any one attack roll, saving throw, ability check, skill check, or level check.
or level check. Special: This feat can only be taken once.
Special: This feat can only be taken once. A character who takes this feat cannot also take the Disciple
A character who takes this feat cannot also take the Scion of of Darkness or Thrall to Demon feat.
Sorrow or Thrall to Demon feat.
THRALL TO DEMON [VILE]
EVIL BRAND [VILE] You formally supplicate yourself to a demon prince.
You are physically marked forever as a servant of an evil In return for this obedience, you gain a small measure of
power greater than yourself or as a villain who does not care the demon prince’s power.
that you seek only death, destruction, and misery for Prerequisites: Chaotic evil alignment.
others. Benefit: Once per day, while performing an evil act, you
The symbol is unquestionable in its perversity, depicting a can call upon your demonic patron to add a +1 luck bonus
depravity so unthinkable that all who see it know beyond a
21
to any one attack roll, saving throw, ability check, skill
check, or level check.
Special: This feat can only be taken once.
A character who takes this feat cannot also take the Disciple
of Darkness or Scion of Sorrow feat.

TORMENTED KNIGHT [VILE]


You are inexorably bound to the loathsome yugoloths that
lurk in the Barrens of Doom and Despair, and you strive to
bring misery and pain to all creatures that oppose them.
Prerequisites: Scion of Sorrow, base attack bonus +4.
Benefit: Any weapon you wield is treated as evil-aligned
for the purpose of overcoming damage reduction.
Any chaotic or lawful outsider you successfully damage
with a melee or ranged weapon must succeed on a
Fortitude save (DC 10 + damage dealt) or take 1d4 points of
Charisma damage.
Special: This feat can only be taken once.
A character who takes this feat cannot also take the
Demonsworn Knight or Hellbound Knight feat.
A fighter can select this feat as one of his fighter bonus
feats.
In addition, as soon as you take this feat, your flesh turns
pale and becomes unnaturally cold to the touch.

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.

MAIN SECTION FEATS CARMENDINE MONK []


You have learned that study is just as important as insight
BROKEN ONE’S SACRIFICE [] to finding enlightenment.
Your dedication to Ilmater’s philosophy has given you the Prerequisites: Int 13, member of Zealots of the Written
power to take attacks directed at others. Word monk order (see page 105).
Prerequisites: Wis 13, member of the Broken Ones Benefit: You can use your Intelligence bonus instead of
monk order. your Wisdom bonus for determining your monk AC bonus
Benefit: As an immediate action, you can intervene on and for determining the save DC against your stunning fist
behalf of an adjacent ally (of your size or smaller) who is and quivering palm attacks.
under attack. You can study your thesis notes for 1 hour to treat your
When you activate this feat, you and the ally switch spaces. monk level as two higher for determining one of the
If there is not enough space for this to occur, you can’t following monk abilities: unarmed damage, AC bonus, or
activate the feat. unarmored speed bonus.
Then, you suffer the harmful effect as if you were the This benefit lasts for 24 hours, at which point you can study
intended target; the ally is unaffected by it. your notes again to gain the same or a different effect.
In addition to the obvious harmful effect this has upon you, You can’t study your notes more than once in any 24-hour
this action is a drain on your personal energy, Once the period.
effect of the intervention is resolved, you become fatigued.
You cannot use this feat if you are exhausted or if you are DEFENDER OF THE HOMELAND
immune to fatigue.
You can choose to activate this feat after the success or [EXALTED]
failure of the harmful effect is determined, but you must You have sworn a sacred oath to protect your country from
activate it before the extent of the effect is determined evil.
and/or applied to the ally. Prerequisites: Wis 13, any good alignment.
Example: If an adjacent ally is attacked, you could wait until Benefit: When fighting in your home region, you gain a
after the attack roll (and confirmation roll, if the attack is a +1 sacred bonus to Armor Class and immunity to fear
critical threat) is made to activate the feat, but you would effects.
have to activate it before damage is rolled.
If the adjacent creature also benefits from a miss chance,
you could wait until after that roil was made to activate the DETECT SHADOW WEAVE USER []
feat.
You can determine if a magic item or spellcaster is using
Example: If an adjacent creature is within the area of a
the Weave or the Shadow Weave.
lightning bolt spell, you could wait until the creature rolls its
saving throw (and checks its spell resistance, if any), but Prerequisites: Knowledge (arcana) 5 ranks, Spellcraft 5
you would have to activate the feat before the spell’s ranks.
damage is rolled, If an adjacent creature is targeted by an Benefit: Whenever you observe spellcasting or a magical
attack that deals a fixed amount of damage, such as a effect you can make a Spellcraft check (DC 15 + spell level)
maximized magic missile spell, you would choose to activate as an immediate action to determine if the effect comes
this feat after the spell hit the target, but before damage was from the Weave or the Shadow Weave.
applied. When using detect magic, you automatically identify the
By activating this feat, you give up any opportunity to avoid Weave or Shadow Weave origin of any aura you detect.
the harmful effect normally allowed by a saving throw,
spell resistance, AC, or concealment. DRUUTH SLAYER []
If the effect allows a saving throw or spell resistance, you
automatically fail the save or spell resistance check. YOU have studied the lore of the druuth (a cabal of
If the effect requires an attack roll, it automatically hits you doppelgangers led by a mind flayer) and know how to
(and if it scored a critical hit, it automatically scores a recognize and resist their powers.
critical hit on you), even if you would normally benefit Prerequisites: Knowledge (dungeoneering) 2 ranks,
from a miss chance against the attack. Knowledge (nature) 2 ranks.
Any immunities or resistances you have apply normally; for Benefit: This feat grants three benefits.
example, if you are immune to critical hits, an attacker can’t First, you get a +1 bonus on Will saving throws.
score a critical hit on you just because he scored one on the Second, you gain a +10 insight bonus on Spot checks made
ally. to recognize a doppelganger using its change shape ability.
23
Third, if affected by a mind flayer’s mind blast, you get a new 2nd—spiritual weapon (ranger only), thunderstroke (see page
saving throw every round at the end of your turn to end the 59).
stun effect. Normal: A distracted or sleeping character makes Listen
checks with a –5 or –10 penalty, respectively.
DUERRAN METAFORM TRAINING
INITIATE OF ARVOREEN [INITIATE]
[PSIONIC]
You have been initiated into the greatest secrets of
Your studies have shown you the way to link your psionics Arvoreen’s church.
and your enlarge person spell-like ability. Prerequisites: Halfling, cleric or paladin 4th, patron
Prerequisite: Gray dwarf. deity Arvoreen.
Benefit: You can expend 5 power points to activate your Benefit: Add Hide and Move Silently to your list of cleric
enlarge person spell-like ability. or paladin class skills.
Though the triggering energy is psionic (and thus can’t be In addition, you add the following spells to your cleric or
initiated where psionics is unavailable), all other effects paladin spell list.
work like standard spell-like abilities. 1st—enlarge person, low-light vision, message.
Note: This psionic technique was created by the gray dwarf 3rd—blade thirst, safe clearing.
worshipers of Deep Duerra, but other duergar (including
exiles) have developed it independently.
INITIATE OF BARAVAR
DUERRAN STEALTH TRAINING CLOAKSHADOW [INITIATE]
[PSIONIC] You have been initiated into the greatest secrets of Baravar
Cloakshadow’s church.
Your studies have shown you the way to link your psionics Prerequisites: Gnome, cleric or paladin 4th, patron
and your invisibility spell-like ability. deity Baravar Cloakshadow.
Prerequisite: Gray dwarf. Benefit: You can spend a turn/rebuke attempt as a
Benefit: You can expend 5 power points to activate your standard action to recognize all visible illusion effects
invisibility spell-like ability. within 60 feet of you.
Though the triggering energy is psionic (and thus can’t be If the illusion has a save entry that includes “disbelief”
initiated where psionics is unavailable), all other effects (such as silent image), you are immediately awarded an
work like standard spell-like abilities. automatically successful save against that illusion.
Note: This psionic technique was created by the gray dwarf Illusions that have no visible effect (such as invisibility) are
worshipers of Deep Duerra,, but other duergar (including not revealed by this action.
exiles) have developed it independently. In addition, you add the following spells to your cleric or
paladin spell list.
FROM SMITE TO SONG [] 1st—camouflage.
2nd—invisibility, swift invisibility (see page 56).
You can channel your destructive holy energy into 3rd—displacement.
powerful song magic for the glory of Milil. 4th—dimension door.
Prerequisites: Perform (any) 3 ranks, member of the
Harmonious Order (see page 101).
Benefit: You can spend a smite evil attempt to duplicate INITIATE OF EILISTRAEE [INITIATE]
the effects of the inspire courage bardic music ability (see You have been initiated into the greatest secrets of
page 29 of the Player’s Handbook), Your effective bard level Eilistraee’s church.
(for the purpose of determining the value of the bonuses Prerequisites: Drow or half-drow, cleric or ranger 4th,
granted) is equal to your paladin level Add Perform to your patron deity Eilistraee.
list of paladin class skills. Benefit: Once per day, you can spend one of the daily
uses of your racial spell-like abilities (dancing lights, darkness,
INITIATE OF ANHUR [INITIATE] or faerie fire) to produce a magic missile effect (caster level
equals class level).
YOU have been initiated into the greatest secrets of In addition, you add the following spells to your cleric or
Anhur’s church. ranger spell list.
Prerequisites: Cleric or ranger 5th, patron deity Anhur. 1st—Eilistraee’s moonfire (see page 55).
Benefit: You take no penalty on Listen checks for being 3rd—lesser spellsong (see page 58).
distracted or asleep. 6th (cleric only)—spellsong (see page 58).
You can make attacks of opportunity when you are flat-
footed as though you had the Combat Reflexes feat.
You do not gain extra attacks of opportunity in a round INITIATE OF THE HOLY REALM
from this ability.
In addition, you add the following spells to your cleric or [INITIATE]
ranger spell list. You have been initiated into the greatest secrets of one of
1st—bless weapon. the faiths of the Holy Realm (Chauntea, Helm, Lathander,
Selûne, or Sune).
24
Prerequisites: Cleric, paladin, or ranger 3rd of accidentally smite a creature or object that doesn’t meet this
Chauntea, Helm, Lathander, Nobanion, Selûne, or Sune. requirement, the smite has no effect but is still used.
Benefit: You get a +1 sacred bonus on all saving throws You must declare the smite attempt before making the
while within the Holy Realm or on a quest specifically attack.
dedicated to supporting the Holy Realm. In addition, you add the following spells to your cleric or
In addition, you add the following spells to your cleric, paladin spell list.
paladin, or ranger spell list. 2nd—lion heart (see page 56).
1st—alarm, handfire, horrible taste (see page 56), rosemantle. 3rd—summon nature’s ally II (lion only).
2nd—lionheart (see page 56), love bite (see page 56), warning. 4th—shout.

INITIATE OF HORUS-RE [INITIATE] INITIATE OF TORM [INITIATE]


You have been initiated into the greatest secrets of Horus- YOU have been initiated into the greatest secrets of Torm’s
Re’s church. church.
Prerequisites: Cleric, paladin, or ranger 4th, patron Prerequisites: Cleric or paladin 4th, patron deify Torm.
deity Horus-Re. Benefit: You gain the smite power, the supernatural
Benefit: Once per day, you can use wild shape (as the ability to make a single melee attack once per day with a +4
druid ability) to take the shape of a hawk for 1 hour. bonus on the attack roll and a bonus on damage equal to the
This is a supernatural ability. sum of your cleric, druid, ranger, and paladin levels.
In addition, you add the following spells to your cleric, These bonuses only apply if the attack is made against a
paladin, or ranger spell list. follower of Bane or Cyric (including former incarnations or
1st—command (paladin and ranger only), disk of solar variants of those deities, such as Bhaal, Myrkul, or Xvim); if
vengeance (see page 54), herald’s call. you accidentally smite a creature that doesn’t meet this
2nd—stormvoice (see page 59). requirement the smite has no effect but is still used.
3rd—righteous fury (cleric only), searing light (paladin and You must declare the smite attempt before making the
ranger only). attack.
In addition, you add the following spells to your cleric or
paladin spell list.
INITIATE OF MILIL [INITIATE] 1st—bless weapon (cleric only), command (paladin only).
You have been initiated into the greatest secrets of Milil’s 4th—hand of Torm*.
church. * This spell (and others) appeared’ in Magic of Faerûn with a
Prerequisites: Cleric or paladin 4th, Perform (any) 3 deity designator, but there was no rule prohibiting its use
ranks, patron deity Milil. by other clerics.
Benefit: Your bard, cleric, and paladin levels stack for the If you use initiate feats in your game, you should not allow
purpose of determining which kinds of bardic music you clerics without the appropriate initiate feat to cast those
can use (but not any other effect related to bardic music). spells.
You must still meet the Perform skill rank requirement to Thus, only characters with the Initiate of Torm feat should
use various kinds of bardic music. be able to cast the hand of Torm spell, even though Magic of
In addition, you add the following spells to your cleric or Faerûn put it on the cleric and paladin spell lists.
paladin spell list.
1st—harmony. INITIATE OF TYMORA [INITIATE]
2nd—dispel silence (see page 54).
3rd—reveille. You have been initiated into the greatest secrets of
Tymora’s church.
Prerequisites: Cleric or ranger 4th, patron deity
INITIATE OF NOBANION [INITIATE] Tymora.
You have been initiated into the greatest secrets of Benefit: Once per day, you can add a +5 luck bonus on
Nobanion’s church. any attack roll, saving throw, skill check, or ability check
Prerequisites: Cleric or paladin 4th, patron deity you have just made before the DM declares whether the
Nobanion. roll results in success or failure.
Benefit: You gain wild empathy (as the druid class If you have the Luck domain and you use that domain’s
feature), usable only on feline and part-feline animals or power to reroll this attack, save, or check, the luck bonus
magical beasts (such as chimeras, dire lions, dire tigers, applies to the reroll as well.
dragonnes, and manticores); your effective druid level for In addition, you add the following spells to your cleric or
the purpose of making such checks is equal to the sum of ranger spell list.
your druid, ranger, cleric, and paladin class levels. 1st—fleeting fortune (see page 55).
You also gain the smite power, the supernatural ability to 2nd—favor of Tymora (see page 55).
make a single melee attack once per day with a +4 bonus on
the attack roll and a bonus on damage equal to the sum of KNIGHT OF THE RED FALCON
your cleric, druid, ranger, and paladin levels.
These bonuses only apply if the attack is made against a [EXALTED]
follower of Malar or an item of his church; if you
Your military order has a legendary ability to survive
against overwhelming odds.
25
Prerequisites: Cleric, fighter, or paladin 4th, member of most cases you can identify them in the third round by the
the Order of the Red’ Falcon (see page 103). strength of their aura).
Benefit: You gain a +1 morale bonus to Armor Class Yon gain a +1 sacred bonus to Armor Class against devils.
when you are adjacent to more than one enemy.
(Helpless enemies don’t count toward this benefit).
KNIGHT OF TYR’S MERCIFUL
KNIGHT OF THE RISEN SCEPTRE SWORD [EXALTED]
You can draw upon the power of Tyr to sense where you are
[EXALTED] needed.
Your military order is dedicated to lighting Set and his Prerequisites: Wis 13, member of the Knights of the
minions, and even death cannot stop you from this task. Merciful Sword (see page 102).
Prerequisites: Paladin or ranger 8th, patron deity Osiris. Benefit: You gain the supernatural ability to sense
Benefit: You get a +4 sacred bonus on saving throws injustice and great evil.
against death effects, energy drain, and ability drain. Once per week as a standard action, you can concentrate to
If you are slain by a follower of Set, you come back to life 1 sense the direction of the greatest injustice or evil within 1
hour later as though resurrection had been cast upon you. mile of you (DM’s determination).
Instead of losing a level due to this effect, you gain one Alternatively, you can meditate for 8 hours to expand your
negative level. range to 10 miles for that use of the feat.
If a follower of Osiris brings you back to life with raise dead, Murder, treason, and the presence of evil outsiders rank
resurrection; or a similar effect that would normally cause highest with this sense, while other crimes, injustices, and
you to lose a level, you gain one negative level rather than evil creatures rank lower, similar to the aura strengths
losing a level. listed in the detect evil spell.
You can gain the negative level bestowed by this feat even You gain a +1 sacred bonus to Armor Class against demons.
if you are normally immune to negative levels. You get a +1 sacred bonus on Fortitude saves against effects
A negative level bestowed by this feat can’t be removed by created by followers of Loviatar.
any normal means (such as restoration), nor does it ever
become an actual lost level.
Instead, the negative level remains until you next gain a MARK OF THE TRIAD [DIVINE]
class level, or until you kill or destroy the follower of Set You have been initiated into the greatest secrets of the
who killed “ you, at which point it disappears. Triad, the godly triumvirate of Tyr, Torm, and Ilmater.
While you have a negative level bestowed by this feat, you Prerequisites: Initiate of Ilmater, Initiate of Torm (see
lose all benefits of this feat except the sacred bonus on page 11), or Initiate of Tyr.
saving throws. Benefit: You can spend a turn undead attempt as a swift
action and imbue a greatsword, longsword, or unarmed
strike with either the axiomatic or holy special ability (see
KNIGHT OF TYR’S HOLY JUDGMENT page 223 and 225 of the Dungeon Master’s Guide,
[EXALTED] respectively).
The effect lasts until the start of your next turn.
You can draw upon the power of Tyr to sense and
understand the law and to locate devils.
Prerequisites: Int 13, member of the Knights of Holy OVERCOME SHADOW WEAVE []
Judgment (see page 102). You understand the strengths and weaknesses of the
Benefit: You gain a supernatural ability to sense and Shadow Weave and are more resistant to its tricks.
understand laws. Prerequisites: Knowledge (arcana) 5 ranks, Spellcraft 5
Add your paladin level to any Knowledge or Intelligence ranks, spellcaster who uses the Weave.
check made regarding laws. Benefit: You get a +5 bonus on caster level checks to
You can use this ability even if you are unfamiliar with the detect, counterspell, and dispel Shadow Weave effects.
local laws or don’t even know where you are. You get a +1 bonus on Will saving throws against Shadow
For example, if you use this ability upon approaching the Weave effects.
city of Luthcheq in Chessenta, a Knowledge (arcana) or
Knowledge (local Chessenta) check reveals to you that
arcane magic is forbidden there. PALADIN OF THE NOBLE HEART
If you later end up in a strange land by way of a portal, and a
Knowledge (religion) check reveals that Loviatar is the [EXALTED]
official religion where you are, you realize you are in (for You are tasked by Ilmater to eliminate cruelty from the
instance) Dambrath. world, particularly that of Loviatar.
You can use this ability to find loopholes in the law, such as Prerequisites: Knowledge (religion) 4 ranks, member of
learning that the local temple’s ability to offer a wanted the Companions of the Noble Heart (see page 100).
criminal sanctuary only applies from dusk until dawn, Benefit: You get one extra smite evil attempt per day that
allowing you to arrest the criminal after daybreak. can only be used on followers of Loviatar or items of her
When you use your detect evil ability, the second round of church.
use reveals whether or not any creatures in the area are
devils, though you do not learn their exact location (but in
26
of the Mystic Fire, page 102), or the Swords of the High
SILVER BLOOD [] One (see page 104).
You have magically or alchemically imbued your flesh and Benefit: You can use your paladin and ranger spelt slots
blood with silver, making you resistant to lycanthrope to prepare wizard spells.
attacks. You must have a minimum Intelligence score of 10 + the
Prerequisite: Base Fortitude save +2. spell’s level to prepare it, and the save DC of the spell is
Benefit: You cannot be infected with lycanthropy. equal to 10 + your Int modifier (as if you were a wizard).
Any lycanthrope that bites you must make a Fortitude save These wizard spells can be taken either from your
(DC 10 + 1/2 your Hit Dice + your Con modifier) or take spellbook (if you have one) or from another character’s
damage equal to your Constitution modifier (minimum 1 spellbook (though in the latter case you must decipher the
point). writing in the book and succeed on a Spellcraft check to
This damage is treated as silver for the purpose of prepare the spell, just as a wizard using a borrowed
overcoming a lycanthrope’s damage reduction. spellbook; see Wizard Spells and Borrowed Spellbooks,
Special: If you are already an afflicted lycanthrope, the page 178 of the Player’s Handbook, for details).
DCs for your Control Shape checks increase by 5 and you If you also have levels in wizard, your wizard caster level is
lose your lycanthrope damage reduction. treated as the sum of your wizard, paladin, and ranger class
If you are already a natural lycanthrope, you must make a levels.
DC 15 Control Shape check to change form and your Special: Azuth has a paladin order called the Swords of
lycanthrope damage reduction decreases to 5/silver. the High One, Mystra has a paladin order called the
Knights of the Mystic Fire and a closely allied group of
rangers called the Order of the Shooting Star.
SILVER FANG [] Members of all three of these groups can select this feat as
By following a ritual taught by the Fangshields, your long as they are at least 4th level in their respective order’s
natural attacks are suffused with the power of silver and are primary class.
fully effective against lycanthropes.
Prerequisites: Base Fortitude save +4, member or ally of
the Fangshields (see page 78). SUN SOUL MONK []
Benefit: Your natural attacks and unarmed strikes count Your training with this monk order gives you special
as silver weapons for the purpose of overcoming damage powers depending on which sect you follow.
reduction. Prerequisites: Monk 6th, member of the Sun Soul
Special: If you are a lycanthrope, your natural attacks no monk order (see page 25 of the FORGOTTEN REALMS
longer infect others with lycanthropy. Campaign Setting and page 41 of City of Splendors: Water deep).
Benefit: This feat’s benefit depends on the patron deity of
the monastery where you studied.
SMITING POWER [] Lathander: You can channel your ki to turn an undead
You use your smite ability to augment other combat creature.
maneuvers. Once per day you can choose to imbue a single unarmed
Prerequisites: Power Attack, ability to smite. strike with ki; this decision must be made before the attack
Benefit: You can use your smite ability (whether smite roll is made.
evil or from some other source) when making a bull rush or If you hit an undead creature with this attack, it is turned
overrun attempt. unless it succeeds on a Will save (DC 10 + 1/2 your HD +
If your smite ability would normally grant a bonus on your your Wis modifier).
attack roll against the target of your bull rush or overrun, If the undead creature has turn resistance, it can add this as
you can add this bonus to your Strength check instead. a bonus on its save.
In addition, if you win the opposed check to bull rush or If you have the Stunning Fist feat, you can also expend a
overrun the target, you deal damage to the target equal to daily use of your stunning fist to use this feat.
the bonus the smite would grant on a damage roll against If you have the turn undead class feature, you can expend a
that creature. turn undead attempt to use this feat.
You must announce the smite attempt before starting the Selûne: Your unarmed strikes deal an extra 1 point of cold
bull rush or overrun. damage and count as silvered weapons for the purpose of
If your smite attempt would not grant a bonus against the overcoming damage reduction.
target of your bull rush or overrun attempt (for instance, if When in moonlight or starlight, treat your monk level as
you used smite evil when bull rushing a nonevil creature), three levels higher for the purpose of determining your
the attempt is wasted to no effect. unarmored speed bonus.
Sune: Your combat style is fascinating to watch.
Once per day as a standard action, you can perform a
SWORD OF THE ARCANE ORDER [] maneuver that fascinates a single creature within 30 feet
Members of your military order have a special connection that can see you (Will negates, save DC 10 + 1/2 your HD +
with arcane magic. Cha modifier).
Prerequisites: Paladin 4th of Azuth or Mystra, or ranger Creatures of a type different from your gain a +4 bonus on
4th of Mystra; member of the Knights of the Mystic Fire the save.
(see page 102), the Order of the Shooting Star (see Knights This supernatural effect lasts for 1 round.
If you have the Stunning Fist feat, you can also expend a
daily use of your stunning fist to use this feat. 27
As part of their special training, Guardians using detect
SIDEBAR FEATS magic can recognize a wild magic or dead magic area on the
first round of the spell instead of the second round.
They get a +1 competence bonus on caster level checks to
FAVORED IN GUILD [] detect, counterspell, or dispel Shadow Weave effects, and a
You are an active and valued member of your organization. +1 competence bonus on saving throws against Shadow
Prerequisites: Membership in a guild or organization. Weave effects.
Benefit: Select one of your organization’s associated Members of this group are also eligible to take the
skills. Overcome Shadow Weave feat (see page 33).
As long as you remain a member of the organization, you
gain a +2 competence bonus on all checks made with that FAVORED IN GUILD BENEFIT
skill.
An organization member with this feat also gains one (KNIGHTS OF THE FLYING HUNT) []
additional fringe benefit, the exact details of which depend A Knight of the Flying Hunt must have the Favored in
on his organization. Guild feat to qualify for membership in the organization
These benefits are described in each organization entry. and must have taken 1st level in the prestige class (see page
Normal: To receive general benefits from your 106).
organization, you must pay your monthly dues. Thus, he gains special benefits automatically for belonging
to this group.
FAVORED IN GUILD BENEFIT He earns a salary of 100 gp per Knight of the Flying Hunt
level each month so long as he actively participates in his
(FANGSHIELDS) [] duties or is on special assignment.
If you have the Favored in Guild feat, you gain a special He receives any necessary curative and restorative spells to
benefit for belonging to this guild. heal wounds and other maladies sustained in battle.
When the moon is at least half full (waxing or waning), you And he receives the legendary flying hunt armor of the
get a +2 bonus on Hide checks and Move Silently checks; Knights (see page 65) as a gift from the Nimbral Lords.
this bonus stacks with the other skill bonuses from the
Favored in Guild feat. FAVORED IN GUILD BENEFIT (THE
Members of this group are also eligible to take the Silver
Fang feat (see page 33). DRUIDS OF TALL TREES) []
If you have the Favored in Guild feat, you gain a special
FAVORED IN GUILD BENEIT benefit for belonging to this group.
Any druid member of the circle casts conjuration (healing)
(FELLOWSHIP OF THE PURPLE spells at +1 caster level.
Any character (druid or not) receives free healing for any
STAFF) [] wounds received while defending the forest from foes.
If you have the Favored in Guild feat, you gain a special
benefit for belonging to this guild depending on your class.
If you have levels in wizard and are also a divine spellcaster, FAVORED IN GUILD BENEFIT (THE
choose one of the two benefits described below. KNIGHTS OF IMPHRAS II) []
Divine Spellcaster—Add handfire (1st), horrible taste* (1st),
lionheart* (2nd), love bite* (2nd), rosemantle (1st), and Members of the Knights of Imphras II gain access to a
warning* (2nd) to your spell list. variety of goods and services that make their adventuring
(If you have levels in more than one divine spellcasting exploits easier, particularly for those tasks done in the
class, choose one class spell list to receive this benefit; all service of the Knights.
other classes are unaffected). Training, spell access, and shares of the spoils brought in by
* New spells described in Chapter 2. Knights’ actions are all available, so long as the member
Wizard—Each time you gain an even-numbered wizard continues to contribute to the efforts of the Knights.
level, you can add one of these spells to your spellbook: Because the Knights are pledged to the defense of the
alarm, break enchantment, continual flame, Darsson’s potion, monarchy, they can draw on the royal treasury for the
dispel magic, dream, fabricate, fly, greater dispel magic, hardening, purchase of arms and armor.
healing touch, hold monster, illusory wall, levitate, mirage arcana, Any such item the character wishes to purchase (within the
move earth, overland flight, permanent image, stone shape, strictures of the gp limit) can be bought for 90% of its
telekinesis, wall of iron, wall of stone, or water breathing. standard value, with the crown paying the difference.
This extra spell is in addition to the two spells you learn In addition, characters who battle would-be invaders of
upon gaining a new wizard level. Impiltur are permitted to keep any personal items the
interlopers carried, while the crown only claims siege
weapons and the invaders’ supplies.
FAVORED IN GUILD BENEFIT Knights also have access to free spellcasting within the
organization.
(GUARDIANS OF THE WEAVE) [] Once per month, any member can request a single spell be
If you have the Favored in Guild feat, you gain a special cast upon him.
28 benefit for belonging to this group.
This can be a divine spell cast by a member of up to two Once per month, as part of the preparation for a mission, a
levels higher than the requester, or an arcane spell cast by a Knight receives disposable magic (scrolls, potions, and
member of up to the same level as the requester. wands) equal to 10% of the Knight’s expected character
Thus, a 5th-level Knight could request a single divine spell wealth (see page 135 of the Dungeon Master’s Guide) from the
of a 7th-level caster or a single arcane spell of a 5th-level leadership.
caster. This benefit most often takes the form of curative magic,
If any expensive material components are needed to cast specialized spells needed for unusually tricky or difficult
the spell, the requester must provide those (or the coin to missions, or extra firepower for raids.
purchase them). Occasionally, a member can receive permanent magic
Spells with XP components are not available through this equipment on loan (usually with defensive or unusual
service. properties, such as nondetection), but he is expected to
Once per month, as part of the preparation for a mission, a return these items upon completion of the mission.
Knight receives disposable magic equipment (scrolls,
potions, and wands) equal to 10% of the Knight’s expected
character wealth (see page 135 of the Dungeon Master’s FAVORED IN GUILD BENEFIT (THE
Guide) from the leadership. SOFT CLAWS) []
This benefit most often takes the form of curative magic,
specialized spells needed for unusually tricky or difficult If you have the Favored in Guild feat, you gain a special
missions, or extra firepower for raids. benefit for belonging to this group.
Occasionally, a member can receive permanent magic You receive lodging at the Moonstone Mask for half the
equipment on loan (usually with defensive or unusual normal rate.
properties, such as nondetection), but he is expected to You also receive free healing sufficient to return you to full
return these items upon completion of the mission. hit points after one evening’s lodging.
In addition, you receive a nevertoken (see page 70) as a
symbol of your affiliation with the group and as a tool for
FAVORED IN GUILD BENEFIT (THE your work.
Nevertokens are magical recognition badges carried by all
KNIGHTS OF THE NORTH) [] Soft Claws, given to them by Zundaerazylym.
If you have the Favored in Guild feat, you gain a special She has a cache of identical items, for the entire cache of
benefit for belonging to this group. Halruaan family trading-tokens was given to her in the Year
Members of the Knights of the North gain access to a of the Watching Cold (1320 DR) by Ensible Mritavvalan,
variety of goods and services that make their adventuring the dying last member of that family.
exploits easier, particularly for those tasks done in the Finally, there is a percentage chance equal to your character
service of the Knights. level (or that of the highest-level character in a group of
Training, spell access and castings, and shares of the spoils Soft Claws) that Zundaerazylym will come to your rescue
brought in by Knights’ actions are all available, so long as a during a dire situation should you somehow manage to
member continues to contribute to the efforts of the contact her.
Knights. The steel dragon will only perform this heroic service once
Because the Knights engage in legitimate trade, aid during your stint of duty with the Soft Claws.
merchants who are rivals of the Zhentarim, and claim the Subsequent requests are politely declined, with the dragon
goods taken from Zhent caravans they raid, they have citing her own safety and anonymity as reasons for her
access to an amazing array of merchandise. refusal.
Any item a character wishes to purchase (within the
strictures of the gp limit) can be bought for 90% of the
standard value, while an item offered for sale to the Knights
nets only 60% of the book value.
In addition, characters who participate in raids on Zhent
caravans are permitted to keep any personal items the
guards and agents carried, while the Knights only claim the
goods in the wagons themselves for trade elsewhere.
Knights also have access to free spellcasting within the
organization.
Once per month, any member can request a single spell be
cast upon him.
This spell can be of any level a caster of up to two levels
higher than the requester’s level could cast.
Thus, a 5th-level Knight could request a single spell of a
7th-level caster.
If any expensive material components are needed to cast
the spell, the requester must provide those (or the coin to
purchase them).
Spells with XP components are not available through this
service.
29
INITIATE OF SHAR [INITIATE]
CITY OF You have been initiated into the greatest secrets of Shar’s
church.
Prerequisite: Able to cast 1st-level divine spells, patron
SPLENDORS deity Shar.
Benefit: You add Bluff and Hide to your list of class skills.
In addition, you add the following spells to your divine
WATERDEEP (3.5) spellcaster spell list.
If you have more than one divine spellcasting class before
taking this feat, you must decide which class has the
additional spells added to its list.
MAIN SECTION FEATS 1st Disguise Self: Changes your appearance.
3rd Crushing Despair: Subject takes –2 on attack rolls,
damage rolls, saves, and checks.
DUNGEONEER’S INTUITION [] 4th Armor of Darkness: Creates a shroud of shadow
You can sense when things don’t feel right, and you have a around target that grants darkvision, a bonus to
knack for avoiding deadly traps and sudden ambushes. AC, and a bonus on some saving throws.
5th Darkbolt: One beam of darkness/2 levels deals
Prerequisites: Wisdom 13, trap sense class feature.
damage and dazes opponents.
Benefit: You add your Wisdom bonus to your trap sense
bonus. Special: The armor of darkness and darkbolt spells also
In addition, you can apply your trap sense bonus to your appear on the Darkness domain list.
With this feat, you can cast them as regular cleric spells, not
AC during a surprise round (although you still might be
flat-footed if you were not aware of your foes before they just domain spells.
struck).
JESTER’S MAGIC []
HAND OF TYR [] You are a skilled master of magical jests, capable of inciting
You have sacrificed your right hand to Tyr, the Maimed audiences to laughter or lulling them to sleep.
God, proving your resilience and strength of spirit. Prerequisites: Perform (acting) 8 ranks, ability to cast
Most who take this feat wrap their right hands in white arcane spells.
gauze, voluntarily refraining from using the hand. Benefit: Choose either the bardic jester tradition or the
Others have lost their hand in battle, and a few fanatical jester mage tradition.
followers of the Maimed God choose to cut off their hand You gain +1 caster level when casting a spell from the list
to demonstrate their zeal and devotion to Tyr’s faith. below for your tradition.
Prerequisites: Patron Tyr, alignment lawful good, The bardic tradition of jester’s magic includes the following
ability to turn undead. bard spells at the appropriate levels: 0—prestidigitation;
Benefit: As long as you refrain from using your right 1st—remove fear, hypnotism, Tasha’s hideous laughter; 2nd—
hand, you receive a +1 sacred bonus on attack rolls, damage calm emotions, enthrall; 3rd—confusion, glibness; 4th—modify
rolls, and Will saves. memory; 5th—mass suggestion; 6th—Otto’s irresistible dance.
Since you are using only one hand, you cannot fight with The mage tradition of jester’s magic includes the following
two weapons, wield a two-handed weapon, or fight with a sorcerer/wizard spells at the appropriate levels: 0—
one-handed weapon and a heavy shield. prestidigitation; 1st—grease, hypnotism; 2nd—Tasha’s hideous
You can fight with a one-handed weapon and a light shield, laughter, rope trick; 3rd—deep slumber, suggestion; 4th—
but you cannot use your shield hand to hold other objects confusion; 5th—seeming; 6th—mass suggestion; 7th—project
such as a holy symbol, spell components, or a light source. image; 8th—Otto’s irresistible dance; 9th—weird.
(This means you must use your weapon hand to cast spells,
so you might have to drop or sheathe a weapon when you LUNAR MAGIC []
wish to cast a spell requiring your holy symbol or somatic
components). Your spells and spell-like abilities are tied to the phase of
You take a –4 penalty on Climb, Disable Device, Open the moon, rising and falling with the strength of Selûne.
Lock, and Tumble checks. Prerequisite: Patron deity Selûne or Mystra, arcane or
You can only gain the benefit of wearing one magic ring. divine spellcaster level 1st.
(If you previously considered yourself right-handed, you Benefit: As shown in the table below, your effective
suffer no penalty for using your left hand as your primary caster level for all spells you cast or spell-like abilities you
hand. possess is tied to the phase of the moon.
Handedness isn’t defined in the game; the point of the vow For purposes of this feat, the new moon and full moon are
is to restrict yourself to using one hand). considered to last three successive nights (the night before,
Special: If you violate your oaths and use your right hand the night of, and the night after the true full moon or new
for any purpose, you lose the benefits of this feat until you moon).
perform a rite of purification in a shrine or temple of Tyr, Since Selûne’s month is almost exactly as long as the
which requires 24 hours of vigil and prayer. calendar month, the moon is always full right at the

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.

FAVORED IN GUILD FRINGE


BENEFIT (BLACK BOAR TRIBE) []
You have learned to overcome pain and weakness in order
VEIL OF CYRIC [] to impress your fellows.
Once per character level you can automatically shake off
You have reconciled yourself to the unfortunate truth that
the effects of being sickened, stunned, or shaken.
hard decisions and regrettable actions are necessary in the
service of your deity.
You intrinsically rationalize any nongood act, believing FAVORED IN GUILD FRINGE
your actions to be just and pure.
Prerequisite: Any evil alignment, not an outsider, BENEFIT (BLACKSTAFF TOWER) []
cannot worship an evil god. As a student of Blackstaff Academy, you are eligible to
Benefit: You do not register as evil to detect evil spells, select the Blessed of the Seven Sisters feat, assuming you
spell-like abilities, or supernatural abilities unless the aura meet the prerequisites.
power (see the detect evil spell, Player’s Handbook page 218) of You can learn rare or unique spells created by Khelben or
the detector exceeds your own. Laeral (for example, blackstaff, Khelben’s dweomerdoom,
For example, the aura power of a paladin 7/blackguard 1 is Khelben’s suspended silence, Laeral’s cutting hand, and Laeral’s
moderate, so a good-aligned cleric would need to be 9th silver lance, with the notable exception of Laeral’s crowning
level to detect his evil nature. touch) any time you have the opportunity to learn new
This feat provides no benefit against attempts to smite evil spells, but you may not learn more than one such spell per
or spells such as holy smite or holy word. level gained.
You are evil, you simply do not register as such to most Wizards gain three new spells each time they gain a level
detect evil attempts. instead of two.

SIDEBAR FEATS FAVORED IN GUILD FRINGE


BENEFIT (BULL ELK TRIBE) []
FAVORED IN GUILD [] You have learned exceptional savagery in battle from your
bloodthirsty fellows.
You are an active and valued member of your guild.
If you are within 30 feet of another Bull Elk tribesman, you
Prerequisites: Membership in a guild. gain a +1 morale bonus on damage rolls.
Benefit: Select one of your guild’s associated skills.
As long as you remain a member of the guild, you gain a +2
competence bonus on all checks made with that skill. FAVORED IN GUILD FRINGE
A guild member with this feat also gains one additional
fringe benefit, the exact details of which depend on his BENEFIT (CHURCH OF GOND) []
guild. The church subsidizes the costs of any construct or magic
The benefits are described under each guild entry. item you create, reducing your raw material costs by 10%.
Normal: To receive general benefits from your guild, you
must pay your monthly dues.
You do not gain any guild fringe benefits. FAVORED IN GUILD FRINGE
BENEFIT (CHURCH OF LATHANDER)
FAVORED IN GUILD FRINGE []
BENEFIT (ADARBRENT) [] Your faith is bolstered by active participation in your guild.
Your connections with Waterdeep’s merchant nobility give Once per character level, you can call upon this inner faith
you a jump on finding the best market for a valuable item. and thereby gain a +5 bonus on a turn undead check and
Once per character level, you can sell a magic item for 100% the subsequent turning damage roll.
of its market value (or an art object or gem for 120% of its
normal value).
FAVORED IN GUILD FRINGE
FAVORED IN GUILD FRINGE BENEFIT (CHURCH OF LOVIATAR) []
Participation in Loviatar’s rigorous observances has inured
BENEFIT (AGENTS OF THE EYE) [] you to pain.
You know the best markets for valuable merchandise. Once per character level, you can enter a state of unholy
suffering in which you gain damage reduction 2/– and
ignore the effects of being sickened or stunned. 31
This state lasts for 1 minute. Once per character level, you can call on her power to gain
a +5 profane bonus on a single attack roll or spell
penetration check.
FAVORED IN GUILD FRINGE
BENEFIT (CHURCH OF MYSTRA) [] FAVORED IN GUILD FRINGE
The church subsidizes your monetary expenses when you
create magic items, reducing raw material costs to you by BENEFIT (CITY GUARD) []
10%. You learn tactics for fighting alongside other Guards.
Whenever you are adjacent to another Guard, you both
gain a +1 competence bonus to AC.
FAVORED IN GUILD FRINGE
BENEFIT (CHURCH OF OGHMA) [] FAVORED IN GUILD FRINGE
Once per character level you can take 20 on a bardic
knowledge check or a Knowledge check (you must have at BENEFIT (CITY NAVY) []
least 1 rank in the Knowledge skill in question to use this You gain a +1 competence bonus on attack rolls and
ability). damage rolls while fighting on board a ship or boat.
You must spend 1 hour in research or prayer in a temple
devoted to Oghma to use this ability.
FAVORED IN GUILD FRINGE
FAVORED IN GUILD FRINGE BENEFIT (CITY WATCH) []
You gain a +1 bonus on Diplomacy checks and Intimidate
BENEFIT (CHURCH OF SELÛNE) [] checks when dealing with any resident of Waterdeep in
Your faith is strengthened by your observances. Waterdeep.
Once per character level you can call upon the power of the
Moonmaiden to grant you a +5 sacred bonus on saving
throws for a period of 1 minute, provided you call upon her FAVORED IN GUILD FRINGE
between sunset and sunrise and you are beneath a moonlit
sky.
BENEFIT (CLERGY OF TYR) []
In addition, all members of the order who are afflicted Tyr’s teachings have helped you to differentiate truth from
lycanthropes receive a +2 sacred bonus on Control Shape falsehood in the pursuit of justice.
checks. Once per character level you can call upon your teachings
to gain a +5 bonus on any one Sense Motive check.

FAVORED IN GUILD FRINGE


FAVORED IN GUILD FRINGE
BENEFIT (CHURCH OF SHAR) []
BENEFIT (DRAGONS) []
Once per character level you can call upon Shar’s command
of darkness to grant yourself darkvision out to 60 feet for a You know where to get things.
period of 10 minutes. Once every character level, you can purchase any good or
If you already have darkvision, you instead gain blindsight service for just 75% of its actual price as long as you are in
out to 30 feet for 1 minute. Waterdeep or Neverwinter.

FAVORED IN GUILD FRINGE FAVORED IN GUILD FRINGE


BENEFIT (CHURCH OF TYMORA) [] BENEFIT (ELTORCHUL ACADEMY) []
Once per character level you can call upon the powers of The guild subsidizes your monetary expenses for expensive
chance to intercede on your behalf immediately prior to a material components and the creation of magic items,
single d20 roll. reducing raw material costs by 10%.
You gain a bonus equal to 1d10–4 on the roll; if the result is
negative, you take the appropriate penalty instead (fate is FAVORED IN GUILD FRINGE
fickle, after all).
BENEFIT (ENCLAVE OF RED MAGIC)
FAVORED IN GUILD FRINGE []
BENEFIT (CHURCH OF UMBERLEE) The guild subsidizes your monetary expenses when
creating magic items, reducing raw materials cost by 10%.
[]
Umberlee rewards your faith and service by stretching
forth her hand to smite your enemies.

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.

FAVORED IN GUILD FRINGE


FAVORED IN GUILD FRINGE
BENEFIT (ORDER OF THE ASTER) []
BENEFIT (THE PLAGUE RATS) []
The fellowship of your comrades strengthens you in times
of trial. Talona is inclined to be merciful toward you, and rarely
Once per character level you can call on this power in order afflicts you with her blessings.
to add a +4 bonus to your Strength score for 1 minute. You gain a +2 bonus on Fortitude saves against disease.
In addition, if you are an afflicted lycanthrope, you gain a
+2 bonus on Control Shape checks.
FAVORED IN GUILD FRINGE
BENEFIT (ORDER OF THE BLUE FAVORED IN GUILD FRINGE
MOON) [] BENEFIT (THE SHADOW THIEVES) []
Your resolve in the service of Mystra and Selûne gives you a Mask favors thieves who are bold and quick.
special blessing. Once per character level, you can call upon Mask’s blessing
Once per character level, you can call on your blessing to to gain a +4 dodge bonus to AC for a duration of 1 minute.
gain a +5 sacred bonus on one attack roll or check to
penetrate spell resistance, provided the target of your attack
or spell is evil.

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.

FAVORED IN GUILD FRINGE


BENEFIT (THE UNSEEN) []
Due to your long association with many shapechangers,
you gain a +2 bonus on Spot and Sense Motive checks made
to see through a Disguise or Bluff attempt.

FAVORED IN GUILD FRINGE


BENEFIT (WANDS) []
House Wands subsidizes the costs of any magic item you
create, reducing the cost of raw material components by
20%.

FAVORED IN GUILD FRINGE


BENEFIT (WATCHFUL ORDER OF
MAGISTS AND PROTECTORS) []
The Order subsidizes your monetary expenses when you
create magic items, reducing raw material costs by 10%.

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.

ROOF-JUMPER [TACTICAL] SCULPT SPELL [METAMAGIC]


You can make use of the features of the city as handholds You can alter the area of your spells.
and footholds, defying the pull of gravity. Prerequisite: Any metamagic feat.
Prerequisites: Balance 7 ranks, Jump 7 ranks, Dodge, Benefit: You can modify an area spell by changing the
Mobility, Roofwalker. area’s shape to either a cylinder (10-foot radius, 30 feet
Benefit: The Roof-Jumper feat enables the use of the high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-
following tactical maneuvers. radius spread), or a 120-foot line.
You cannot benefit from more than one maneuver in the A sculpted spell works normally in all respects except for
same round. its shape.
Death from Above: You do substantial damage if you For example, a lightning bolt whose area is changed to a ball
deliberately leap down to attack a foe beneath you. deals the same amount of damage, but affects a 20-foot-
You must drop at least 20 feet. radius spread.
You must roll to hit; this qualifies as a charge attack, with all A sculpted spell uses a spell slot one level higher than the
relevant bonuses and penalties. spell’s actual level.
If you hit, you deal damage as normal, plus an extra 1d6
points for every 10 feet of distance beyond the first 10 feet;
thus, a drop of 30 feet causes an extra 2d6 points of damage.

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).

SWIFT TUMBLER [] SIDEBAR FEATS


You can flip, twist, and roll with great speed.
You might have learned this ability by traversing the city’s
rooftops and alleys, or simply by moving through the FAVORED BENEFITS (ARCANE
throng day after day.
Prerequisite: Tumble 7 ranks.
GUILDS) []
Benefit: When tumbling, you move at a speed equal to The guild subsidizes the creation of magic items, reducing
half your base speed +10 feet. the character’s raw materials cost by 5%.
Normal: Without this feat, characters move at half speed
when tumbling.
FAVORED BENEFITS (ARCANE
URBAN TRACKING [] ORGANIZATIONS) []
Members can draw on the vast stores of information
You can track down the location of missing persons or amassed by their organization.
wanted individuals within communities. A member can pick any one Knowledge skill associated
Benefit: To find an individual’s trail, or to follow a trail with his organization.
for 1 hour, requires a Gather Information check. Any time she has unrestricted access to his organization’s
You must make another Gather Information check every records, she receives a +2 insight bonus on checks using
hour you search, as well as each time the trail becomes that Knowledge skill and a +1 insight bonus on Knowledge
more difficult to follow, such as when it takes you to a checks of any other variety.
different part of town.
The DC of the check, and the number of checks required to
track down your quarry depends on the community size
and the prevailing conditions.

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.

FAVORED BENEFITS (RACIAL


GUILDS) []
Members gain a +1 bonus on Diplomacy and Gather
Information checks involving any member of that race who
knows of the guild’s existence.

FAVORED BENEFITS (RELIGIOUS


GUILDS) []
The member’s faith and understanding of her fellows is
bolstered by association with others who share her beliefs
and purpose.
She gains a +1 bonus on Diplomacy and Gather
Information checks when dealing with any follower of her
religion, whether or not they are in the guild.
She also gains a +2 bonus on Will saves when resisting any
compulsion that would cause her to act outside the dictates
of her faith.

FAVORED BENEFITS (RELIGIOUS


ORGANIZATIONS) []
The organization reduces the cost of spells cast by its
members on behalf of other members by 10%.

FAVORED BENEFITS (SCHOLASTIC


GUILDS) []
To its favored members, a scholastic guild offers complete
access to its many libraries and troves of research.
A favored member who is in the guildhouse and is making
use of both the library and other guild members for
research purposes can take 20 on any single Knowledge
skill in which he has at least 1 rank.
Such painstaking research is time-consuming, however,
requiring 2d4 days (8 hours per day) to complete.
39
Benefit: Your paladin and monk levels stack for the
purpose of determining your unarmed strike damage.
COMPLETE For example, a human 3rd-level paladin/1st-level monk
would deal 1d8 points of damage with her unarmed strike.
Your paladin and monk levels also stack when determining
ADVENTURER (3.5) the extra damage dealt by your smite evil ability.
In addition, you can multiclass freely between the paladin
and monk classes.
You must still remain lawful good in order to retain your
MAIN SECTION FEATS paladin abilities and take paladin levels, and you must
remain lawful in order to continue advancing as a monk.
You still face the normal XP penalties for having multiple
APPRAISE MAGIC VALUE [] classes more than one level apart.
Your ability to determine an item’s worth and your
knowledge of magic allow you to determine the exact ASCETIC MAGE []
properties of a magic item without the use of the identify
spell or similar magic. You practice an unusual martial art that mixes self-taught
Prerequisites: Appraise 5 ranks, Knowledge (arcana) 5 spellcasting and melee attacks to great effect.
ranks, Spellcraft 5 ranks. Prerequisites: Improved Unarmed Strike, ability to
Benefit: If you know that an item is magical, you can use spontaneously cast 2nd-level arcane spells.
the Appraise skill to identify the item’s properties. Benefit: As a swift action that doesn’t provoke attacks of
This use of the Appraise skill requires 8 hours of opportunity, you can sacrifice one of your daily allotment
uninterrupted work and consumes 25 gp worth of special of spells to add a bonus to your unarmed strike attack rolls
materials. and damage rolls for 1 round.
The DC of the Appraise check is 10 + the caster level of the The bonus is equal to the level of the spell sacrificed.
item. The spell is lost as if you had cast it.
If you have levels in sorcerer and monk, those levels stack
for the purpose of determining your AC bonus.
ASCETIC HUNTER [] For example, a human 4th-level sorcerer/1st-level monk
You have gone beyond the bounds of your monastic would have a +1 bonus to AC as if she were a 5th-level
training to incorporate new modes of bringing the monk.
unlawful to justice. If you would normally be allowed to add your Wisdom
Although many of your fellow monks frown on your bonus to AC (such as for a unarmored, unencumbered
methods, none can doubt that your diverse training has monk), you instead add your Charisma bonus (if any) to
added to your ability to strike precisely and bring down your AC.
your foes quickly. In addition, you can multiclass freely between the sorcerer
and monk classes.
Prerequisites: Improved Unarmed Strike, favored
You must still remain lawful in order to continue
enemy.
advancing as a monk.
Benefit: When you use an unarmed strike to deliver a
You still face the normal XP penalties for having multiple
stunning attack against a favored enemy, you can add one-
classes more than one level apart.
half your favored enemy bonus on damage rolls to the DC
of your stunning attempt.
If you have levels in ranger and monk, those levels stack for ASCETIC ROGUE []
the purpose of determining your unarmed strike damage.
You have gone beyond the bounds of your monastic
For example, a human 7th-level ranger/1st-level monk
would deal 1d10 points of damage with her unarmed strike. training to incorporate new modes of stealthy combat.
In addition, you can multiclass freely between the monk Although your fellow monks may frown on your methods,
and ranger classes. none can doubt that your diverse training has improved
You must still remain lawful in order to retain your monk your ability to strike precisely and bring down your foes
abilities and take monk levels. quickly.
You still face the normal XP penalties for having multiple Prerequisites: Improved Unarmed Strike, sneak attack.
classes more than one level apart. Benefit: When you use an unarmed strike with a sneak
attack to deliver a stunning attack, you add 2 to the DC of
your stunning attempt.
ASCETIC KNIGHT [] If you have levels in rogue and monk, those levels stack for
You belong to a special order of religious monks that the purpose of determining your unarmed strike damage.
teaches its adherents that self-enlightenment and For example, a human 5th-level rogue/1st-level monk
honorable service grow from the same well of purity. would deal 1d8 points of damage with her unarmed strike.
As a student of this philosophy, you have blended your In addition, you can multiclass freely between the monk
training as a paladin and as a monk into one seamless and rogue classes.
whole. You must still remain lawful in order to retain your monk
abilities and take monk levels.
Prerequisite: Improved Unarmed Strike, ability to
smite evil.
40
You still face the normal XP penalties for having multiple Normal: Performing a coup de grace is a full-round
classes more than one level apart. action.

BRACHIATION [] DEFT OPPORTUNIST []


You can swing through trees like a monkey. You are prepared for the unexpected.
Prerequisites: Climb 4 ranks, Jump 4 ranks. Prerequisites: Dex 15, Combat Reflexes.
Benefit: You can move through wooded areas at your Benefit: You get a +4 bonus on attack rolls when making
base land speed, ignoring any effects on movement due to attacks of opportunity.
terrain.
You must be at least 20 feet from the ground to use this
ability. DEFT STRIKE []
This ability works only in medium and dense forests (see You can place attacks at weak points in your opponent’s
page 87 of the Dungeon Master’s Guide). defenses.
Prerequisites: Int 13, Combat Expertise, Spot 10 ranks,
sneak attack.
BRUTAL THROW [] Benefit: As a standard action, you can attempt to find a
You have learned how to hurl weapons to deadly effect. weak point in a visible target’s armor.
Benefit: You can add your Strength modifier (instead of This requires a Spot check against a DC equal to your
your Dexterity modifier) to attack rolls with thrown target’s Armor Class.
weapons. If you succeed, your next attack against that target (which
Normal: A character attacking with a ranged weapon adds must be made no later than your next turn) ignores the
his Dexterity modifier to the attack roll. target’s armor bonus and natural armor bonus to AC
Special: A fighter may select Brutal Throw as one of his (including any enhancement bonuses to armor or natural
fighter bonus feats. armor).
Other AC bonuses still apply normally.
If you use a ranged weapon to deliver the attack, your
COMBAT INTUITION [] opponent must be within 30 feet of you in order for you to
Your keen understanding of your opponent’s moves and benefit from this feat.
your instinctive feel for the flow of combat enable you to
shrewdly assess your opponent’s combat capabilities.
Prerequisites: Sense Motive 4 ranks, base attack bonus DEVOTED INQUISITOR []
+5. Your faithful service to your patron deity involves training
Benefit: As a free action, you can use Sense Motive to and methods that many paladins consider questionable.
assess the challenge presented by a single opponent in By using the unconventional methods of rogues and
relationship to your own level/Hit Dice (see the assess assassins, you have learned to deliver devastating sneak
opponent option under the Sense Motive skill, page 102). attacks against evil foes.
You gain a +4 bonus on such checks and narrow the result Prerequisite: Smite evil, sneak attack.
to a single category. Benefit: When you successfully use your sneak attack
In addition, whenever you make a melee attack against a ability and your smite evil ability against the same foe in a
creature that you made a melee attack against during the single attack, you can potentially daze your foe.
previous round, you gain a +1 insight bonus on your melee An opponent affected by both abilities must make a Will
attack rolls against that creature. saving throw (DC 10 + 1/2 your character level + your Cha
Special: A fighter may select Combat Intuition as one of modifier) or be dazed for 1 round.
his fighter bonus feats. In addition, you can multiclass freely between the paladin
and rogue classes.
You must still remain lawful good in order to retain your
DANGER SENSE [] paladin abilities and take paladin levels.
You are one twitchy individual. You still face the normal XP penalties for having multiple
Prerequisite: Improved Initiative. classes more than one level apart.
Benefit: Once per day, you can reroll an initiative check
you have just made.
You use the better of your two rolls.
DEVOTED PERFORMER []
You must decide to reroll before the round starts. You have foregone the pursuit of frivolous musical talents,
instead entering religious training in service of honor and
justice.
DEATH BLOW [] Prerequisite: Bardic music, smite evil.
You waste no time in dealing with downed foes. Benefit: If you have levels in paladin and bard, those
Prerequisites: Improved Initiative, base attack bonus levels stack for the purpose of determining the bonus
+2. damage dealt by your smite evil ability and determining the
Benefit: You can perform a coup de grace attack against a number of times per day that you can use your bardic
helpless defender as a standard action. music.
Doing this still provokes attacks of opportunity as normal.
41
This feat does not allow additional daily uses of smite evil
or bardic music abilities beyond what your class levels DIVE FOR COVER []
would normally allow. You can dive behind cover or drop to the ground quickly
In addition, you can multiclass freely between the paladin enough to avoid many area effects.
and bard classes and may even gain additional bard levels Prerequisite: Base Reflex save bonus +4.
regardless of your lawful alignment. Benefit: If you fail a Reflex saving throw, you can
You must still remain lawful good in order to retain your immediately attempt the saving throw again.
paladin abilities and take paladin levels. You must take the second result, whether it succeeds or
You still face the normal XP penalties for having multiple fails.
classes more than one level apart. You become prone immediately after attempting the
second roll.
DEVOTED TRACKER []
You have found a balance between your woodland training DUAL STRIKE []
and your devotion to religious training, blending these two You are an expert skirmisher skilled at fighting with two
aspects into one seamless whole. weapons.
Prerequisite: Track, smite evil, wild empathy. Your extensive training with two weapons allows you to
Benefit: If you have levels in paladin and ranger, those attack with both while moving through a chaotic combat or
levels stack for the purposes of determining the extra fighting a running battle.
damage dealt by your smite evil ability and determining the Prerequisites: Improved Two-Weapon Fighting, Two-
bonus for your wild empathy class feature. Weapon Fighting.
This feat does not allow additional daily uses of smite evil. Benefit: As a standard action, you can make a melee
If you have both the special mount and animal companion attack with your primary weapon and your off-hand
class features, you can designate your special mount as your weapon.
animal companion. Both attacks use the same attack roll to determine success,
The mount gains all the benefits of being both your special using the worse of the two weapons’ attack modifiers.
mount and your animal companion. If you are using a one-handed or light weapon in your
For instance, a 5th-level paladin/6th-level ranger’s special primary hand and a light weapon in your off hand, you take
mount would have 4 bonus Hit Dice, a +6 natural armor a –4 penalty on this attack roll; otherwise you take a –10
adjustment, +2 Strength, +1 Dexterity, two bonus tricks, penalty.
and Intelligence 6, as well as the empathic link, improved Each weapon deals its normal damage.
evasion, share spells, share saving throws, and link special Damage reduction and other resistances apply separately
abilities. against each weapon attack.
In addition, you can multiclass freely between the paladin Special: When you make this attack, you apply precision-
and ranger classes. based damage (such as from sneak attack) only once.
You must still remain lawful good in order to retain your If you score a critical hit, only the weapon in your primary
paladin abilities and take paladin levels. hand deals extra critical hit damage; your offhand weapon
You still face the normal XP penalties for having multiple deals regular damage.
classes more than one level apart. A fighter may select Dual Strike as one of his fighter bonus
feats.
DISGUISE SPELL []
You can cast spells without observers noticing. EXPERT TACTICIAN []
Prerequisite: Perform (any) 9 ranks, bardic music. Your tactical skills work to your advantage.
Benefit: You can cast spells unobtrusively, mingling Prerequisites: Dex 13, Combat Reflexes, base attack
verbal and somatic components into your performances. bonus +2.
To disguise a spell, make a Perform check as part of the Benefit: If you hit a creature with an attack of
action used to cast the spell. opportunity, you and all your allies gain a +2 circumstance
Onlookers must match or exceed your check result with a bonus on melee attack rolls and damage rolls against that
Spot check to detect that you’re casting a spell (your creature for 1 round.
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 EXTRA MUSIC []
have some other means of determining its source, they You can use your bardic music more often than you
don’t know where the effect came from. otherwise could.
A disguised spell can’t be identified with a Spellcraft check, Prerequisite: Bardic music.
even by someone who realizes you’re casting a spell. Benefit: You can use your bardic music four extra times
The act of casting still provokes attacks of opportunity as per day.
normal. Normal: Bards without the Extra Music feat can use
bardic music once per day per bard level.
Special: You can gain this feat multiple times.
Its effects stack.

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.

EXTRAORDINARY SPELL AIM [] HEAR THE UNSEEN []


Your sense of hearing is so acute that you can partially
You can shape a spell’s area to exclude one creature from its
pinpoint an opponent’s location by sound, allowing you to
effects.
strike even if the opponent is concealed or displaced.
Prerequisite: Spellcraft 15 ranks.
Prerequisites: Listen 5 ranks, Blind-Fight.
Benefit: Whenever you cast a spell with an area, you can
Benefit: As a move action that does not provoke attacks
attempt to shape the spell’s area so that one creature within
of opportunity, you can attempt a DC 25 Listen check.
the area is unaffected by the spell.
If successful, you can pinpoint the location of all foes
To accomplish this, you must succeed on a Spellcraft check
within 30 feet, as long as you have line of effect to them.
(DC 25 + spell level).
This benefit does not eliminate the normal miss chance for
Casting a spell affected by the Extraordinary Spell Aim feat
fighting foes with concealment, but it ensures that you can
requires a full-round action unless the spell’s normal
target the correct square with your attacks.
casting time is longer, in which case the casting time is
If you are deafened or within an area of silence, you can’t use
unchanged.
this feat.
If an invisible or hidden opponent is attempting to move
FORCE OF PERSONALITY [] silently, your Listen check is opposed by your opponent’s
Move Silently check, but your opponent gains a +15 bonus
You have cultivated an unshakable belief in your selfworth. on this check.
Your sense of self and purpose are so strong that they This feat does not work against perfectly silent opponents,
bolster your willpower. such as incorporeal creatures.
Prerequisite: Cha 13.
Benefit: You add your Charisma modifier (instead of your
Wisdom modifier) to Will saves against mind-affecting IMPROVED DIVERSION []
spells and abilities. You can create a diversion to hide quickly and with less
effort.
GOAD [] Prerequisite: Bluff 4 ranks.
Benefit: You can use Bluff to create a diversion to hide
You are skilled at inducing opponents to attack you. (see page 68 of the Player’s Handbook) as a move action.
Prerequisites: Cha 13, base attack bonus +1. You gain a +4 bonus on Bluff checks made for this purpose.
Benefit: As a move action, you can goad an opponent that Normal: Without this feat, creating a diversion to hide
threatens you, has line of sight to you, can hear you, and has using the Bluff skill requires a standard action.
an Intelligence of 3 or higher. Special: A fighter may select Improved Diversion as one
(The goad is a mind-affecting ability). of his fighter bonus feats.
When the goaded opponent starts its next turn, if it
threatens you and has line of sight to you, it must make a
Will saving throw (DC 10 + 1/2 your character level + your IMPROVED FLIGHT []
Cha modifier).
You gain greater maneuverability when flying than you
If the opponent fails its save, you are the only creature it
would normally have.
can make melee attacks against during this turn.
(If it kills you, knocks you unconscious, loses sight of you, Prerequisite: Ability to fly (naturally, magically, or
or otherwise is unable to make melee attacks against you, it through shapechanging).
may make any remaining melee attacks against other foes, Benefit: Your maneuverability class while flying
as normal). improves by one step—clumsy to poor, poor to average,
average to good, or good to perfect.
43
IMPROVED SWIMMING [] MOBILE SPELLCASTING []
You can swim faster than you normally could. Your focused concentration allows you to move while
Prerequisite: Swim 6 ranks. casting a spell.
Benefit: You can swim half your speed as a move action Prerequisite: Concentration 8 ranks.
or your speed as a full-round action. Benefit: You can make a special Concentration check
Normal: You swim at one-quarter your speed as a move (DC 20 + spell level) when casting a spell.
action or at half your speed as a full-round action. If the check succeeds, you can cast the spell and move up to
your speed as a single standard action.
(You can’t use this ability to cast a spell that takes longer
INSIGHTFUL REFLEXES [] than 1 standard action to cast).
Your keen intellect allows you an uncanny knack for If the check fails, you lose the spell and fail to cast it, just as
evading dangerous effects. if you had failed a Concentration check to cast the spell
Benefit: You add your Intelligence modifier (instead of defensively.
your Dexterity modifier) to Reflex saves. You still provoke attacks of opportunity for casting spells
from any creatures who threaten you at any point of your
movement.
JACK OF ALL TRADES [] You can cast defensively while using this feat, but doing so
You have picked up a smattering of even the most obscure increases the Concentration DC to 25 + spell level.
skills.
Prerequisite: Int 13.
Benefit: You can use any skill as if you had 1/2 rank in
NATURAL BOND []
that skill. Your bond with your animal companion is exceptionally
This benefit allows you to attempt checks with skills that strong.
normally don’t allow untrained skill checks (such as Prerequisite: Animal companion.
Decipher Script and Knowledge). Benefit: Add three to your effective druid level for the
If a skill doesn’t allow skill checks (such as Speak purpose of determining the bonus Hit Dice, extra tricks,
Language), this feat has no effect. special abilities, and other bonuses that your animal
Normal: Without this feat, you can’t attempt some skill companion receives (see page 36 of the Player’s Handbook).
checks (Decipher Script, Disable Device, Handle Animal, This bonus can never make your effective druid level
Knowledge, Open Lock, Profession, Sleight of Hand, Speak exceed your character level.
Language, Spellcraft, Tumble, and Use Magic Device)
unless you have ranks in the skill.
OBSCURE LORE []
You are a treasure trove of little-known information.
LEAP ATTACK [] Prerequisite: Bardic knowledge or lore class feature.
You can combine a powerful charge and a mighty leap into Benefit: You gain a +4 insight bonus on checks using
one devastating attack. your bardic knowledge or lore class feature.
Prerequisites: Jump 8 ranks, Power Attack.
Benefit: You can combine a jump with a charge against OPEN MINDED []
an opponent.
If you cover at least 10 feet of horizontal distance with your You are naturally able to reroute your memory and skill
jump, and you end your jump in a square from which you expertise.
threaten your target, you can double the extra damage dealt Benefit: You immediately gain 5 skill points.
by your use of the Power Attack feat. Spend these skill points as normal.
If you use this tactic with a two-handed weapon, you You cannot exceed the normal maximum ranks for your
instead triple the extra damage from Power Attack. level in any skill.
This attack must follow all the normal rules for using the Special: You can gain this feat multiple times.
Jump skill and for making a charge, except that you ignore Each time, you immediately gain another 5 skill points.
rough terrain in any squares you jump over.
OVERSIZED TWO-WEAPON
LINGERING SONG []
FIGHTING []
Your inspirational bardic music stays with the listeners
long after the last note has died away. You are adept at wielding larger than normal weapons in
Prerequisite: Bardic music. your off hand.
Benefit: If you use bardic music to inspire courage, Prerequisite: Str 13, Two-Weapon Fighting.
inspire greatness, or inspire heroics, the effect lasts for 1 Benefit: When wielding a one-handed weapon in your
minute after an inspired ally stops hearing you play. off hand, you take penalties for fighting with two weapons
Normal: Inspire courage, inspire greatness, and inspire as if you were wielding a light weapon in your off hand (see
heroics last as long as an ally hears the bard sing plus an page 160 of the Player’s Handbook).
additional 5 rounds thereafter. Special: A fighter may select Oversized Two-Weapon
Fighting as one of his fighter bonus feats.
44
Benefit: If you deal damage with a melee sneak attack,
POWER THROW [] you can also deliver a wound that limits your foe’s mobility.
You have learned how to hurl weapons to deadly effect. For 1 round (or until the target is the beneficiary of a DC 15
Prerequisite: Str 13, Brutal Throw, Power Attack. Heal check or any magical healing that restores at least 1
Benefit: On your turn, before making any attack rolls, hit point, whichever comes first), your target is treated as if
you can choose to subtract a number from all thrown it were staggered, even if its nonlethal damage doesn’t
weapon attack rolls and add the same number to all thrown exactly equal its current hit points.
weapon damage rolls. A target can resist this effect by making a successful
This number may not exceed your base attack bonus. Fortitude save (DC equal to damage dealt).
The penalty on attack rolls and the bonus on damage rolls Multiple staggering strikes on the same creature do not
applies until your next turn. stack.
Special: A fighter may select Power Throw as one of his This feat has no effect on creatures not subject to sneak
fighter bonus feats. attack damage.

QUICK RECONNOITER [] SUBSONICS []


You can learn a lot of information from just a quick scan of Your music can affect even those who do not consciously
an area or object. hear it.
Prerequisite: Listen 5 ranks, Spot 5 ranks. Prerequisite: Perform (any) 10 ranks, bardic music.
Benefit: You can make one Spot check and one Listen Benefit: You can produce music or poetics so subtly that
check each round as a free action. opponents do not notice it, yet your allies still gain all the
You also gain a +2 bonus on initiative checks. usual benefits from your bardic music.
Normal: Using Spot or Listen in a reactive fashion is a Similarly, you can affect opponents within range with your
free action, but actively trying to make a Spot check or music, but unless they can see you performing or have
Listen check requires a move action. some other means of discovering it, they cannot determine
the source of the effect.
RAZING STRIKE []
You have mastered the art of delivering precise strikes TACTILE TRAPSMITH []
against nonliving creatures while channeling spell energy You can rely on your rapid reflexes and nimble fingers
through your melee attacks. instead of your intellect when searching a room or when
Prerequisite: Sneak attack, caster level 5th. disabling a trap.
Benefit: To activate this feat, you must sacrifice one of Benefit: You add your Dexterity bonus (rather than your
your daily allotment of spells (minimum spell level 1st). Intelligence bonus) on all Search and Disable Device
Doing this is a swift action that doesn’t provoke attacks of checks.
opportunity. In addition, you receive no penalty on these checks for
In exchange, you gain an insight bonus on your melee darkness or blindness.
attack rolls and damage rolls for 1 round.
The bonus on attack rolls equals the level of the spell
sacrificed. VERSATILE PERFORMER []
The bonus on damage rolls is 1d6 points per level of the You are skilled at many kinds of performances.
spell sacrificed, plus any extra damage based on your sneak Prerequisite: Perform (any) 5 ranks.
attack ability. Benefit: Pick a number of Perform categories equal to
These bonuses apply against only one type of creature, your Intelligence bonus (minimum 1).
depending on the type of spell sacrificed. For the purpose of making Perform checks, you are treated
If you sacrifice an arcane spell, they apply against as having a number of ranks in those skills equal to the
constructs; if the sacrificed spell is divine, the bonuses highest number of ranks you have in any Perform category.
apply against undead. You cannot change these categories once you have picked
Example: A 5th-level wizard/1st-level rogue activates this them, but your score in them automatically increases if you
feat, sacrificing a prepared web spell. later add additional ranks in your highest-ranked Perform
She gains a +2 insight bonus on her melee attack rolls category.
against constructs for 1 round, and also adds 3d6 points of You gain new categories of your choice if your Intelligence
damage to successful attacks against constructs during that bonus permanently increases.
round (2d6 for the 2nd-level spell, plus 1d6 for her sneak In addition, you gain a +2 bonus on a combined Perform
attack damage). check when using two or more forms of performance at the
This feat does not allow you to deliver critical hits or sneak same time, such as a bard strumming a lyre while singing.
attacks against constructs or undead. In such cases, add the bonus to the higher of your two
Perform skill modifiers.
STAGGERING STRIKE []
You can deliver a wound that hampers an opponent’s
movement.
Prerequisite: Base attack bonus +6, sneak attack.
45
BARDIC MUSIC FEATS EPIC FEATS
CHANT OF FORTITUDE [BARDIC AUGMENTED ALCHEMY [EPIC]
MUSIC] You can create alchemical items and substances that are
much more powerful than normal.
You can channel the power of your bardic music to sustain Prerequisites: Int 21, Craft (alchemy) 24 ranks.
your allies, allowing them to function even after receiving Benefit: Whenever creating an alchemical item or
wounds that would cause others to falter. substance (not including poisons), you can choose to make
Prerequisites: Bardic music, Concentration 9 ranks, it more powerful than normal by adding 20 to the DC
Perform 9 ranks. required to create it and multiplying its price by 5.
Benefit: You can expend one daily use of your bardic An augmented alchemical item or substance deals double
music ability as an immediate action to provide all allies normal damage (if it deals damage), has twice the normal
(including yourself) the benefit of the Diehard feat (see duration (if it has a duration), adds 2 to the save DC (if it has
page 93 of the Player’s Handbook) until the end of your next a save DC), and affects an area twice as wide as normal (if it
turn. has an area).
You can use this feat multiple times consecutively to keep If the item or substance doesn’t fit any of these categories,
yourself and your allies conscious. then it cannot be affected by this feat.
Even while this feat is active, you or your allies die if For example, an augmented flask of alchemist’s fire deals
reduced to –10 hit points or lower. 2d6 points of damage (or 2 points of splash damage to all
This feat does not function in an area of magical silence. targets within 10 feet) and burns for 2 additional rounds
after striking the target (rather than 1).
IRONSKIN CHANT [BARDIC MUSIC] The save DC to extinguish the flames is 17.
You can channel the power of your bardic music to enable
yourself to ignore minor injuries. EPIC DODGE [EPIC]
Prerequisites: Bardic music, Concentration 12 ranks, You are able to evade attacks with exceptional agility.
Perform 12 ranks. Prerequisites: Dex 25, Tumble Dodge, 30 ranks,
Benefit: As a swift action that does not provoke attacks of defensive roll, improved evasion.
opportunity, you can expend one daily use of your bardic Benefit: Once per round, when struck by an attack from
music ability to provide damage reduction of 5/– to an opponent you have designated as the target of your
yourself or to one ally within 30 feet who can hear you until Dodge feat, you automatically avoid all damage from the
the start of your next turn. attack.
This feat does not function in an area of magical silence.

EPIC REPUTATION [EPIC]


LYRIC SPELL [BARDIC MUSIC]
Your reputation provides great bonuses on interactions
You can channel the power of your bardic music into your with others.
magic, allowing you to expend uses of your bardic music Benefit: You gain a +4 bonus on Bluff, Diplomacy, Gather
ability to cast spells. Information, Intimidate, and Perform checks.
Prerequisites: Bardic music, Perform 9 ranks, ability to
spontaneously cast 2nd-level arcane spells.
Benefit: You can expend daily uses of your bardic music EPIC SKILL FOCUS [EPIC]
to cast any arcane spell that you know and can cast Choose a skill, such as Move Silently.
spontaneously. You have a legendary knack with that skill.
You must still use an action to cast the spell (following the Prerequisite: 20 ranks in the skill selected.
normal rules for casting time), but using the Lyric Spell feat Benefit: You gain a +10 bonus on all skill checks with the
counts as part of the spellcasting action. selected skill.
Casting a spell requires one use of your bardic music ability,
Special: You can gain this feat multiple times.
plus one additional use per level of the spell.
Its effects do not stack.
For example, casting a 3rd-level spell requires four daily
Each time you take the feat, it applies to a different skill.
uses of your bardic music ability.
Special: This feat counts as Skill Focus for the purpose of
Special: Any spell that you cast using the Lyric Spell feat
qualifying for other feats, prestige classes, and the like.
gains your instrument as an additional arcane focus, if you
use one.
You cannot use Lyric Spell to cast a spell improved by the GROUP INSPIRATION [EPIC]
Silent Spell metamagic feat.
Your bardic powers can inspire more allies than normal.
Prerequisites: Perform 30 ranks, bardic music.
Benefit: The number of allies you can affect with your
inspire competence, inspire greatness, or inspire heroics
ability doubles.
46
When inspiring competence in multiple allies, you can Prerequisite: Jump 24 ranks.
choose different skills to inspire for different allies. Benefit: You need only move 5 feet in a straight line to
make a running jump.
IMPROVED SKIRMISH [EPIC]
Your combat mobility improves. LEGENDARY TRACKER [EPIC]
Prerequisites: Skirmish +4d6/+4 AC. You can track prey across or through the water, or even
Benefit: If the bonus to AC granted when you use your through the air.
skirmish ability is equal to or higher than the number of Prerequisites: Wis 25, Knowledge (nature) 30 ranks,
dice of extra damage granted by your skirmish ability, your Survival 30 ranks, Track.
extra damage on skirmish attacks increases by 1d6. Benefit: You can track creatures across water,
If the bonus to AC granted by your skirmish ability is less underwater, or through the air by the minute disturbances
than the number of dice of extra damage granted by your they make and traces of their passage.
skirmish ability, the bonus to AC when skirmishing This benefit adds the surfaces of water, underwater, and air
increases by 1 instead. to the list of surfaces found under the Track feat in the
Special: This feat may be taken multiple times. Player’s Handbook: Surface DC Water 60 Underwater 80 Air
Its effects stack. 120

IMPROVED SUDDEN STRIKE [EPIC]


Your ability to strike unaware foes improves.
Prerequisites: Sudden strike +8d6.
Benefit: Add 1d6 to your sudden strike damage.
Special: This feat may be taken multiple times.
Its effects stack.
POLYGLOT [EPIC]
You can speak, read, and write all languages.
LEGENDARY ACROBAT [EPIC] Prerequisites: Int 25, Speak Language (five languages).
You can balance and tumble much more easily than a Benefit: You can speak all languages.
normal person. If you are literate, you can also read and write all languages
Prerequisites: Dex 21, Balance 24 ranks, Tumble 24 (not including magical script).
ranks.
Benefit: You can ignore any check penalties applied for
accelerated movement while balancing (see page 67 of the WILD FEATS
Player’s Handbook), for accelerated tumbling (see page 84 of
the Player’s Handbook), or for running while balancing on a
narrow surface or while tumbling (see pages 97 and 103 in BLINDSENSE [WILD]
this book). You can sense creatures that you cannot see.
Normal: Without this feat, you take a –5 penalty on Prerequisites: Wild shape class feature, Listen 4 ranks.
Balance checks and a –10 penalty on Tumble checks when Benefit: You can expend one daily use of wild shape to
attempting to move your full speed as a move action, or a – gain blindsense for 1 minute per Hit Die, enabling you to
20 penalty on Balance or Tumble checks when attempting pinpoint the location of a creature within 30 feet if you
to run while balancing on a narrow surface or while have line of effect to that creature (see page 306 of the
tumbling. Monster Manual).
You retain this benefit regardless of what form you are in.
LEGENDARY CLIMBER [EPIC]
You can climb rapidly much more easily than a normal CLIMB LIKE AN APE [WILD]
person. You can improve your climbing ability.
Prerequisites: Dex 21, Balance 12 ranks, Climb 24 Prerequisites: Wild shape.
ranks. Benefit: You can expend one daily use of wild shape to
Benefit: You can ignore any check penalties applied for gain a climb speed equal to your base land speed for 10
accelerated climbing (see page 69 of the Player’s Handbook), minutes per Hit Die.
rapid climbing, or combat climbing (see page 97). This feat also grants you a +8 racial bonus on Climb checks
Normal: Without this feat, you take a –5 penalty on and allows you to take 10 on Climb checks, even if rushed
Climb checks when attempting to climb half your speed as or threatened.
a move action, or a –20 penalty when attempting to climb
your speed as a move action or to retain your Dex bonus to
AC when climbing. COUGAR’S VISION [WILD]
You can see in the dark like a cat.
LEGENDARY LEAPER [EPIC] Prerequisites: Wild shape, Spot 2 ranks.
Benefit: You can expend one daily use of wild shape to
You can cover great distances with only a brief start. gain low-light vision for 1 hour per Hit Die. 47
In addition, you gain a +4 bonus on all Spot checks.
You retain these benefits regardless of what form you are
in.

HAWK’S VISION [WILD]


You can improve your visual acuity.
Prerequisites: Wild shape, Spot 4 ranks.
Benefit: You can expend one of your daily uses of wild
shape to gain a +8 bonus on your Spot checks for 1 hour per
Hit Die.
While this benefit is in effect, you take only half the normal
penalty for range increment (–1 on ranged attacks per
range increment instead of –2), and you take a –1 penalty
on Spot checks per 20 feet of distance (rather than per 10
feet).
You retain these benefits regardless of what form you are
in.

SAVAGE GRAPPLE [WILD]


While transformed into the shape of a wild animal, you can
savagely tear at any creature that you manage to grapple.
Prerequisites: Wild shape, sneak attack.
Benefit: While you are in a wild shape, any time you
make a successful grapple check to damage a creature with
which you are already grappling, you can add your sneak
attack damage as well.
Creatures not subject to sneak attacks don’t take this extra
damage.

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.

BLACK LORE OF MOIL


(3.5) [METAMAGIC]
Your study of the sinister knowledge and spellcasting
MAIN SECTION FEATS techniques of the long-dead Nightlords of Moil makes your
necromancy spells especially potent.
Prerequisites: Spell Focus (necromancy), caster level
ARCANE DEFENSE [] 7th.
Benefit: Any necromancy spell you cast can be cast
Choose a school of magic, such as illusion. instead as a Moilian spell, dealing an extra 1d6 points of
You can resist spells from that school better than normal. negative energy damage +1d6 per two spell levels (+1d6 for
Prerequisite: Spell Focus in the chosen school. 1st-level spells, +2d6 for 2nd- or 3rd-level spells, and so on).
Benefit: You get a +3 bonus on your saving throws against If the spell normally allows a saving throw, the target takes
spells from the chosen school. half the negative energy damage on a successful save,
Special: You can gain this feat multiple times, but its regardless of the outcome of the save on the spell’s normal
effects do not stack. effect.
Each time you take the feat, it applies to a new school of In addition to its normal spell components, a Moilian spell
magic. requires the creation and expenditure of a Moilian
runebone— a small human bone (often a finger bone)
ARCANE MASTERY [] scribed with carefully prepared arcane markings.
Only a character trained in the Black Lore of Moil knows
You are quick and certain in your efforts to defeat the the secrets of creating a runebone, which takes 1 hour to
arcane defenses and spells of others. craft and requires special inks and powders costing 25 gp
Prerequisite: Ability to cast arcane spells or use spell- per die of negative energy damage to be generated.
like abilities (including invocations). For example, a runebone capable of adding 3d6 points of
Benefits: You can take 10 on caster level checks (as if the negative energy damage to a spell costs 75 gp to craft.
caster level check was a skill check). While the maximum negative energy damage dealt by a
Moilian spell is based on the spell’s level, the actual damage
is limited by the runebone.
ARCANE PREPARATION [] For example, if a sorcerer casts finger of death (a 7th-level
You can prepare an arcane spell ahead of time, just as a spell, so normally +4d6) with a 75-gp (3d6) runebone, the
wizard does. spell deals only 3d6 points of additional negative energy
Prerequisite: Ability to cast arcane spells without damage.
preparation. A Moilian spell uses a spell slot of the spell’s normal level.
Benefit: Each day, you can use one or more of your spell
slots to prepare spells you know, usually for the purpose of
applying a metamagic feat to the spell—but without an BORN OF THE THREE THUNDERS
increase in its casting time. [METAMAGIC]
Preparing a spell uses a spell slot of the appropriate level,
and once prepared, that slot can’t be used for anything else You have learned to marry the power of lightning and
until the prepared spell is cast. thunder in your electricity and sonic spells.
Normal: Spellcasters who cast arcane spells without Prerequisites: Knowledge (nature) 4 ranks, Energy
preparation (such as sorcerers and bards) who apply a Substitution (electricity).
metamagic feat to a spell must cast it as a full-round action Benefit: When you cast a spell with either the electricity
instead of a standard action. descriptor or the sonic descriptor that deals hit point
damage, you can declare that spell to be a spell of the three
thunders, with half its damage dealt as electricity damage
BATTLE CASTER [] and half dealt as sonic damage.
Building on your existing training allows you to avoid the In addition, the spell concludes with a mighty thunderclap
chance of arcane spell failure when you wear armor heavier that stuns all creatures that take damage from the spell for 1
than normal. round unless they succeed on a Fortitude save, then knocks
Prerequisite: Ability to ignore arcane spell failure stunned creatures prone unless they succeed on a Reflex
chance from armor. save (both saves at the same DC as the base spell).
Benefit: You are able to wear armor one category heavier Channeling the three thunders is costly, though, and you
than you can normally wear while still avoiding the chance are automatically dazed for 1 round after doing so.
of arcane spell failure. A three thunders spell uses a spell slot of the spell’s normal
For example, if you have the ability to normally wear light level.
armor without incurring a chance of spell failure, you can
wear medium armor and continue to cast spells as normal. 49
In addition, its descriptor changes to include both energy The first three in the initiative order ready an action to cast
types—for example, a lightning bolt of the three thunders is fireball, casting the spell when the fourth does.
an evocation [electricity, sonic] spell. The base DC of the spell’s save is equal to the highest save
DC among the cooperative casters (as determined by
relevant ability scores, other feats, special abilities, or items)
CHAIN SPELL [METAMAGIC] +4 (+2 for the first cooperative caster and +1 for each of the
You can cast spells that arc to other targets in addition to other two).
the primary target. As well, whoever has the highest caster level determines
Prerequisite: Any metamagic feat. the base caster level check, which gains a +3 bonus (+1 for
Benefit: Any spell that specifies a single target and has a each cooperative caster).
range greater than touch can be chained so as to affect that
primary target normally, then arc to a number of secondary
targets equal to your caster level (maximum 20). CRAFT CONTINGENT SPELL [ITEM
Each arc affects one secondary target chosen by you, all of CREATION]
which must be within 30 feet of the primary target, and
none of which can be affected more than once. You know how to attach semipermanent spells to a creature
You can choose to affect fewer secondary targets than the and set them to activate under certain conditions.
maximum. Prerequisite: Caster level 11th.
If the chained spell deals damage, the secondary targets Benefit: You can make contingent any spell that you
each take half as much damage as the primary target know.
(rounded down) and can attempt Reflex saving throws for Crafting a contingent spell takes one day for each 1,000 gp
half damage (whether the spell allows the original target a in its base price (spell level × caster level × 100 gp).
save or not). To craft a contingent spell, you must spend 1/25 of this
For spells that don’t deal damage, the save DCs against base price in XP and use up raw materials costing one-half
arcing effects are reduced by 4. the base price.
For example, if a 10th-level wizard normally casts cause fear Some spells incur extra costs in material components or XP
at DC 14, a chained cause fear could target a goblin chieftain (as noted in their descriptions), which must be paid when
at DC 14 and up to ten of his nearby guards at DC 10. the contingent spell is created.
A chained spell uses up a spell slot three levels higher than See Contingent Spells, page 139, for more information.
the spell’s actual level.
DELAY SPELL [METAMAGIC]
COMMUNICATOR [] You can cast spells that take effect after a short delay of
You possess a magical understanding of the essence of your choosing.
language. Prerequisite: Any metamagic feat.
Benefit: An innate talent for magic grants you the Benefit: When casting a spell, you set a delay of 1 to 5
following spell-like abilities as a 1st-level caster: 1/day— rounds before it takes effect.
arcane mark, comprehend languages, message. The delay time cannot be changed once set; the spell
activates just before your turn on the round you designate.
Only area, personal, and touch spells can be affected by this
COOPERATIVE SPELL [METAMAGIC] feat.
You can cast spells to greater effect in conjunction with the Any decisions you would make about the spell (including
same spell cast by another individual. attack rolls, designating targets, or determining or shaping
Prerequisites: Any metamagic feat. an area) are decided when the spell is cast, with any of its
Benefit: While the two of you are adjacent, you and effects (including damage and saving throws) decided
another spellcaster with the Cooperative Spell feat can when the spell triggers.
simultaneously cast the same spell at the same time in the If conditions change during the delay period in ways that
round. would make the spell impossible to cast (the target you
Add +2 to the save DC of cooperatively cast spells and +1 to designate moves beyond the spell’s range, for example), the
caster level checks to beat the target’s spell resistance (if spell fails.
any), using the higher base DC and level check of either During the delay period, a delayed spell can be dispelled
caster. normally, and it can be detected in the area or on the target
A cooperative spell uses up a spell slot of the same level as (as applicable).
the spell’s actual level. A delayed spell uses up a spell slot three levels higher than
the spell’s actual level.
Special: For each additional caster with this feat casting
the same cooperative spell simultaneously, the spell’s save
DC and the bonus on the caster level check both increase DOUBLE WAND WIELDER []
by 1.
When more than two spellcasters cooperatively cast a spell, You can activate two wands at the same time.
each must be adjacent to at least two other casters involved Prerequisites: Craft Wand, Two-Weapon Fighting.
in the casting. Benefit: As a full-round action, you can wield a wand in
For example, two wizards and two sorcerers standing in a each hand (if you have both hands free), with one wand
circle all have Cooperative Spell. designated as your primary wand and the other your
50 secondary wand.
Each use of the secondary wand expends 2 charges from it
instead of 1.

DRACONIC BREATH [DRACONIC]


You can convert your arcane spells into a breath weapon.
Prerequisite: Draconic Heritage.
Benefit: As a standard action, you can change arcane spell
energy into a breath weapon of your draconic heritage
energy type.
The breath weapon is a 30-foot cone (fire or cold) or a 60-
foot line (acid or electricity) that deals 2d6 points of damage
per level of the spell that you expended to create the effect.
Any creature in the area can make a Reflex save (DC 10 +
level of the spell used + your Cha modifier) for half damage.
DRACONIC LEGACY [DRACONIC]
This is a supernatural ability. You have realized greater arcane power through your
draconic heritage.
Prerequisite: Any four draconic feats.
DRACONIC CLAW [DRACONIC] Benefit: Based on your draconic heritage, add the
You develop the natural weapons of your draconic following spells to your list of spells known.
ancestors. Each spell is added at the level that a spellcaster would
Prerequisite: Draconic Heritage. normally gain it unless otherwise indicated.
Benefit: You gain claws.
You can make a natural attack with your claw, dealing
damage based on your size (Small 1d4, Medium 1d6, Large
1d8).
In any round when you cast a spell with a casting time of 1
standard action, you can make a single claw attack as a swift
action (see page 86) against an opponent you threaten.

DRACONIC FLIGHT [DRACONIC]


The secret of draconic flight is revealed to you, granting
you the ability to fly occasionally.
Prerequisite: Draconic Heritage.
Benefit: After you cast an arcane spell with a casting time
of 1 standard action, you gain a fly speed equal to 10 feet per
level of the spell you just cast for the remainder of your Special: If any of the spells you would gain from this feat
turn. are spells you already know, you can pick another spell that
a sorcerer would ordinarily have available to him at that
DRACONIC HERITAGE [DRACONIC] same level.
You have greater connection with your distant draconic
bloodline. DRACONIC POWER [DRACONIC]
Prerequisite: Sorcerer level 1st. You have greater power manipulating the energies of your
Benefit: Choose one dragon from the Draconic Heritage heritage.
list below and gain the indicated skill as a class skill. Prerequisite: Draconic Heritage.
This is your draconic heritage, which cannot be changed Benefit: Your caster level increases by 1, and you add 1 to
once the feat has been taken. the save DC of all arcane spells with the energy descriptor
Half-dragons must choose the same dragon kind as their of the same energy type as determined by your draconic
dragon parent. heritage.
In addition, you gain a bonus on saving throws against sleep Special: If the Energy Substitution feat is used to modify
and paralysis, as well as spells and abilities with the energy a spell, this feat will work if the new type of energy matches
type of your Draconic Heritage. the energy type of your draconic heritage.
This bonus is equal to the number of draconic feats you
have.
DRACONIC PRESENCE [DRACONIC]
When you use your magic, your mere presence can terrify
those around you.
Prerequisite: Draconic Heritage.
Benefit: Whenever you cast an arcane spell, all opponents
within 10 feet of you who have fewer Hit Dice than you
51
become shaken for a number of rounds equal to the level of that already uses the same type, in effect doubling its
the spell you cast. normal damage dice.
The effect is negated by a Will save (DC 10 + level of the
spell cast + your Cha modifier).
A successful save indicates that the opponent is immune to ENERGY SUBSTITUTION
your draconic presence for 24 hours. [METAMAGIC]
This ability does not affect creatures with an Intelligence of
3 or lower or creatures that are already shaken, nor does it You can modify an energy-based spell to use another type
have any effect on dragons. of energy instead.
Prerequisites: Knowledge (arcana) 5 ranks, any
metamagic feat.
DRACONIC RESISTANCE Benefit: Choose one type of energy (acid, cold, electricity,
or fire).
[DRACONIC] You can then modify any spell with an energy descriptor to
Your bloodline hardens your body against the energy type use the chosen type of energy instead.
of your progenitor. An energy substituted spell uses a spell slot of the spell’s
Prerequisite: Draconic Heritage. normal level.
Benefit: You gain resistance to the energy type of your The spell’s descriptor changes to the new energy type—for
draconic heritage equal to three times the number of example, a fireball composed of cold energy is an evocation
draconic feats you currently have (including draconic feats [cold] spell.
you take after gaining this feat). Special: You can gain this feat multiple times, choosing a
different type of energy each time.
DRACONIC SKIN [DRACONIC]
Your skin takes on the sheen, luster, and hardness of your EXPLOSIVE SPELL [METAMAGIC]
draconic parentage. You can cast spells that blast creatures off their feet.
Prerequisites: Draconic Heritage. Benefit: On a failed Reflex save, an explosive spell ejects
Benefit: Your natural armor increases by 1. any creature caught in its area, sending it to a location
outside the nearest edge of that area, dealing additional
damage and further knocking creatures prone.
ENERGY ADMIXTURE [METAMAGIC] For example, all creatures in the area of an explosive fireball
You can modify a spell that uses one type of energy to add that fail their saving throws not only take full damage but
an equal amount of another energy type. are pushed to the closest square outside the perimeter of
Prerequisite: Energy Substitution. the spell’s 20-foot-radius spread.
Benefit: Choose one type of energy (acid, cold, electricity, Likewise, an explosive lightning bolt moves targets that fail
or fire) that matches an energy type you have selected for their saves to outside the area defined by the squares the
substitution via the Energy Substitution feat. bolt’s line passes through.
You can then modify any spell with an energy descriptor by Any creature moved in this manner also takes an additional
adding an equal amount of the chosen type of energy to the 1d6 points of damage per 10 feet moved (no additional
spell’s normal effects. damage if moved less than 10 feet by the effect) and is
The altered spell works normally in all respects except for knocked prone.
the type and amount of damage dealt, with each type of If some obstacle prevents a blasted creature from being
energy counting separately toward the spell’s damage cap. moved to the edge of the effect, the creature is stopped and
Thus, an acid fireball cast at 6th level deals 6d6 points of fire takes 1d6 points of damage from striking the barrier (in
damage and 6d6 points of acid damage (rolled separately), addition to any damage taken from the distance moved
while the same acid fireball cast at 10th level or higher deals before then).
10d6 points of fire damage and 10d6 points of acid damage. In any event, this movement does not provoke attacks of
Even opposed types of energy (such as fire and cold) can be opportunity.
combined using this feat. Explosive Spell can be applied only to spells that allow
An energy admixed spell uses up a spell slot four levels Reflex saves and affect an area (a cone, cylinder, line, or
higher than the spell’s actual level. burst).
As well, the spell’s descriptor changes to include both An explosive spell uses up a spell slot two levels higher
energy types present in the spell—for example, the acid than the spell’s actual level.
fireball described above is an evocation [acid, fire] spell.
Special: You can gain this feat multiple times, choosing a EXTRA EDGE []
different type of energy each time.
The type of energy selected with this feat must match a Your ability to deal spell damage is particularly striking.
type of energy you have also selected for substitution via Prerequisite: Warmage level 4th.
the Energy Substitution feat (so you can select cold as your Benefit: You gain a +1 bonus on your warmage edge, plus
energy type with Energy Admixture if you have selected an additional +1 bonus per four warmage levels.
cold as your Energy Substitution energy type). For instance, an 8th-level warmage with 18 Intelligence
You can use Energy Admixture to further alter a spell that gets a +7 bonus on the damage dealt by any spell that deals
has already been modified with Energy Substitution, and hit point damage.
52 you can also admix your chosen energy type with a spell
Normal: A character’s warmage edge is equal to his The spell’s level does not change, nor does the choice of
Intelligence modifier. spell and modification once chosen.
As you go up in level, you can choose the same spell to be
modified in different ways with multiple spell secrets
EXTRA INVOCATION [] (either from additional uses of this feat or through the spell
You learn an additional invocation. secret class ability).
Prerequisite: Ability to use lesser invocations. You do not need to have the metamagic feat that you apply
Benefit: You learn one additional invocation from the list to the spell.
available to you, choosing an invocation of one grade lower Special: You can take this feat multiple times.
than the highest grade of invocation you know. Each time, you can select another spell to be permanently
For example, a 6th-level warlock could learn a least modified as though affected by one of the metamagic feats
invocation, while a 16th-level warlock could learn any least, mentioned above.
lesser, or greater invocation. You can choose the same spell to be modified with multiple
Special: You can gain this feat multiple times. applications of this feat.
Each time, you gain an extra invocation of any grade (least,
lesser, or greater) up to one lower than the highest grade of
invocation you can currently use.
FORTIFY SPELL [METAMAGIC]
You cast spells that more easily penetrate spell resistance.
Benefit: A fortified spell is treated as having a higher
EXTRA SLOT [] caster level for the purpose of defeating a target’s spell
You can cast an additional spell. resistance.
Prerequisite: Caster level 4th. You prepare and cast the spell in a higher-level spell slot
Benefit: You gain one extra spell slot in your daily than normal, with each additional level giving a +2 bonus
allotment, at any level up to one lower than the highest on spell penetration checks for the altered spell.
level of spell you can currently cast. Spells that are not subject to spell resistance are not
For example, a 4th-level sorcerer (maximum spell level affected.
2nd) gains either an extra 0-level or 1st-level slot, and is able A fortified spell uses up a spell slot at least one level higher
to cast any spell he knows of the chosen level one more than the spell’s actual level.
time each day.
Likewise, a 4th-level wizard can prepare any extra 0-level or GUARDIAN SPIRIT []
1st-level spell he knows.
Once selected, the extra spell slot never changes level. Your watchful spirit is more capable than normal.
Special: You can gain this feat multiple times. Prerequisite: Watchful spirit class ability.
Each time, you gain an extra spell slot at any level up to one Benefit: Your watchful spirit allows you to reroll your
lower than the highest level of spell you can currently cast. initiative two times per day, as well as allowing you to reroll
any saving throw once per day.
These effects must be used immediately after the initial
EXTRA SPELL [] initiative check or saving throw is made.
You learn an additional spell.
Prerequisite: Caster level 3rd. HEIGHTEN SPELL-LIKE ABILITY []
Benefit: You learn one additional spell at any level up to
one lower than the highest level of spell you can currently You can use a spell-like ability as if it were a higher spell-
cast. level equivalent than it actually is.
Thus, a 4th-level sorcerer (maximum spell level 2nd) gains a Prerequisite: Spell-like ability at caster level 6th or
new 0-level or 1st-level spell known with which to expand higher.
her repertoire. Benefit: Choose one of your spell-like abilities (subject to
For classes such as wizard that have more options for the restrictions below) to use at a heightened level up to
learning spells, Extra Spell is generally used to learn a three times per day (or the ability’s normal use limit,
specific spell that the character lacks access to and would be whichever is less).
unable to research. The spell-level equivalent of the heightened spell-like
Special: You can gain this feat multiple times. ability is two higher than its normal level (to a maximum of
Each time, you learn a new spell at any level up to one 9th level), with all effects dependent on spell level
lower than the highest level of spell you can cast. (including saving throw DCs) calculated at the higher level.
The spell-like ability you wish to heighten can be chosen
only from those abilities that duplicate a spell of a level less
EXTRA SPELL SECRET [] than or equal to 1/2 your caster level (round down), minus
You learn an additional spell secret. 2.
Prerequisites: Spell secret class ability, able to cast 2nd- For a summary, see the Caster Level to Empower column in
level spells. the table on page 304 of the Monster Manual.
Benefit: You choose one spell known to you that Special: This feat can be taken multiple times.
becomes permanently modified as though affected by Each time, you apply it to a different one of your spell-like
Enlarge Spell, Extend Spell, Still Spell, or Silent Spell. abilities.

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.

REPEAT SPELL [METAMAGIC] SPELL HAND []


You can cast a spell that repeats on the following round. You possess a magical understanding of the manipulation
Prerequisite: Any metamagic feat. of force.
Benefit: A repeated spell is automatically cast again at the Benefit: An innate talent for magic grants you the
beginning of your turn in the following round. following spell-like abilities as a 1st-level caster: 1/day—
No matter where you might have moved in the previous mage hand, open/close, Tenser’s floating disk.
round, the second spell originates from the same location Save DC 10 + spell level + your Cha modifier.
and affects the same area as the original spell.
If the original spell designates a ranged target, the repeated
spell affects the same target if it is within 30 feet of its SPLIT RAY [METAMAGIC]
original position; otherwise, the second spell fails. Your ray spells can affect an additional target.
Touch range spells cannot be affected by this feat. Prerequisite: Any metamagic feat.
A repeated spell uses up a spell slot three levels higher than Benefit: You can cause any ray spell to fire one additional
the spell’s actual level. ray beyond the number normally allowed.
The additional ray requires a separate ranged touch attack
roll to hit and deals damage as normal.
SANCTUM SPELL [METAMAGIC] It can be fired at the same target as the first ray or at a
Your spells are especially potent on home ground. different target, but all rays must be aimed at targets within
Prerequisite: Any metamagic feat. 30 feet of each other and fired simultaneously.
Benefit: A sanctum spell has an effective spell level 1 A split ray spell uses a spell slot two levels higher than the
higher than its normal level if cast in your sanctum (see spell’s actual level.
below), but if not cast in the sanctum, the spell has an
effective spell level 1 lower than normal.
All effects dependent on spell level (including save DCs) SUDDEN EMPOWER [METAMAGIC]
are calculated according to the adjusted level. You can cast a spell to greater effect without special
A sanctum spell uses a spell slot of the spell’s normal level. preparation.
Special: Your sanctum is a particular site, building, or Prerequisite: Any metamagic feat.
structure previously designated by you, and no larger than Benefit: Once per day, you can apply the effect of the
20 feet/level in diameter. Empower Spell feat to any spell you cast without increasing
The designated area must be a site where you have spent a the level of the spell or specially preparing it ahead of time.
cumulative period of at least three months. You can still use Empower Spell normally if you have it.
Though a sanctum can be designated within a larger
structure, its special advantages do not apply beyond the
maximum area. SUDDEN EXTEND [METAMAGIC]
Once designated, it takes seven days for a site to become a You can make a spell last longer than normal without
sanctum, and if you designate a new area to be your special preparation.
sanctum, the benefits of the old one immediately fade. Benefit: Once per day, you can apply the effect of the
Extend Spell feat to any spell you cast without increasing
SCULPT SPELL [METAMAGIC] the level of the spell or specially preparing it ahead of time.
You can still use Extend Spell normally if you have it.
You can alter the area of your spells.
56
SUDDEN MAXIMIZE [METAMAGIC] TRANSDIMENSIONAL SPELL
You can cast a spell to maximum effect without special [METAMAGIC]
preparation.
Prerequisite: Any metamagic feat. You can cast spells that affect targets lurking in coexistent
Benefit: Once per day, you can apply the effect of the planes and extradimensional spaces whose entrances fall
Maximize Spell feat to any spell you cast without increasing within the spell’s area.
the level of the spell or specially preparing it ahead of time. Benefit: A transdimensional spell has its full normal
You can still use Maximize Spell normally if you have it. effect on incorporeal creatures, creatures on the Ethereal
Plane or the Plane of Shadow, and creatures within an
extradimensional space in the spell’s area.
SUDDEN QUICKEN [METAMAGIC] Such creatures include ethereal creatures, creatures that are
You can cast a spell with a moment’s thought without blinking or shadow walking, manifested ghosts, and creatures
special preparation. within the extradimensional space of a rope trick, portable
hole, or familiar pocket (see page 106).
Prerequisites: Quicken Spell, Sudden Empower,
You must be able to perceive a creature to target it with a
Sudden Extend, Sudden Maximize, Sudden Silent, Sudden
transdimensional spell, but you do not need to perceive a
Still.
creature to catch it in the area of a burst, cone, emanation,
Benefit: Once per day, you can apply the effect of the or spread.
Quicken Spell feat to any spell you cast without increasing A transdimensional spell uses up a spell slot one level
the level of the spell or specially preparing it ahead of time. higher than the spell’s actual level.
You can still use Quicken Spell normally.
Normal: Only force spells and effects can affect ethereal
creatures, and no Material Plane attack affects creatures on
SUDDEN SILENT [METAMAGIC] the Plane of Shadow or in an enclosed extradimensional
space.
You can cast a spell silently without special preparation. There is a 50% chance that any spell other than a force
Benefit: Once per day, you can apply the effect of the effect fails against an incorporeal creature.
Silent Spell feat to any spell you cast without increasing the
level of the spell or specially preparing it ahead of time.
You can still use Silent Spell normally if you have it. TWIN SPELL [METAMAGIC]
You can simultaneously cast a single spell twice.
SUDDEN STILL [METAMAGIC] Prerequisite: Any metamagic feat.
Benefit: Casting a twinned spell causes the spell to take
You can cast a spell without gestures or special preparation.
effect twice in the same area or on the same target
Benefit: Once per day, you can apply the effect of the Still simultaneously.
Spell feat to any spell you cast without increasing the level Any variable characteristics (including attack rolls) or
of the spell or specially preparing it ahead of time. decisions you would make about the spell (including target
You can still use Still Spell normally if you have it. and area), are applied to both spells, with affected creatures
receiving all the effects of each spell individually
SUDDEN WIDEN [METAMAGIC] (including getting two saving throws if applicable).
A spell whose effects wouldn’t stack if it was cast twice
You can increase a spell’s area without special preparation. under normal circumstances will create redundant effects if
Benefit: Once per day, you can apply the effect of the successfully twinned (see Combining Magical Effects, page
Widen Spell feat to any spell you cast without increasing 171 of the Player’s Handbook).
the level of the spell or specially preparing it ahead of time. For example, a twinned charm person doesn’t create a more
You can still use Widen Spell normally if you have it. potent or long-lasting effect, but any ally of the target
would have to succeed on two dispel attempts in order to
TOUCH SPELL SPECIALIZATION [] free the target from the charm.
As with other metamagic feats, twinning a spell does not
You deal extra damage with touch spells. affect its vulnerability to counterspelling, so a single
Prerequisites: Weapon Focus (touch spell), caster level successful counterspell negates both instances of a twinned
4th. spell.
Benefit: Damage-dealing spells that require a melee A twinned spell uses up a spell slot four levels higher than
touch attack roll gain a +2 bonus on the damage they deal. the spell’s actual level.
This extra damage applies only to the first successful attack
of spells that allow multiple touch attacks (such as chill
touch). WANDSTRIKE []
Only spells that deal hit point damage can be affected by You can channel the magical energy of a wand through
this feat. your melee attacks.
Prerequisite: Use Magic Device 4 ranks.
Benefit: As a standard action, you can make a melee
touch attack with a wand, expending one charge to deal 1d6
points of damage to the creature struck.
57
You apply no extra damage to this attack regardless of its but, as with the Silent Spell metamagic feat, bard spells
source (including sneak attack, favored enemy, and smite cannot be affected by this feat.
bonuses), but you can activate the wand as part of the
attack.
If the spell cast from the wand is a ray or a targeted spell, AUTOMATIC STILL SPELL
the creature struck is the spell’s target (with ray spells [METAMAGIC]
hitting automatically).
If the spell affects an area or creates a spread, you can You can cast any of your lesser spells without gestures.
designate the spell’s point of origin at any grid intersection Prerequisites: Still Spell, Spellcraft 27 ranks, ability to
point of the creature’s space (but doing so might put you in cast 9th-level arcane or divine spells.
the affected area). Benefit: You can cast all 0-, 1st-, 2nd-, and 3rd-level spells
Spells with an effect that does not cover an area (such as the as stilled spells without using higher-level spell slots.
various summon monster spells) cannot be used with a Special: You can gain this feat multiple times.
wandstrike attack. Each time you take it, the spells of your next three highest
spell levels can be stilled with no adjustment to their spell
slots.
EPIC FEATS Thus, a wizard who took this feat twice could still her 0-
level through 6th-level spells with no adjustment to their
spell slots.
AUTOMATIC QUICKEN SPELL This feat doesn’t increase the casting time for those spells
that normally require a full-round action to cast in
[METAMAGIC] metamagic form (including bard spells, sorcerer spells, and
You can cast any of your lesser spells with a moment’s spontaneously cast spells such as a good cleric’s cure spells).
thought.
Prerequisites: Quicken Spell, Spellcraft 30 ranks, ability
to cast 9th-level arcane or divine spells.
ENHANCE SPELL [METAMAGIC]
Benefit: You can cast all 0-level and 1st-level spells as You can increase the power limit of your damage-dealing
quickened spells without using higher-level spell slots. spells.
The normal limit to the number of quickened spells you Prerequisite: Maximize Spell.
can cast per round applies. Benefit: The damage cap for your spells increases by 10
Spells with a casting time of more than 1 full round can’t be dice for spells that deal a number of dice of damage equal to
quickened. your caster level (such as fireball) or by 5 dice for spells that
Special: You can gain this feat multiple times. deal a number of dice of damage equal to half your level
Each time you take it, the spells of your next level can be (such as searing light).
quickened with no adjustment to their spell slots. An enhanced spell uses up a spell slot four levels higher
Thus, a wizard who took this feat twice could quicken her than the spell’s actual level (or as modified by any other
0-level through 2nd-level spells with no adjustment to their metamagic feats).
spell slots. This feat has no effect on spells that don’t specifically deal a
This feat doesn’t increase the casting time for those spells number of dice of damage equal to your level or half your
that normally require a full-round action to cast in level, even if the spell’s effect is otherwise dictated by your
metamagic form (including bard spells, sorcerer spells, and level.
spontaneously cast spells such as a good cleric’s cure spells). Thus, it has no effect on magic missile (though your level
determines how many missiles you fire), Melf’s acid arrow
(though your level indicates how many rounds the acid
AUTOMATIC SILENT SPELL deals damage), or produce flame (though you add your level
to the base 1d4 points of damage dealt).
[METAMAGIC]
You can cast any of your lesser spells silently.
Prerequisites: Silent Spell, Spellcraft 24 ranks, ability to EPIC SPELL FOCUS []
cast 9th-level arcane or divine spells. Choose a school of magic, such as illusion.
Benefit: You can cast all 0-, 1st-, 2nd-, and 3rd-level spells Your spells of that school are far more potent than normal.
as silent spells without using higher-level spell slots. Prerequisites: Greater Spell Focus in the selected
Special: You can gain this feat multiple times. school, ability to cast at least one 9th-level spell of the
Each time you take it, the spells of your next three highest selected school.
spell levels can be silenced with no adjustment to their Benefit: Add +1 to the DC of all saving throws against
spell slots. spells from the school of magic you select.
Thus, a wizard who took this feat twice could silence his 0- This bonus stacks with the bonuses from Spell Focus and
level through 6th-level spells with no adjustment to their Greater Spell Focus.
spell slots. Special: You can gain this feat multiple times but its
This feat doesn’t increase the casting time for those spells effects do not stack.
that normally require a full-round action to cast in Each time you take the feat, it applies to a different school
metamagic form (including sorcerer spells and of magic.
spontaneously cast spells such as a good cleric’s cure spells),
58
EPIC SPELL PENETRATION []
Your spells are tremendously potent, breaking through
spell resistance with ease.
Prerequisite: Greater Spell Penetration.
Benefit: You get a +2 bonus on caster level checks made
to overcome a creature’s spell resistance.
This bonus stacks with the bonuses from Spell Penetration
and Greater Spell Penetration.

IMPROVED COMBAT CASTING []


You heighten your ability to cast spells while threatened
without fear of being attacked.
Prerequisites: Combat Casting, Concentration 25 ranks.
Benefit: You get a bonus equal to 1/2 your caster level on
Concentration checks made to cast a spell or use a spell-like
ability while on the defensive or while you are grappling or
pinned.

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.

RETRIEVE SPELL [DIVINE]


You can channel raw divine energy to recharge a previously
cast spell.
Prerequisite: Any two divine feats, ability to turn or
rebuke undead. If you already have a natural weapon, use whichever
damage value is higher.
Benefit: As a standard action, you can expend turn or
You gain a +2 circumstance bonus on any damage rolls you
rebuke undead attempts to recover a spell you have already
make with that weapon.
cast that day.
You must spend a number of daily uses equal to 1 + the Special: You can select this feat multiple times, gaining
level of the spell you wish to recover. one additional daily use each time you take it.
You can recover only spells within the class that grants Special: If you have the ability to turn or rebuke undead,
your turn or rebuke undead ability. you gain one additional daily use of this feat for each daily
You cannot, for example, use this ability to regain a turn or rebuke use you expend.
previously cast wizard spell.
SUN DEVOTION [DOMAIN]
SPIRITUAL COUNTER [DIVINE] Your weapon blazes with the power of the sun.
Your devotion and faith allow you to counter the effects of Benefit: Once per day as a swift action, you can cause one
other spells. of your melee weapons to glow with the power of the sun.
Prerequisite: Any other divine feat, ability to turn or The illumination radius is the same as that of a torch, but
rebuke undead. the light is true sunlight and affects creatures within a 10-
Benefit: As a standard (readied) action, you can expend foot radius as such.
one or more turn or rebuke undead attempts to counter This effect lasts for 1 minute.
another caster’s spell, as though you had cast the same spell While your weapon glows, it deals an additional 1 point of
yourself (see Counterspells, PH 170). sacred (if your deity is good or neutral) or profane (if your
You must spend a number of daily uses equal to 2+ the level deity is evil) damage per character level you possess to any
of the spell you wish to counter (minimum 1) and be able to undead it strikes.
cast that spell as if it were on your spell list. Special: You can select this feat multiple times, gaining
one additional daily use each time you take it.
Normal: You can counter a spell only by casting the same
spell, a specific counterspell, or dispel magic. Special: If you have the ability to turn or rebuke undead,
you gain one additional daily use of this feat for each daily
turn or rebuke use you expend.
SPONTANEOUS DOMAINS []
You need not prepare your domain spells in advance. SWIFT CALL []
Prerequisites: Ability to cast 3rd-level spells, access to
two or more cleric domains. You can call your special mount in the blink of an eye.
Benefit: When preparing your spells for the day, you can Prerequisite: Special mount class feature.
leave your domain slots open. Benefit: You can call your special mount as a swift action.
You can then choose, when the situation arises, to cast any Normal: Calling a special mount is a full-round action.
of the domain spells you could normally have prepared for
a given level. SWIFT WILD SHAPE [WILD]
However, you are still limited to one domain spell per level
per day. You can shift forms in the blink of an eye.
Normal: Clerics must prepare their domain spells before Prerequisites: Dex 13, Fast Wild Shape, wild shape class
casting. feature.
Benefit: You can activate your wild shape ability as a swift
action.
STRENGTH DEVOTION [DOMAIN] Normal: Activating wild shape is a standard action.
You can overcome an opponent’s normal resistance to
damage. TOUCH OF HEALING [RESERVE]
Benefit: Once per day as a swift action, you can bypass
hardness with your melee attacks for 1 minute. You can channel divine energy into healing with a touch.
In addition, you gain a slam attack as a natural weapon, and Prerequisite: Ability to cast 2nd-level spells.
all your melee attacks (natural or not) gain the adamantine Benefit: As long as you have a conjuration (healing) spell
property for the purpose of overcoming damage reduction. of 2nd level or higher available to cast, you can spend a
standard action to touch a target creature and heal 3 points
66
of damage per level of the highest-level conjuration Once you reach 10th level, you can spend a swift action to
(healing) spell you have available to cast. transfer your perceptions to the simulacrum and perceive
You can use this ability only on a target that has been the world from its point of view rather than your own.
reduced to one-half or fewer of its total hit points. You can move the image as if it were your own body, using
The effect ends once you’ve healed the subject up to half its the simulacrum’s movement characteristics (ignoring
normal maximum hit points. terrain, “flying, “ and the like).
This ability has no effect on creatures that can’t be healed You can also perform any skill and ability checks using the
by cure spells. simulacrum, as long as they do not require a Strength score
As a secondary benefit, you gain a +1 competence bonus to higher than 2.
your caster level when casting conjuration (healing) spells. The image has phantom versions of all your equipment
(such as lockpicks), but any such items that lose direct
contact with it immediately dissipate.
TRAVEL DEVOTION [DOMAIN] When you attain 15th level, the image can become more
You can move quickly around the battlefield. “real” at your command.
Benefit: Once per day as a swift action, you can activate It gains a Strength score equal to one-half your own and can
this ability to move up to your speed as a swift action each perform combat actions using phantom versions of your
round. gear.
Thus, you can move your speed and then take a full-round Any of these items that lose contact with the image
action, or move and take two other actions (two move dissipate immediately.
actions or one move action and one standard action). Thus, the image can wield a sword, but if it shoots a bow,
This effect lasts for 1 minute. the arrow disappears as soon as it is fired.
Special: You cannot take a 5-foot step in the same round Equipment that extends more than 5 feet from the image
that you use this feat to move as a swift action. (such as a length of rope) also disappears beyond that
Special: You can select this feat multiple times, gaining distance.
one additional daily use each time you take it. In addition, you can now cast spells originating from the
Special: If you have the ability to turn or rebuke undead, image as if with a project image spell (PH 265), with one
you gain one additional daily use of this feat for each two exception.
daily turn or rebuke uses you expend. If you lose line of effect to the image, the effect does not
end; you just can’t cast spells originating from the image
until you gain line of effect again.
TRICKERY DEVOTION [DOMAIN] Special: You can select this feat multiple times, gaining
You project a simulacrum of yourself that can perform one additional daily use each time you take it.
limited tasks. Special: If you have the ability to turn or rebuke undead,
Benefit: Once per day as a standard action, you can create you gain one additional daily use of this feat for each three
an exact duplicate of yourself up to 30 feet away. daily turn or rebuke uses you expend.
You can control this simulacrum’s movements as a free
action.
The image becomes more “real” as you advance in level.
UMBRAL SHROUD [RESERVE]
This ability is usable up to a maximum of 1 minute per level You control darkness and shadows.
each day. Prerequisites: Ability to cast 3rd-level spells.
The simulacrum combines the characteristics of the silent Benefit: As long as you have a 3rd-level or higher
image (PH 279) and unseen servant (PH 297) spells. darkness spell available to cast, shadows and darkness
Its hit points are equal to 6 + your character level. appear to obey your will.
It ignores terrain effects and moves like an unseen servant, As a standard action, you can direct these shadows to
making no noise in the process, though it makes normal obscure the vision of one foe within 30 feet.
motions while traveling. If your target fails a Will save, its attacks have a miss chance
If you have a fly speed, the image appears to fly when not in equal to 5% per level of the highest-level darkness spell you
contact with the ground; otherwise, it walks on open air. have available to cast.
You can do anything with this image that you could do This effect lasts until the beginning of your next action.
with the unseen servant spell and are under the same Creatures that do not rely on sight are unaffected by this
limitations. effect, and those with Blind-Fight or similar abilities can
When you attain 5th level, you gain more control over the fight as they normally would.
simulacrum. As a secondary benefit, you gain darkvision out to 10 feet.
At this point, it behaves more like a major image spell (PH If you already have darkvision, its range increases by 10
252), though it still performs actions like an unseen servant. feet.
As long as the simulacrum remains within 5 feet of your
position (and you can direct it to do so as a free action), you
can perform a Bluff check in combat as a swift action. VENOM’S GIFT [WILD]
You gain a +4 bonus on this check, which is opposed by You can imbue your natural attacks with a touch of venom.
your opponents’ Sense Motive checks. Prerequisites: Any two wild feats, wild shape class
If you are successful, your foes believe the image is you feature, ability to assume plant form using wild shape.
(and vice versa) for 1 round.

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.

WAR DEVOTION [DOMAIN]


You can control your abilities more effectively in combat.
Benefit: Once per day, when fighting defensively as a
standard or full-round action, you take a –3 penalty on all
attack rolls in a round and gain a +3 dodge bonus to AC in
the same round.
When you attain 7th level, your penalty on attack rolls
drops to –2 and your dodge bonus increases to +4.
When you attain 15th level, your penalty on attack rolls
drops to –1 and your dodge bonus increases to +5.
This bonus stacks with the bonus to AC granted by the
Combat Expertise feat.
This benefit is an extraordinary ability.
Normal: When fighting defensively, you take a –4
penalty on all attacks in a round and gain a +2 dodge bonus
to AC for the same round.
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,
you gain one additional daily use of this feat for each three
daily turn or rebuke uses you expend.

WATER DEVOTION [DOMAIN]


You can create a water guardian.
Benefit: Once per day as a standard action, you can pour
the contents of a full waterskin on the ground and summon
forth a water elemental on that spot.
The creature remains and follows your commands for 1
minute.
The size of the elemental is based on your character level, as
given in the table below.

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,
you gain one additional daily use of this feat for each daily
turn or rebuke use you expend.

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.

OAKEN RESILIENCE [WILD] RAPID SPELL [METAMAGIC]


You can take on the sturdiness of the mighty oak. You can cast spells with long casting times more quickly.
Prerequisite: Ability to wild shape into a plant. Benefit: Only spells with a casting time greater than 1
Benefit: You can spend a wild shape to gain immunity to standard action can be made rapid.
critical hits, poison, sleep, paralysis, polymorph, and A rapid spell with a casting time of 1 full round can be cast
stunning. as a standard action.
You also gain great stability, which gives you a +8 bonus on A rapid spell with a casting time measured in rounds can be
checks to avoid being bull rushed or tripped. cast in 1 full round.
The effect remains for 10 minutes. Rapid spells with casting times measured in minutes can be
cast in 1 minute, and rapid spells with casting times
measured in hours can be cast in 1 hour.
PRACTICED SPELLCASTER A rapid spell uses up a spell slot one level higher than the
[GENERAL] spell’s actual level.
Special: A spell can be made rapid and quickened only if
Choose a spellcasting class that you possess. its original casting time was 1 full round.
Your spells cast from that class are more powerful. This feat can be applied to a spell cast spontaneously as long
Prerequisite: Spellcraft 4 ranks. as its original casting time was longer than 1 full round.
Benefit: Your caster level for the chosen spellcasting class
increases by +4.
This can’t increase your caster level beyond your HD. REACH SPELL [METAMAGIC]
However, even if you can’t benefit from the full bonus You can cast touch spells without touching the spell
immediately, if you later gain noncaster-level HD you may recipient.
be able to apply the rest of the bonus. Benefit: You may cast a spell that normally has a range of
For example, a human 5th-level cleric/3rd-level fighter who touch at any distance up to 30 feet.
selects this feat would increase his cleric caster level from The spell effectively becomes a ray, so you must succeed on
5th to 8th (since he has 8 HD). a ranged touch attack to bestow the spell upon the
If he later gained a fighter level, he would gain the recipient.
remainder of the bonus and his cleric caster level would A reach spell uses up a spell slot two levels higher than the
become 9th (since he now has 9 HD). spell’s actual level.
A character with two or more spellcasting classes (such as a
bard/sorcerer or a ranger/druid) must choose which class
gains the feat’s effect. SACRED BOOST [DIVINE]
This does not affect your spells per day or spells known. You can channel positive energy to increase the power of
It only increases your caster level, which would help you cure wounds spells cast near you.
penetrate SR and increase the duration and other effects of Prerequisite: Ability to turn undead.
your spells. Benefit: You can spend a turn attempt as standard action
Special: You may select this feat multiple times. to place an aura of positive energy upon each creature
Each time you choose it, you must apply it to a different within a 60-ft. burst.
spellcasting class. Any cure spell cast on one of these creatures before the end
For instance, a 4th-level cleric/5th-level wizard who had of your next turn is automatically maximized, with no
selected this feat twice would cast cleric spells as an 8th- adjustment to the spell’s level or casting time.
level caster and wizard spells as a 9th-level caster.

PROFANE BOOST [DIVINE] SACRED HEALING [DIVINE]


You can channel positive energy to grant nearby living
You can channel negative energy to increase the power of creatures the ability to recover from their wounds quickly.
inflict wounds spells cast near you. Prerequisites: Heal 8 ranks, ability to turn undead.
Prerequisite: Ability to rebuke undead.
72
Benefit: You can spend a turn attempt as a full-round Benefit: You can spontaneously cast summon nature’s ally
action to grant fast healing 3 to all living creatures within a spells (from your class spell list) just as a druid can.
60-ft. burst. You may use this ability a total number of times per day
The fast healing lasts for a number of rounds equal to 1 + equal to your Wisdom modifier.
your Cha modifier (minimum 1 round).
SPONTANEOUS WOUNDER
SANCTIFY RELIC [ITEM CREATION]
[GENERAL]
You can create magic items that are imbued with a
connection to your deity. Prerequisites: Wis 13, Knowledge (religion) 4 ranks,
Prerequisite: Any other item creation feat. nongood alignment, able to cast any inflict wounds spell.
Benefit: Relics are magic items—often but not always Benefit: You can use your spellcasting ability to
wondrous items—that rely on a divine connection to a spontaneously cast inflict spells (from your class spell list)
specific deity to function. just as a cleric can.
They are described further in Chapter 4. You may use this ability a total number of times per day
equal to your Wisdom modifier.

SERPENT’S VENOM [WILD]


SWIM LIKE A FISH [WILD]
You can deliver a toxic bite attack reminiscent of the viper.
Prerequisite: Ability to wild shape. You can breathe and swim underwater with grace.
Benefit: You can spend a usage of wild shape to gain a Prerequisite: Ability to wild shape.
secondary bite attack (at your base attack bonus –5 and Benefit: You can spend one wild shape to grow gills,
adding 1/2 your Strength bonus) that deals bludgeoning, enabling you to breathe underwater (while retaining your
piercing and slashing damage equal to a dagger appropriate ability to breathe air).
to your size (1d4 for Medium, or 1d3 for Small). Webbing also grows between your fingers and between
In addition, the bite delivers a toxic venom (Fortitude save your toes, granting you a Swim speed of 40 ft. and a +8
DC 10+ 1/2 your HD + your Con modifier; 1d6 Con/1d6 bonus on your Swim checks.
Con). The effect lasts for one hour.
Special: If you already have a bite attack, it just gains the
toxic venom part of this feat. TRANSDIMENSIONAL SPELL
[METAMAGIC]
SPELL FOCUS (CHAOS, EVIL, GOOD,
You can cast spells that affect targets lurking in coexistent
OR LAW) [] planes and extradimensional spaces whose entrances fall
Your spells with an alignment descriptor are more potent within the spell’s area.
than normal. Benefit: A transdimensional spell has full, normal effect
Prerequisite: Relevant alignment. upon incorporeal creatures, creatures on the Ethereal Plane
Benefit: Add +1 to the DC for all saving throws against or Plane of Shadow, and creatures within an
any of your spells that have an alignment descriptor (chaos, extradimensional space in the spell’s area.
evil, good, or lawful) that matches your alignment. Such creatures include ethereal creatures, creatures that are
This bonus does not stack with any other bonus from Spell blinking or shadow walking, manifested ghosts, and creatures
Focus feats. within the extradimensional space of a rope trick or portable
Special: This feat can be taken twice, choosing a different hole.
alignment descriptor each time. You must be able to perceive a creature to target it with a
spell, but you do not need to perceive a creature to catch it
in the area of a burst, cone, emanation, or spread.
SPONTANEOUS HEALER [GENERAL] A transdimensional spell uses up a spell slot one level
higher than the spell’s actual level.
Prerequisites: Knowledge (religion) 4 ranks, nonevil
Normal: Only force spells and effects can affect ethereal
alignment, able to cast any cure wounds spell.
creatures, and no Material Plane attack affects creatures on
Benefit: You can use your spellcasting ability to the Plane of Shadow or in an enclosed extradimensional
spontaneously cast cure spells (from your class spell list) just space.
as a cleric can. There is a 50% chance that any spell other than a force
You may use this ability a total number of times per day effect fails against an incorporeal creature.
equal to your Wisdom modifier.

SPONTANEOUS SUMMONER TRUE BELIEVER [GENERAL]


Your deity rewards your unquestioning faith and
[GENERAL] dedication.
Prerequisites: Wis 13, Knowledge (nature) 4 ranks, any Prerequisite: Must choose a single deity to worship.
neutral alignment (NG, LN, N, CN, or NE), able to cast any Must be within one step of that god’s alignment.
summon nature’s ally spell.
73
Benefit: Once per day when you are about to make a In addition, the weapon is considered blessed, which
saving throw you may declare that you are using this feat to means it has special effects on certain creatures.
gain a +2 insight bonus on that saving throw.
This feat also allows you to use a relic (see relics, page 88) of
the deity you worship. MAGICAL BEAST WILD SHAPE
[WILD] [EPIC]
WOLVERINE’S RAGE [WILD] You can wild shape into magical beast form.
You can fly into a berserk rage when injured. Prerequisites: Wis 25, Beast Wild Shape, Knowledge
Prerequisite: Wild shape. (nature) 27 ranks, wild shape 6/day.
Benefit: If you have taken damage during the last round, Benefit: You can use your normal wild shape ability to
you may spend a wild shape as a free action on your turn to take the form of a magical beast.
enter a rage. The size limitation is the same as your limitation on animal
While in this rage, you gain a +2 bonus to Strength, a +2 size.
bonus to Constitution, and take a –2 penalty to AC. You gain all supernatural abilities of the magical beast
This rage lasts for 5 rounds and cannot be ended whose form you take.
voluntarily.
NEGATIVE ENERGY BURST [DIVINE]
EPIC FEATS [EPIC]
You can use your rebuke/command undead ability to
unleash a burst of negative energy.
BONUS DOMAIN [EPIC] Prerequisites: Cha 25, ability to rebuke or command
You have access to one additional domain of spells. undead, able to cast inflict critical wounds, any evil alignment.
Prerequisites: Wis 21, able to cast 9th-level divine Benefit: You can use one rebuke or command undead
spells. attempt to unleash a wave of negative energy in a 60-
Benefit: Choose an additional domain from your deity’s footburst.
domain list. Roll a normal rebuke (or command) check, except that the
You now have access to that domain’s spells and granted negative energy burst affects living creatures rather than
powers as normal for your domain spells. undead.
Special: You can gain this feat multiple times. Any creature that would be rebuked by this result gains one
Each time you take the feat, it applies to a different domain. negative level.
Any creature that would be commanded by this check
gains two negative levels.
EPIC DEVOTION [EPIC] The Fortitude save DC to remove these levels 24 hours later
Choose an alignment component (chaos, evil, good, or law) is equal to 10 + 1/2 your effective turning level + your
different from your own alignment. Charisma modifier.
You are particularly resistant to spells of that alignment.
Prerequisites: Wis 21, Iron Will, alignment different
from the chosen component, patron deity who does not
POSITIVE ENERGY AURA [EPIC]
accept clerics who have the chosen component. You automatically turn (or even destroy) lesser undead.
Benefit: You gain a +4 bonus on saves against spells of the Prerequisites: Cha 25, ability to turn undead, able to
chosen alignment component. cast dispel evil.
For instance, a lawful good paladin of Helm who selected Benefit: Every undead creature that comes within 15 feet
“chaos” would gain a +4 bonus on saves against chaotic of you is automatically affected as if you had turned it.
spells. This doesn’t cost a turning attempt, and you don’t have to
That paladin could not select “good” or “law” because they roll turning damage (it automatically affects all undead in a
are part of her own alignment, nor could she select “evil” 15-foot burst), but it only turns undead with Hit Dice equal
because Helm accepts evil clerics. to or less than your effective cleric level minus 10 (and
Special: You can take this feat more than once. automatically destroys undead with Hit Dice equal to or
Each time you select the feat, select a new alignment less than your effective cleric level minus 20).
component. For example, a 22nd-level cleric would automatically turn
any nearby wights or wraiths and would automatically
destroy any Medium skeletons or zombies that came near
HOLY STRIKE [EPIC] him, but would have to turn nightshades and the like
Your attacks deal great damage to evil creatures. normally.
Prerequisites: Smite evil class feature, any good Just as with normal turning, you can’t affect undead that
alignment. have total cover relative to you.
Benefit: Any weapon you wield is treated as a holy
weapon (it deals +2d6 points of damage against creatures of
evil alignment).
SPECTRAL STRIKE [EPIC]
This ability doesn’t stack with similar abilities (for instance, You can strike incorporeal creatures as if they were solid.
if the weapon is already a holy weapon). Prerequisites: Wis 19, ability to turn or rebuke undead.
74
Benefit: Your attacks deal damage normally against Special: When chosen, this feat gives you 4 faith points,
incorporeal creatures. and you may earn additional faith points as outlined in the
Normal: Without this feat, even attacks that can damage Faith Feats section.
an incorporeal creature have a 50% chance to deal no
damage.
PIOUS SOUL [FAITH]
By adhering to the precepts of your religion or philosophy,
UNDEAD MASTERY [DIVINE] [EPIC] you gain an extra edge when you need it most.
You can command a greater number of undead than Prerequisite: Knowledge (religion) 2 ranks.
normal. Benefit: You can spend a faith point to add 1d6 to your
Prerequisites: Cha 21, ability to rebuke or command d20 roll on an attack, save, or check—even after you’ve seen
undead. the d20 roll, as long as the DM hasn’t announced whether
Benefit: You may command up to ten times your level in you’ve succeeded or failed.
HD of undead. You can choose to spend more than one faith point at a
time in this way.
Special: When chosen, this feat gives you 4 faith points,
UNHOLY STRIKE [EPIC] and you may earn additional faith points as outlined in the
Your attacks deal great damage to good creatures. Faith Feats section.
Prerequisites: Smite good class feature, any evil
alignment.
Benefit: Any weapon you wield is treated as an unholy PIOUS SPELLSURGE [FAITH]
weapon (it deals +2d6 points of damage against creatures of You can use the strength of your faith to augment a spell
good alignment). cast at a critical juncture.
This ability doesn’t stack with similar abilities (for instance, Prerequisite: Knowledge (religion) 4 ranks.
if the weapon is already an unholy weapon). Benefit: By spending 2 faith points when you cast a spell,
you gain a +1d6 bonus to the DC of any save required to
resist the spell or to your caster level for that spell.
ZONE OF ANIMATION [DIVINE] Special: When chosen, this feat gives you 4 faith points,
[EPIC] and you may earn additional faith points as outlined in the
Faith Feats section.
You can channel negative energy to animate undead.
Prerequisite: Cha 25, Undead Mastery, ability to rebuke
or command undead.
Benefit: You can use a rebuke or command undead
attempt to animate corpses within range of your rebuke or
command attempt.
You animate a total number of HD of undead equal to the
number of undead that would be commanded by your
result (though you can’t animate more undead than there
are available corpses within range).
You can’t animate more undead with any single attempt
than the maximum number you can command (including
any undead already under your command).
These undead are automatically under your command,
though your normal limit of commanded undead still
applies.
If the corpses are relatively fresh, the animated undead are
zombies.
Otherwise, they are skeletons.

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.

FEY SKIN [HERITAGE]


Your fey heritage guards you against all weapons except
those crafted from the dreaded cold iron.
Prerequisites: Nonlawful alignment, Fey Heritage.
Benefit: You gain damage reduction (overcome by cold
iron) equal to 1 + the number of feats you have that list Fey
Heritage as a prerequisite (including such feats that you
Each time you take this feat, you choose a new creature take after gaining this one).
type (or subtype, in the case of humanoids or outsiders). For example, if you have Fey Skin and Fey Presence, you
would have damage reduction 3/cold iron.
FEARSOME NECROMANCY [] This value stacks with any similar damage reduction you
might have from your type, subtype, race, or class, but not
Creatures subjected to your necromantic spells feel the from other sources, such as spells or magic items.
chill of fear.
Prerequisite: Spell Focus (necromancy) or necromancer
level 1st. FIENDISH HERITAGE [HERITAGE]
Benefit: Any foe required to save against a necromancy You are descended from creatures native to the Lower
spell you cast is shaken for 1 round, regardless of the result Planes.
of the save. You share some of your ancestors’ natural resistance to
This mind-affecting fear ability does not stack with any poison, and you are resistant to the magic of good foes.
other fear effect (it can’t make a foe worse than shaken). Prerequisite: Nongood alignment.
Special: A necromancer can select this feat as a wizard Benefit: You gain a +4 bonus on Fortitude saving throws
bonus feat. against poison.
You also gain a +1 bonus on saving throws against spells or
other effects produced by good creatures.
FEY HERITAGE [HERITAGE]
You are descended from creatures native to the fey realms.
79
Also, you gain one extra initiative reroll from your watchful
FIENDISH LEGACY [HERITAGE] spirit class feature.
The magical powers of your ancestors manifest in you.
Prerequisites: Nongood alignment, Fiendish Heritage,
character level 9th. HURRICANE BREATH [RESERVE]
Benefit: You gain the following spell-like abilities, each The power of elemental air you hold in your mind allows
usable once per day: teleport (self plus 50 pounds of objects you to exhale the wind.
only), summon monster V (fiendish creatures only), and Prerequisite: Ability to cast 2nd-level spells.
unholy blight. Benefit: As long as you have an air spell of 2nd level or
Your caster level equals your character level. higher available to cast, you can attempt to knock a single
creature within 30 feet back with a blast of wind.
This requires a standard action and functions much like a
FIENDISH POWER [HERITAGE] bull rush; roll 1d20 + the level of the highest-level air spell
Your fiendish heritage augments the power of certain types you have available to cast opposed by your opponent’s
of magic. Strength check.
Prerequisites: Nongood alignment, Fiendish Heritage. If you succeed, you push the creature back 5 feet.
Benefit: Your caster level and save DCs for evil spells and As a secondary benefit, you gain a +1 competence bonus to
warlock invocations increase by 1. your caster level when casting air spells.

FIENDISH PRESENCE [HERITAGE] INSIGHTFUL DIVINATION []


You share your ancestors’ ability to tamper with the minds Casting a divination spell grants you an uncanny insight
of weak-minded fools. into danger.
Prerequisites: Nongood alignment, Fiendish Heritage, Prerequisite: Spell Focus (divination) or diviner level
character level 6th. 1st.
Benefit: You gain the following spell-like abilities, each Benefit: When you cast a divination spell, you gain an
usable once per day: cause fear, detect thoughts, and suggestion. insight bonus equal to the spell’s level + 1 on initiative
Your caster level equals your character level. checks and an equal insight bonus on the first save you
make within the next 24 hours.
After you roll this saving throw, you lose the benefit of
FIENDISH RESISTANCE [HERITAGE] both bonuses until you cast another divination spell.
Your bloodline inures you against corrosion and fire. If you cast a second divination spell when the first benefit
Prerequisites: Nongood alignment, Fiendish Heritage. is still active, you choose whether to retain your existing
Benefit: You gain resistance to acid and fire equal to three bonus or take the new one granted by the second spell.
times the number of feats you have that list Fiendish Special: A diviner can select this feat as a wizard bonus
Heritage as a prerequisite (including such feats that you feat.
take after gaining this one).
These values stack with any resistance to acid or fire you
might have from your type, subtype, race, or class, but not INVISIBLE NEEDLE [RESERVE]
from other sources, such as spells or magic items. You can create tiny darts of force.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a force spell of 3rd level or
FIERY BURST [RESERVE] higher available to cast, you can use a standard action to
You channel your magical talent into a blast of fire. hurl a tiny needle-shaped projectile created from pure
Prerequisite: Ability to cast 2nd-level spells. force.
Benefit: As long as you have a fire spell of 2nd level or This attack requires a successful ranged attack roll (not a
higher available to cast, you can spend a standard action to ranged touch attack), and the dart has a range of 5 feet per
create a 5-foot-radius burst of fire at a range of 30 feet. level of the force spell.
This burst deals 1d6 points of fire damage per level of the The needle deals 1d4 points of damage per level of the
highest-level fire spell you have available to cast. highest-level force spell you have available.
A successful Reflex save halves the damage. Because it is composed of force, the needle can strike
As a secondary benefit, you gain a +1 competence bonus to incorporeal creatures.
your caster level when casting fire spells. As a secondary benefit, you gain a +1 competence bonus to
your caster level when casting force spells.
HASTY SPIRIT []
Your watchful spirit lends you a burst of speed in times of
MAGIC DEVICE ATTUNEMENT []
great need. You have a knack for activating familiar magic items.
Prerequisite: Watchful spirit class feature (see the wu Prerequisite: Use Magic Device 1 rank.
jen class in Complete Arcane). Benefit: If you successfully activate an item with the Use
Benefit: If you use an initiative reroll from your watchful Magic Device skill, you can take a free action to attune
spirit class feature, you can take an extra move action on yourself to the item.
one of your turns during that encounter.
80
For the next 24 hours, you can activate that item without In addition, you can cast spells and activate magic items by
making further Use Magic Device checks. command word or spell completion while using a bardic
You can attune yourself to only one item at a time. music ability.
If you attune yourself to a second item, the previous Bardic music abilities that require concentration still take a
attunement ends. standard action to perform.
Normal: A bard can’t cast spells or activate magic items by
command word or spell completion while using bardic
MAGIC DISRUPTION [RESERVE] music.
You can use your powers of abjuration to interfere with
other casters’ spells.
Prerequisite: Ability to cast 3rd-level spells. METAMAGIC SCHOOL FOCUS []
Benefit: As long as you have an abjuration spell of 3rd You are unusually skilled at modifying the effects of a
level or higher available to cast, you can attempt to particular school of magic.
interrupt another character’s spellcasting with a tiny burst Prerequisite: Spell Focus (chosen school) or specialist
of magic. wizard in chosen school.
As an immediate action, you can force any character within Benefit: Choose a school of magic for which you have the
30 feet currently casting a spell to make a Concentration Spell Focus feat, or the school in which you have
check (DC 15 + the level of the highest-level abjuration specialized.
spell you have available to cast); if the check fails, the spell’s Three times per day, you can reduce by one level the cost of
save DC and caster level are reduced by 2 (to a minimum a metamagic feat applied to a spell of the chosen school.
caster level of 1st). If you prepare spells, you can have only up to three such
As a secondary benefit, you gain a +1 competence bonus to reduced-cost spells prepared at any time.
your caster level when casting abjuration spells. Special: A wizard can select this feat as a wizard bonus
feat.
This feat can be taken more than once.
MAGIC SENSITIVE [RESERVE] Each time you take it, it applies to a different school of
You literally see the emanations of magic around you. magic.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a divination spell of 3rd level
or higher available to cast, you can sense magical auras (as if METAMAGIC SPELL TRIGGER []
you had cast detect magic). You can apply metamagic feats you know to spell effects
The range of your detection is equal to 5 feet per level of from magic items you activate with a spell trigger.
the highest-level divination spell you have available to cast. Prerequisites: Any metamagic feat, Use Magic Device
Activating or concentrating on this ability requires a 15 ranks or Spellcraft 15 ranks.
standard action. Benefit: You can apply any one metamagic feat you know
As a secondary benefit, you gain a +1 competence bonus to to a spell generated by a spell trigger item (such as a wand
your caster level when casting divination spells. or staff) that you activate.
You expend one extra charge for each change in spell level
a metamagic feat normally requires.
MASTER OF UNDEATH [] If the metamagic feat’s level adjustment would normally
You can control an undead that you create...for a time. increase the slot of the chosen spell’s level above 9th, you
Prerequisite: Knowledge (religion) 5 ranks. can’t apply the metamagic effect to the spell.
Benefit: When you create an undead creature, you can For example, you can’t apply Quicken Spell to an antimagic
decide that it doesn’t count against your normal limit of field generated by a staff (since that would take a 10th-level
controlled undead creatures. spell slot to cast).
In this case, you still control the creature, but only for a If sufficient charges aren’t available in the item to power
number of days equal to your caster level. the application of metamagic feats (or if the item doesn’t
When this duration ends, the undead immediately use charges), the item fails to activate and no charges are
becomes hostile to you (though you can establish control used, but the action used to activate the item is wasted.
over it by other means).
You can have only one creature of this kind at a time.
METAMAGIC VIGOR [TACTICAL]
The energy you pour into increasing the power of your
MELODIC CASTING [] spells feeds back upon itself in an ever-increasing cycle.
You can weave your music and magic together into a single Prerequisites: Two or more metamagic feats.
perfect voice. Benefit: The Metamagic Vigor feat allows the use of two
Prerequisites: Perform 4 ranks, Spellcraft 4 ranks, tactical maneuvers.
bardic music class feature. Metamagic Intensity: If you cast spells affected by the same
Benefit: Whenever a Concentration check would be metamagic feat in 2 consecutive rounds, you gain a +1
required to cast a spell or use a spell-like ability (such as bonus to the second spell’s caster level.
when you cast defensively or are distracted or injured while Metamagic Versatility: If you cast spells affected by two
casting), you can make a Perform check instead. different metamagic feats in 2 consecutive rounds, you gain
a +1 bonus to the second spell’s save DC.
81
Special: You can’t benefit from both of these maneuvers Benefit: When you cast an evocation spell that deals
(or either maneuver more than once) in a single round; if energy damage (acid, cold, fire, electricity, or sonic), you
you are eligible to use both, choose the one you want. can choose for 10 points of energy damage dealt by the
Only actual metamagic feats allow this feat to function. spell to become untyped damage to which energy
A metamagic spell effect produced by a metamagic rod or resistance and immunity do not apply.
other magic item or external device does not qualify you to If the spell deals multiple types of energy damage, you
use this feat. choose how much of each type is converted by this feat
after rolling damage.
Special: An evoker can select this feat as a wizard bonus
MINOR SHAPESHIFT [RESERVE] feat.
Your mastery of shapeshifting magic allows you to reshape
your flesh in small but significant ways.
Prerequisite: Ability to cast 4th-level spells. RANGED RECALL []
Benefit: As long as you have a polymorph spell of 4th Your magical ranged attacks rarely miss.
level or higher available to cast, you can spend a swift Prerequisites: Spellcraft 4 ranks, Point Blank Shot,
action to grant yourself one of the following benefits: Weapon Focus (ranged spell).
Might: +2 bonus on melee damage rolls. Benefit: When you miss with a spell or spell-like ability
Mobility: +2 competence bonus on Balance, Climb, Jump, ranged attack against a target within 30 feet, you can spend
and Swim checks. a swift action to reroll the attack with a –5 penalty.
Savagery: Primary claw attack dealing 1d6 points of damage You can use this ability three times per day.
(assuming Medium size).
Speed: +5-foot enhancement bonus to any one movement
mode you already possess. RAPID METAMAGIC []
Vigor: Temporary hit points equal to your HD. You possess an uncanny mastery of your magic, enabling
The chosen benefit lasts for a number of rounds equal to you to modify spells on the fly much faster than others can.
the level of the highest-level polymorph spell you have Prerequisites: Spellcraft 12 ranks, ability to
available to cast. spontaneously cast spells.
If you activate this feat a second time while a previous Benefit: When you apply a metamagic feat to a
benefit is still in effect, the first benefit ends immediately. spontaneously cast spell, the spell takes only its normal
As a secondary benefit, you gain a +1 competence bonus to casting time.
your caster level when casting polymorph spells. Normal: Spontaneous casters applying metamagic must
See page 91 for details on the new polymorph subschool of either take a full-round action (if the spell normally
spells. requires a standard action or less) or add a full-round action
to the casting time (if the spell takes 1 full round or longer
MYSTIC BACKLASH [RESERVE] to cast).
With a touch, your magic corrupts the spells of your
enemy. RESIDUAL MAGIC [TACTICAL]
Prerequisite: Ability to cast 5th-level spells. You can use the lingering energy from a spell you cast to
Benefit: As long as you have an abjuration spell of 5th boost the effect of a later spell.
level or higher available to cast, you can make another Prerequisites: Spellcraft 12 ranks, any metamagic feat.
creature’s spellcasting harmful to itself. Benefit: The Residual Magic feat allows the use of two
Use of this feat requires a melee touch attack that does not tactical maneuvers.
provoke attacks of opportunity. Enduring Potency: If you cast a spell from your daily
As a standard action, with a successful touch you can infuse allotment of spells, then cast the same spell from a scroll or
another creature with baneful magic for a number of wand in the next round, you can treat the second casting as
rounds equal to the level of the highest-level abjuration if it had come from your daily allotment of spells for the
spell you have available. purpose of caster level, save DC, and any other effect of the
A successful Will save reduces this duration to 1 round. spell.
For the duration of the effect, each time the target For example, if Hennet the 10th-level sorcerer casts magic
completes the casting of a spell, it takes damage equal to the missile, then activates a wand of magic missile (caster level
level of the abjuration spell that determined the effect’s 5th) in the next round, he can treat the wand’s magic missile
duration. as if he had cast it (giving him a greater range, number of
Since the spell’s casting has already been completed, this missiles, and so forth).
doesn’t count as damage dealt during casting. Lingering Metamagic: If you cast a spell affected by one or
As a secondary benefit, you gain a +1 competence bonus to more metamagic feats, and then cast the same spell in the
your caster level when casting abjuration spells. next round, you can apply any one of the metamagic effects
from the first casting to the second casting, but without any
PIERCING EVOCATION [] change to the spell’s level.
The second spell doesn’t count as being affected by a
Your evocation spells ignore an amount of energy metamagic feat for the purpose of this benefit (that is, it
resistance. doesn’t entitle you to apply the metamagic feat to a spell
Prerequisite: Spell Focus (evocation) or evoker level 1st. you might cast in the following round).
82
Only spells you cast using your own metamagic feats (as
opposed to metamagic effects from magic items) allow this SOMATIC WEAPONRY []
option to function. You are adept at performing somatic spell components
For example, if Hennet uses a 5th-level slot to cast an while your hands are occupied.
empowered lightning bolt, in the next round he can use a 3rd- Prerequisites: Concentration 5 ranks, Spellcraft 5 ranks.
level slot to cast another empowered lightning bolt. Benefit: When wielding a weapon (or holding an item of
If the first spell was a silent empowered lightning bolt, he comparable size) in one or both hands, you can use that
could apply the effect of either Silent Spell or Empower item to trace the somatic component of a spell, rather than
Spell to the second casting of lightning bolt, but not both. using your fingers.
This allows you to cast spells with somatic components
even while your hands are full or occupied, as long as at
RETRIBUTIVE SPELL [METAMAGIC] least one hand is holding an item of proper size.
You can keep a spell in reserve to use when a foe causes you This feat doesn’t allow you to use somatic components
harm. while grappling, regardless of the size of your foe.
Benefit: When you cast a spell modified by this Normal: You must have a hand free to cast spells that
metamagic feat, the spell has no immediate effect. have somatic components.
Any time you are dealt damage by a melee attack during the
next 24 hours (or until you next prepare or ready your
spells), you can choose to cast the spell on that attacker as STORM BOLT [RESERVE]
an immediate action. The electrical energy contained within your magic rages
Once activated, a retributive spell disappears (it can only inside you, begging to be released.
affect one attacker). Prerequisite: Ability to cast 3rd-level spells.
You can apply this feat only to a spell that targets a creature. Benefit: As long as you have an electricity spell of 3rd
A retributive spell can target only the attacker that level or higher available to cast, you can fire a 20-foot line of
triggered it, even if the spell would normally allow you to electricity as a standard action.
target multiple creatures. This bolt deals 1d6 points of electricity damage per level of
You can have only one retributive spell cast at a time. the highest-level electricity spell you have available to cast.
Casting a second retributive spell cancels the first As a secondary benefit, you gain a +1 competence bonus to
(eliminating it with no effect). your caster level when casting electricity spells.
If you prepare or ready spells while you have a retributive
spell cast, the spell dissipates with no effect.
A retributive spell uses up a spell slot one level higher than SUMMON ELEMENTAL [RESERVE]
the spell’s actual level. You can channel the summoning power you hold to briefly
bring forth an elemental servant.
SHADOW VEIL [RESERVE] Prerequisite: Ability to cast 4th-level spells.
Benefit: As long as you have a summoning spell of 4th
You draw wisps of darkness across your enemy’s eyes, level or higher available to cast, you can summon a Small
obscuring the world around him. elemental (air, earth, fire, or water; your choice) within a
Prerequisite: Ability to cast 2nd-level spells. range of 30 feet.
Benefit: As long as you have a darkness spell of 2nd level The elemental acts as if summoned by a summon monster
or higher available to cast, you can obscure the vision of a spell (PH 285).
subject within 30 feet as a standard action. The duration of the summoning is equal to 1 round per
If the subject fails a Will save, it treats all other creatures level of the highest-level conjuration (summoning) spell
and objects as though they had concealment and takes a –5 you have available to cast.
penalty on Spot checks for 1 round. You can have only one summoned elemental from this feat
As a secondary benefit, you gain a +1 competence bonus to at a time; if you use the ability a second time, the first
your caster level when casting darkness spells. elemental disappears.
Also, you must remain close to the elemental you summon.
If at the end of your turn you are more than 30 feet from
SICKENING GRASP [RESERVE] the elemental, it disappears.
You wreak havoc with the inner organs of a target, causing If you have a conjuration (summoning) spell of 6th level or
it to grow ill. higher available to cast, you can summon a Medium
Prerequisite: Ability to cast 3rd-level spells. elemental instead.
Benefit: As long as you have a necromancy spell of 3rd If you have a conjuration (summoning) spell of 8th | level
level or higher available to cast, any living creature you hit or higher available to cast, you can summon a Large
with a melee touch attack becomes sickened for a number elemental instead.
of rounds equal to the level of the highest-level As a secondary benefit, you gain a +1 competence bonus to
necromancy spell you have available to cast. your caster level when casting conjuration (summoning)
The subject can reduce this duration to 1 round with a spells.
successful Fortitude save.
As a secondary benefit, you gain a +1 competence bonus to
your caster level when casting necromancy spells.

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

(3.5) threatened without fear of being attacked.


Prerequisites: Combat Manifestation, Concentration 25
ranks.
Benefit: You gain a bonus equal to one-half your
EPIC FEATS manifester level on Concentration checks made to manifest
a power, use a psi-like ability, or achieve psionic focus while
on the defensive or while you are grappling or pinned.
AUTOMATIC QUICKEN POWER
[METAPSIONIC] IMPROVED OVERCHANNEL
You can manifest any of your lesser powers with a [PSIONIC]
moment’s thought. You burn your life force without limit to strengthen your
Prerequisites: Quicken Power, Psicraft 30 ranks, ability powers.
to manifest 9th-level powers. Prerequisite: Overchannel, Psicraft 25 ranks.
Benefit: You can manifest all 1st-level powers as Benefit: While manifesting a power, you can increase
quickened powers without expending your psionic focus your effective manifester level to a value up to twice your
(though you must be psionically focused). actual manifester level, but in doing so, you pay a price.
The normal limit to the number of quickened powers you For each level you increase your effective manifester level
can manifest per round applies. above your actual manifester level, you take 2d8 points of
Powers with a manifesting time of more than 1 round can’t damage.
be quickened. For example, a 23rd-level psion could increase his effective
You still must pay the requisite number of extra power manifester level to 30th to manifest a particular power.
points to manifest these quickened powers. However, as a result of the seven-level increase, he would
Special: You can gain this feat multiple times. take 14d8 points of damage.
Each time you take it, the powers of your next level can be The effective change in manifester level increases the
quickened without the expenditure of your psionic focus. number of power points you can expend on a single power
Thus, a psion who took this feat twice could quicken his manifestation, as well as increasing all manifester level
1st-level and 2nd-level powers with no expenditure of dependent effects, such as range, duration, and overcoming
psionic locus. power resistance.
This feat doesn’t decrease the manifesting time for powers Normal: Your manifester level is equal to your total levels
that normally require a full-round action to manifest in in classes that manifest powers.
metamagic form.

EPIC POWER PENETRATION GENERAL FEATS


[PSIONIC]
Your powers are tremendously potent, overcoming power DORJE MASTERY []
resistance with ease. Psionic dorjes are more potent in your hands.
Prerequisite: Greater Power Penetration, Power Prerequisites: Craft Dorje, manifester level 9th.
Penetration. Benefit: When you use a dorje, the power manifested is
Benefit: You gain a +2 bonus on manifester level checks treated ay if it were augmented by 4 additional power
made to overcome a creature’s power resistance. points.
This bonus stacks with the bonuses from Power If the power cannot be augmented, then the DC of saving
Penetration and Greater Power Penetration. throws against the dorje’s effect is increased by 2.

EPIC PSIONIC ENDOWMENT DUAL DORJE []


[PSIONIC] You can fight with two dorjes at the same time.
Prerequisites: Craft Dorje, Two-Weapon Fighting.
You can endow your manifestations with epic locus. Benefit: As a full-round action, you can wield and activate
Prerequisites: Greater Psionic Endowment, Psionic a dorje in each hand (if you have both hands free), with one
Endowment, ability to manifest at least one 9th-level designated as your primary dorje and the other as your
power. secondary dorje.
Benefit: You can expend your psionic focus and add 1 to Each use of the secondary dorje expends 2 charges instead
the save DC of a power you manifest. off.
This bonus stacks with the bonuses from Psionic
Endowment and Greater Psionic Endowment.
85
HOSTILE MIND, IMPROVED [] DEFENSIVE SHELL [HOST]
You have mental defenses erected against telepathic The psionic entity living in your mind enables you to better
attacks. resist attacks.
Prerequisites: Cha 15, Hostile Mind. Benefit: A psionic entity takes up residence within your
Benefit: Whenever you are subject to a power from the flesh.
telepathy discipline (regardless of whether the power is The entity grants you the following psi-like ability:
harmful or beneficial to you), the manifester must make a Psi-like Ability: 1/day—force screen or empty mind.
Will saving throw against a DC of 10 + 1/2 your character Manifester level 1/2 your HD; save DC 11 + your Cha, Int,
level + your Cha modifier, and takes an additional 2d6 or Wis modifier.
points of damage, plus 2d6 points from your Hostile Mind Special: You can use one or the other of your
feat, for a total of 4d6 points of damage. entitygranted psi-like abilities once per day—you can’t use
The benefit of this feat applies only to psionic powers and both.
psi-like abilities. Once you use one, you can’t use the other for the rest of the
This is an exception to the psionics-magic transparency rule day.
(EPH 55).
Special: You cannot take or use this feat if you have the
ability to use powers (if you have a power point reserve). HOST FOCUS [HOST]
You can use a psi-like ability granted by a host feat an extra
time each day.
PSIONIC MASTERY [] Prerequisite: Any other host feat.
You are quick and certain in your efforts to defeat the Benefit: You can use one of the two psi-like abilities
psionic defenses and powers of others. granted by your host feat one extra time each day.
Prerequisite: Ability to manifest psionic powers or use For example, if you have the Telepathic Affinity teat, which
psi-like abilities. grants access to the mindlink or detect psionics psi-like
Benefits: You can take 10 on manifester level checks (as abilities, you can use mindlink twice, detect psionics twice, or
if the manifester level check were a skill check). both mindlink and detect psionics in a single day.
Normal: You can use one of two psi-like abilities once per
day.
HOST FEATS
PACIFIST [HOST]
AGGRESSIVE MIND [HOST] You host a psionic entity that dislikes combat and provides
The psionic entity you host gives you access to psi-like you psi-like abilities to help you avoid a fight.
abilities capable of disrupting the mind of your enemy. Benefit: A psionic entity takes up residence within your
Benefit: A psionic entity takes up residence within your flesh.
flesh. The entity grants you the following psi-like ability:
The entity grants you the following psi-like ability: Psi-like Ability: 1/day—deaden blow (see page 82) or
Psi-Like Ability: 1/day—mind thrust or psionic daze. entangling ectoplasm.
Manifester level 1/2 your HD; save DC 11 + your Cha, Int, Manifester level 1/2 your HD; save DC 11 + your Cha, Int,
or Wis modifier. or Wis modifier.
Special: You can use one or the other or your Special: You can use one or the other of your entity-
entitygranted psi-like abilities once per day—you can’t use granted psi-like abilities once per day—you can’t use both.
both. Once you use one, you can’t use the other for the rest of the
Once you use one, you can’t use the other for the rest of the day.
day.
SPIRITUAL FORCE [HOST]
ANTAGONIST [HOST] Your mind blade is an expression of your inner spirit.
The psionic entity you host seeks to cause damage and Your forceful personality allows you to deal more damage
mayhem, and you have powers to further that end. with your blade.
Benefit: A psionic entity takes up residence within your Prerequisites: Any other host feat, mind blade class
flesh. feature.
The entity grants you the following psi-like ability: Benefit: You can expend your psionic focus to add your
Psi-Like Ability: 1/day—-energy ray or crystal shard. Charisma bonus (it any) to the damage you deal with your
Manifester level 1/2 your HD; save DC 11 + your Cha, Int, mind blade.
or Wis modifier. This effect lasts for 1 round.
Special: You can use one or the other of your
entitygranted psi-like abilities once per day—you can’t use STRENGTH OF TWO [HOST]
both.
Once you use one, you can’t use the other for the rest of the As the host of a formless psionic entity, you possess
day. immense willpower.
Prerequisite: Any other host feat.
86
Benefit: As long as you are psionically focused and
possess at least 1 power point, you receive a +1 insight
ILLITHID EXTRACTION []
bonus on Will saves. Your acceptance of your illithid heritage is so
As an immediate action, you can expend your psionic focus encompassing that you have learned how to extract the
and spend 1 power point to improve this insight bonus to brain of a helpless victim.
+5 for 1 round. Prerequisites: Illithid Heritage, Illithid Grapple (4).
Benefit: You have fully embraced your illithid heritage
and have developed a taste for the brains of other living
TELEPATHIC AFFINITY [HOST] creatures.
The entity you host gives you the ability to better You can extract the brain of a helpless or stunned victim
communicate with other creatures. once you have established a hold on its head with all four of
Benefit: A psionic entity takes up residence within your your tentacles.
flesh. You must begin your turn with all four tentacles attached.
The entity grants you the following psi-like ability: As a full-round action that provokes attacks of opportunity,
Psi-Like Ability: 1/day—mindlink or detect psionics. you must then make a grapple check.
Manifester level 1/2 your HD; save DC 11 + your Cha, Int, If your grapple check is successful, your victim takes 2d4
or Wis modifier. points of Intelligence damage and grants you a number of
Special: You can use one or the other of your entity- temporary power points equal to the amount of
granted psi-like abilities once per day—you cant use both. Intelligence damage you deal.
Once you use one, you can’t use the other for the rest of the Any creature reduced to Intelligence 0 by this attack is
day. instantly slain.
Temporary power points gained with this feat last for 1
hour, and power points granted by this feat do not stack
ILLITHID HERITAGE FEATS with each other.
This ability is useless against constructs, elementals, oozes,
plants, and undead.
ILLITHID BLAST [] It is not instantly fatal to opponents with multiple heads,
such as ettins and hydras.
You can convert your psionic energy into a mind blast.
Prerequisites: Illithid Heritage, two other illithid feats,
manifester level 5th. ILLITHID GRAPPLE []
Benefit: Once per day as a standard action that requires You embrace more of your illithid heritage, and grow at
the expenditure of your psionic focus, you can channel least one long purplish tentacle that you can reveal and
power points into a mind blast, which is a psi-like attack in a unfurl when you open your mouth.
15-foot cone. Prerequisites: Illithid Heritage one other illithid feat.
Anyone caught in the cone must succeed on a Will save
Benefit: You gain a natural tentacle attack.
(DC 10 + 1/2 your HD + your Cha modifier) or be stunned
If you can use weapons, you retain that ability, as well as
for 1d4 rounds.
any other natural weapons you have, if you are fighting
without weapons, you can use your tentacle or another
ILLITHID COMPULSION [] natural weapon as a primary attack.
If you are armed with a weapon, you can use your tentacle
You can call upon your heritage and enhance your ability to or your weapon as a primary attack.
manipulate the minds of other creatures. If you make a full attack, you can use the weapon as your
Prerequisite: Illithid Heritage. primary attack along with your tentacle as a natural
Benefit: Your manifester level for compulsion powers secondary attack.
increases by one. The tentacle does not improve your natural reach.
You also add 1 to the save DCs of all psionic powers you Your tentacle deals 1d4 points of damage, and you can use
manifest that have the compulsion descriptor. your Dexterity modifier in place of your Strength modifier
on attacks with your tentacle if you have the Weapon
ILLITHID ENTHUSIAST [] Finesse feat.
Additionally, you gain the improved grab special ability
When you manipulate the minds of other creatures, you are that you can use only with your tentacle, allowing you to
heartened and emboldened by your success. initiate a grapple as a free action, without provoking attacks
Prerequisite: Illithid Heritage. of opportunity, each time you hit with a tentacle attack.
Benefit: After you successfully affect a foe with a You can only attempt to grapple creatures within one size
compulsion power, you gain a morale bonus equal to one- category of you with your tentacle.
half the number of power points spent on the power on the Special: You can take this feat up to four times.
next Concentration, Knowledge (Psionics), Psicraft, or Each time you do so, you gain an additional tentacle.
Sense Motive check you make before the end of the next Once you have gained all four tentacles, the lower half of
round. your face transforms to resemble that of an illithid.
As a lull-round action, you can give up any other attacks
you have to attack with as many tentacles you possess, as
described above, and can attempt to initiate a separate
grapple with each tentacle as a free action. 87
You do not gain cumulative bonuses for each tentacle It can only be applied to powers that allow Reflex saves and
already attached (as an illithid would). affect an area (a cone, line, burst, and so on).
Powers that do not allow saving throws gain no advantage if
they are made into knockdown powers.
ILLITHID HERITAGE [] Creatures with evasion are knocked prone if they tail their
Somewhere in the deeps of time, your bloodline was Reflex saves (creatures with improved evasion are not
polluted with illithid influence. knocked down if they fail their saves).
Recognizing this taint but deciding to make the best of it, Flying creatures affected by a knockdown power that fail
you have decided to embrace your connection with your their saving throws are forced down 10 feet.
illithid bloodline for the power it can offer you. For example, if a creature makes its saving throw against a
Prerequisite: Power point reserve of 1 or more. knockdown energy cone but still takes half damage, it is
Benefit: You gain Intimidate as a class skill. not knocked prone.
In addition, you gain a bonus on saving throws against If it fails its save and takes full damage, it is knocked prone.
spells, powers, spell-like abilities, and psi-like abilities. Using this feat increases the power point cost by the power
This bonus is equal to one-half the number of illithid feats by 2.
you have, including this one (round down, minimum 11 The power’s total cost cannot exceed your manifester level.

ILLITHID LEGACY [] LINKED POWER [METAPSIONIC]


You have realized greater psionic power through your You can link a power to the power you manifest in this
illithid heritage. round so that it goes off next round.
Prerequisites: Illithid Heritage, one other illithid feat, Benefit: To use this feat, you must expend your psionic
manifester level 3rd. focus.
Benefit: You know more powers because of the illithid Manifesting a power altered by this feat means that you
heritage you possess. must choose two powers—one you intend to manifest in
Add psionic charm and read thoughts to your list of powers this round, and one you intend to manifest in the next
known. round.
The power that is manifested in this round is not altered in
any way, nor is the linked power that goes off in the next
ILLITHID LEGACY, GREATER [] round—however, you do not need to spend any of your
Your knowledge of psionic power has grown even further actions or power points next round to manifest the linked
due to your illithid heritage. power.
Prerequisites: Illithid Legacy any one other illithid feat, The linked power is automatically targeted on the same
manifester level 7th. area or target as the power you manifest in this round (if
Benefit: You know more powers because of your illithid the power you manifest this round has no area or target,
heritage. choose an area or target in this round for the linked power
Add dispel psionics and psionic dominate to your list of powers to affect in the next round).
known. If the same creature is targeted by both powers, the target
experiences all the effects of both powers individually and
receives a saving throw (if applicable) for each.
ILLITHID SKIN [] In some cases, such as a psionic charm followed by a linked
Your skin takes on the glistening, rubbery, green-mauve psionic charm, failing both saving throws results in
consistency of your illithid parentage. redundant effects (although, in this example, any ally of the
Prerequisite: Illithid Heritage. target would have to succeed on two dispel attempts to tree
the target from the charm effect).
Benefit: Your natural armor bonus increases by 1.
It is possible that by the time the linked power comes into
Special: You can take this feat up to three times. effect on the following round, the area where it goes off or
Each time, your natural armor bonus increases by another the target that it affects no longer has relevance.
1. On the other hand, you are free on the subsequent round to
take actions normally.
METAPSIONIC FEATS Using this feat increases the power point cost of the power
manifested this round by a number equal to the power
point cost of the linked power.
Thus if you manifest energy stun (3 power points) and energy
KNOCKDOWN POWER burst (5 power points) as the linked power, the metapsionic
[METAPSIONIC] cost is 8.
The total of power points you spend in this manner cannot
You can manifest powers that knock creatures off their feet. exceed your manifester level.
Benefit: To use this teat, you must expend your psionic
focus.
Knockdown Power knocks any creature caught in its area METAPOWER [METAPSIONIC]
prone if the target fails its saving throw to avoid any or all You can permanently modify a psionic power you know
of the damage of the power. with a metapsionic feat.
88
Prerequisites: Ability to manifest psionic powers, any Smoke: As sonic, but targets that breathe spend the
other metapsionic feat. following round coughing, and so are limited to a single
Benefit: You choose one power known to you to become move action or standard action (not both) for 1 round.
permanently modified by one metapsionic feat you know. The power is considered to be in effect during this time and
The cost of modifying your chosen power with metapsionic can be dispelled normally.
feats is reduced by 2 power points (to a minimum extra cost Using this feat increases the power point cost of the power
of 0 power points). by 2.
When you manifest the modified power with that The power’s total cost cannot exceed your manifester level.
metapsionic feat, you must still obey any restrictions of that Special: You can gain this feat multiple times.
feat (for example, expending your psionic focus). Each time you take this feat, choose another energy type
Once a metapower is created by taking this feat, it cannot (cold, electricity, fire, or sonic) that you have also selected
be changed. with the Privileged Energy feat.
The metapower can be used normally with other You can now manifest that power with the matching
metapsionic feats you know. paraelemental effect described above.
Special: You can gain this feat multiple times.
Each time you do, you choose a power-—-either one you
have already modified or another power you know—and PHRENIC LEECH [METAPSIONIC]
reduce the metapsionic feat cost of that power by 2 power Psionic toes damaged by your power are also mentally
points for a different specific metapsionic feat. drained.
Benefit: You must expend your psionic focus to use this
feat.
PARAELEMENTAL POWER This metapsionic alteration can be used with any power
[METAPSIONIC] that targets a single individual and requires a saving throw
to avoid some or all of the power’s effect.
When using a power that allows you to choose a type of If the subject fails its saving throw to avoid the phrenic
energy, you have a wider range of possible choices owing to leeching power’s effect, it loses 1d6 power points.
your ability to mix energy with matter. You gain 1 power point from the drain.
Prerequisite: Privileged Energy. If you already possess full power points, the power points
Benefit: When you take this feat, you must choose the drained from the target are lost.
energy type you selected with your Privileged Energy feat. Using this feat increases the power point cost of the power
To use this feat, you must expend your psionic focus. by 2.
Upon manifesting a damaging energy power that matches The power’s total cost cannot exceed your manifester level.
your choice of energy, you can access paraelemental energy
to further enhance your energy power with ice (cold),
magma (fire), ooze (electricity), or smoke (sonic). STYGIAN POWER [METAPSIONIC]
The paraelemental power still possesses its underlying Psionic powers you manifest that utilize negative energy
energy descriptor. are branded with an imprint of fear.
Targets damaged by paraelemental powers might be Prerequisites: Stygian Archon, know two powers that
affected by the additional effects noted below, in the case of utilize negative energy.
an energy power that requires a saving throw, targets are Benefit: To use this feat, you must expend your psionic
only subject to these additional effects on a failed save. focus.
A successful save against the energy power negates the You can alter a stygian power that deals negative levels to
paraelemental effect. foes so that any living creature that gains a negative level as
In the case of an energy power that normally does not allow a result of the power also becomes shaken for 1 minute.
a saving throw (such as energy ray), a target of a The target of a stygian power can attempt a Will save at the
paraelemental power can attempt a Fortitude save at the power’s save DC (even if it doesn’t normally allow a save) to
powers DC to negate only the extra effect. resist this effect.
Ice: As cold energy, but also limits affected foes to a single This is a mind-affecting fear ability.
move action or standard action (not both) for 1 round as Creatures immune to fear are not immune to the primary
they attempt to free themselves from ice. effect of the power, but they are immune to the shaken
The power is considered to be in effect during this time and effect.
can be dispelled normally. Using this feat increases the power point cost of the power
Magma: As fire energy, but also deals an additional 2d6 by 2.
points of fire damage on the round following the attack The power’s total cost cannot exceed your manifester level.
from lingering magma.
The power is considered to be in effect during this time and
can be dispelled normally. TRANSDIMENSIONAL POWER
Ooze: As electricity energy, but the target is also covered in
goo and becomes entangled for 1 round, after which the [METAPSIONIC]
goo evaporates. You can manifest powers that affect targets lurking in
The power is considered to be in effect during this rime coexistent planes and extradimensional spaces whose
and can be dispelled normally. entrances fall within the power’s area.
Benefit: You must expend your psionic focus to manifest
a transdimensional power. 89
A transdimensional power has its full normal effect on The weapon is sized appropriately for you and deals damage
incorporeal creatures, creatures on the Ethereal Plane or as a dire flail.
the Plane of Shadow, and creatures within an
extradimensional space in the power’s area.
This includes ethereal creatures, creatures that are blinking DIRE STUN [PSIONIC]
or shadow walking, manifested ghosts, and creatures within When you choose to stun your foe with your lurk augment
the extradimensional space of a rope trick, portable hole, or ability, your foe might be stunned for a long time.
other portable extradimensional space. Prerequisites: Lurk augment class feature (page 14),
You must be able to perceive a creature to target it with a Extra Lurk Augment.
transdimensional power, but you do not need to perceive a Benefit: When you use a lurk augment to deal a stunning
creature to catch it in the area of a burst, cone, emanation, strike, the save DC against the stun is increased by 2, and
or spread. the stun duration is increased by 1 round.
Using this feat does not increase the power point cost of
the power.
Normal: Only force effects can affect ethereal creatures, DON MANTLE [PSIONIC]
and no Material Plane attack affects creatures on the Plane You gain the granted ability of a mantle you have tapped.
of Shadow or in an enclosed extradimensional space. Prerequisite: Tap Mantle.
There is a 50% chance that any power other than a force Benefit: You gain the granted ability of a mantle you have
effect fails against an incorporeal creature. accessed using the Tap Mantle feat.
Special: You can gain this feat multiple times.
PSIONIC FEATS Each rime you do, you choose a new mantle you have
tapped with the Tap Mantle feat.

DAZZLING ENERGY [PSIONIC] DROMITE BARRIER [PSIONIC,


Your facility with energy is such that enemies are shaken RACIAL]
by your prowess.
Prerequisites: Know energy missile power, Privileged You can convert uses of your energy ray psi-like ability into
Energy. walls of energy.
Benefit: When you manifest an energy power that Prerequisites: Dromite, Dromite Ray, 3 HD.
specifies a single target in conjunction with your chosen Benefit: You can use one (or more) of your energy ray uses
energy (cold, electricity, fire, or sonic), the discharge of that for the day to create a wall of energy of your chosen energy
energy is enhanced with a spectacular secondary visual or type.
auditory display. When you use this ability in conjunction with triggering
The foe that you strike with the energy power is dazzled for energy ray as a psi-like ability, you create a 10-foot-by-10-foot
1 minute. vertical plane of energy.
A dazzled creature takes a –1 penalty on attack rolls, Search The opaque wall’s near endpoint begins at any corner of
checks, and Spot checks. your space and extends in a straight line 10 feet long (or as
Sightless creatures are unaffected. long as space permits, if the area is smaller).
The wall lasts for 1d4 rounds.
Any creature passing through the wall takes damage equal
DEEP VISION [PSIONIC] to the damage your energy ray psi-like ability would
Your mental focus helps you see farther with darkvision. normally deal.
If you create a wall so that it appears where creatures are,
Prerequisite: Darkvision.
each creature takes damage as if passing through the wall.
Benefit: While you are psionically focused, the effective
Either way, a successful Reflex save halves this damage (DC
distance of your natural darkvision increases by 30 feet.
10 + 1/2 your HD + your Con modifier).
Special: This feat affects only permanent darkvision
gained as part of a creature’s race, type, or class, not from
impermanent effects such as the darkvision spell or goggles of DROMITE RAY [PSIONIC, RACIAL]
night.
You can use your energy ray psi-like ability more often.
Prerequisite: Dromite.
DIRE FLAIL MIND BLADE [PSIONIC] Benefit: You can use the energy ray granted by your
dromite heritage two more times per day.
When you reshape your mind blade, you can change it into
an exotic weapon: a dire flail. Normal: A dromites energy ray can only be used once per
day.
Prerequisites: Ability to generate a mind blade, shape
mind blade class feature. Special: You can take this feat multiple times.
Each rime you take it, you gain two additional daily uses of
Benefit: Any time you wish to reshape your mind blade
your energy ray psi-like ability.
using your shape mind blade class feature, you can add the
dire flail to your shape repertoire.
You are proficient with your dire flail mind blade—you are
treated as if you possess the feat Exotic Weapon Proficiency
(dire flail mind blade).
90
They are quicker and more agile than normal.
DUERGAR EXPANSION [PSIONIC, Benefit: When you create an astral construct using this
RACIAL] form, you imbue it with +4 bonus on initiative checks and a
+20-foot increase to its base speed.
You can use your expansion psi-like ability more often. An agile loper construct is the same base size as an
Prerequisites: Duergar, expansion psi-like ability. unmodified astral construct fashioned with the astral
Benefit: You can use the expansion psi-like ability granted construct power.
by your duergar heritage a total of three times per day. Agile lopers appear as sleek, centaur-like quadrupeds with
Normal: A duergar’s expansion psi-like ability can only be pale fur, humanoid torsos, and black, ram-like horns on
used once per day. their foreheads.
Special: You can gain this feat multiple times.
Each time you take the feat, you gain two additional daily
uses of your expansion ability. ECTOPIC FORM (ALABASTER
AERIAL) []
DUERGAR INVISIBILITY [PSIONIC, Astral constructs you create with this form take on a
RACIAL] distinctive humanoid appearance, but possessing wings
instead of arms.
You can use your invisibility psi-like ability more often. They are natural fliers.
Prerequisites: Duergar, invisibility psi-like ability. Benefit: When you create an astral construct using this
Benefit: You can use the invisibility psi-like ability granted form, you shape its arms into wings and give its feet a
by your duergar heritage a total of three times per day. distinctive hand-like appearance.
Normal: A duergar’s invisibility psi-like ability can only be The addition of wings grants your alabaster aerial a fly
used once per day. speed of 20 feet (average).
Special: You can gain this feat multiple times. An alabaster aerial of at least 4th level has a fly speed of 30
Each time you fake the feat, you gain two additional daily feet (average), and an alabaster aerial of at least 7th level has
uses of your invisibility ability. a fly speed of 40 feet (average).
An alabaster aerial construct is the same base size as an
unmodified astral construct fashioned with the astral
DWARVEN URGROSH MIND BLADE construct power.
[PSIONIC] Alabaster aerials appear as silvery-white humanoids with
wings for arms and large hands on the ends of their legs,
When you reshape your mind blade, you can change it into rather than feet.
an exotic weapon: a dwarven urgosh. They use their wings for flight and their feet for
Prerequisites: Ability to generate a mind blade, shape pummeling opponents.
mind blade class feature.
Benefit: Any rime you wish to reshape your mind blade
using your shape mind blade class feature, you can add the ECTOPIC FORM (AMBER
dwarven urgosh to your shape repertoire.
You are proficient with your dwarven urgosh mind blade— TUNNELER) []
you are treated as if you possess the feat Exotic Weapon Astral constructs you create with this form take on a
Proficiency (dwarven urgrosh mind blade). distinctive many-legged form, with short, strong legs.
The weapon is sized appropriately for you and deals damage Benefit: When you create an astral construct using this
as a dwarven urgrosh. form, you give it short, powerful legs that can be used for
digging in the ground at great speed.
The creature is a natural tunneler, having a burrow speed
ECTOPIC FORM [PSIONIC] equal to its base land speed.
This feat allows you to create asrral constructs with distinct An amber tunneler construct is the same base size as an
appearances and specialties. unmodified astral construct fashioned with the astral
Prerequisite: Know astral construct power. construct power.
Benefit: The astral constructs you create using this feat Amber tunnelers appear as amber-colored, many-legged,
vary in appearance and talents. bug-like bur rowers that are wide and low to the ground,
Special: You can gain Ectopic Form multiple times. possessing powerful legs for digging or attacking.
Each time you take the teat, it applies to a new form of
astral construct.
You can only apply one of the following feats to each astral ECTOPIC FORM (ANATHEMIC
construct you create. CARAPACE) []
When you use this feat, refer to the preconstructed astral
constructs of particular kinds on pages 121–128. Astral constructs you create with this form take on a
distinctive bug-like appearance, and harbor a retributive
energy that is unleashed it they are destroyed.
ECTOPIC FORM (AGILE LOPER) [] Additional Prerequisite: Ectopic Form (any form).
Astral constructs you create with this form take on a Benefit: When you create an astral construct using this
distinctive quadruped appearance. form, you imbue it with latent energy that is unleashed in a
91
destructive burst when the construct is destroyed, dealing Benefit: When you create an astral construct using this
up to 1d6 points of damage plus an extra 1d6 points for form, you shape a third arm in the middle of the creature’s
every Hit Die of the construct to every adjacent creature back that is used to assist in grabbing opponents, granting
(Reflex half; DC 10 + 1/2 constructs HD). the construct the improved grab menu B ability (EPH 186).
You can choose to detonate an anathemic carapace An emerald gyre construct is the same base size as an
construct as a standard action if you have unobstructed line unmodified astral construct fashioned with the astral
of sight to your creation. construct power.
Each round, starting in the round alter it appears, the An emerald gyre appears as a green humanoid (size
damage of an anathemic carapace’s burst reduces by 1d6 depends on the level of construct) that possesses a third
points. arm growing from the middle of its back.
An anathemic carapace construct is the same base size as an
unmodified astral construct fashioned with the astral
construct power. ECTOPIC FORM (IRIDESCENT
Anathemic carapaces appear as oversized, red scarabs, eyes
blazing with the destructive power they contain.
SERPENT) []
Astral constructs you create with this form take on a
distinctive serpentine appearance and possess an energetic
ECTOPIC FORM (ASTRAL AQUAN) [] quality that can change from construct to construct.
Astral constructs you create with this form take on a Benefit: When you create an astral construct using this
distinctive eel-like appearance, with a pair of long tentacles form, you imbue it with a form of energy of your choice
protruding from its mouth. (acid, cold, electricity, or fire).
They are natural swimmers. The construct gains resistance 10 to the chosen energy
Benefit: When you create an astral construct using this type.
form, you shape it into an eel with two tentacles protruding An iridescent serpent construct is the same base size as an
from its mouth. unmodified astral construct fashioned with the astral
The construct is imbued with a swim speed of 60 feet. construct power.
An astral aquan construct is the same base size as an They appear as serpents with a clubbed tail that delivers a
unmodified astral construct fashioned with the astral blow enhanced by a chosen energy type.
construct power.
Astral aquans appear as silvery-blue eels with two long
tentacles protruding from their mouths.
ELAN REPLETION, ENHANCED
They use these tentacles for pummeling opponents. [PSIONIC, RACIAL]
As an elan, you can sustain yourself with repletion longer
ECTOPIC FORM (EBONY STINGER) than other members of your race.
Prerequisite: Elan.
[] Benefit: You never need to eat or drink again, and instead
Astral constructs you create with this form take on a you rely entirely on your psionic metabolism to provide
distinctive spider-like appearance, with a large hooked tail optimum nutrition and hydration.
tipped with a wickedly barbed stinger. Normal: A typical elan can sustain himself without food
Additional Prerequisite: Ectopic Form (any form). or water for 24 hours if he spends 1 power point.
Benefit: When you create an astral construct using this
form, you shape a large hooked tail tipped with a barbed ELAN RESILIENCE, ENHANCED
stinger.
Each of the creature’s attacks is made with this tail, which [PSIONIC, RACIAL]
does piercing damage rather than bludgeoning damage.
As an elan, you can prevent greater amounts of damage
In addition, an ebony stingers attacks deal 1 point of
than other members of your race.
Constitution damage in addition to their normal damage
(Fortitude negates; DC 10 + 1/2 construct’s HD). Prerequisite: Elan.
Creatures immune to poison are likewise immune to this Benefit: As an immediate action, you can reduce the
effect. damage you are about to take by 4 points for every 1 power
An ebony stinger construct is the same base size as an point spent.
unmodified astral construct fashioned with the astral Normal: A typical elan can reduce damage he is about to
construct power. take by 2 points for every 1 power point spent.
Ebony stingers appear as shiny black spiders with a hooked
tail that is tipped with a wicked barb, capable of delivering a ELAN RESISTANCE, ENHANCED
minor poison.
[PSIONIC, RACIAL]
ECTOPIC FORM (EMERALD GYRE) [] As an elan, you can resist harmful effects more readily than
other members of your race.
Astral constructs you create with this form take on a Prerequisite: Elan.
distinctive ape-like appearance, with the exception of a
third arm-like limb that grows out of the middle of the
back.
92
Benefit: As an immediate action, you can spend 1 power This elemental steward acts as an envoy in place of a
point to gain a +6 racial bonus on saving throws until the psicrystal.
beginning of your next turn. This envoy remains with you for an indefinite period of
Normal: A typical elan gains a –4 racial bonus on saving time, until dismissed or destroyed.
throws until the beginning of his next turn. (Elemental stewards are described in Chapter 5, starting on
page 130).
Prerequisites: Knowledge (the planes) 1 rank, Psicrystal
ELAN RETAINMENT [PSIONIC, Affinity.
RACIAL] Benefit: When you are able to acquire a new psicrystal,
you can select an elemental steward instead.
You can use your psionic metabolism to aid your ability to The type of steward—emberling (fire), geodite (sonic),
retain your psionic focus when you would otherwise arctine (cold), or tempestan (electricity;—depends on your
expend it. preference, unless you have the Privileged Energy feat, in
Prerequisites: Elan, 3 HD. which case the steward must match the energy type.
Benefit: Once per day as an immediate action, you can As you advance in power, your elemental steward also
spend 3 power points to maintain your psionic focus, even increases in power; see the Elemental Stewards as Envoys
it you have just taken an action that would normally sidebar.
expend it. Special: You cannot simultaneously possess both a
psicrystal and an elemental envoy.
ELEMENTAL ENVOY [PSIONIC]
This feat allows you to acquire an elemental steward: an
emberling (fire), a geodite (sonic), an arctine (cold), or a
tempestan (electricity).

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.

LURK MASTER [PSIONIC] MENTAL JUGGERNAUT [PSIONIC]


You are adroit at avoiding the mind blasting effects of
You are more skilled in augmenting your attack than your
certain psionic abilities and powers.
training would indicate.
Prerequisite: Ability to gain psionic focus.
Prerequisite: Lurk augment class feature.
Benefit: As an immediate action, you can expend your
Benefit: You can treat your lurk level as two higher than
psionic focus to ignore the consequences of a failed save
it actually is when determining what abilities you can select
against any power, psi-like ability, or other psionic or
with your lurk augment class feature.
magical effect that would otherwise daze or stun you.
You can decide to use this feat after you have rolled and
MAENAD FURY [PSIONIC, RACIAL] determined the potential outcome of your roll.
Special: If you choose not to expend your psionic focus,
You can use your outburst racial trait more often. you gain a +2 bonus on your saving throw against any
Prerequisite: Maenad. power, psi-like ability, or other psionic or magical effect
Benefit: You can use the outburst racial trait granted by that would daze or stun you.
your maenad heritage three times per day. When you are not psionically focused, you still gain a +1
Normal: A maenad’s outburst racial trait can be used once bonus on saves against effects that would otherwise daze or
per day. stun you.
Special: You can gain this feat multiple times.
Each time you take this feat, you gain two additional daily
uses of your outburst ability. MIND CLEAVE [PSIONIC]
When you lay low a foe, you drain off a portion of its excess
MAENAD SCREAM [PSIONIC, mental energy into the conduit of your mind blade.
Prerequisites: Mind blade class feature, psychic strike
RACIAL] class feature.
You can use your energy, ray (sonic) psi-like ability more Benefit: If you deal a creature enough damage to make it
often. fall (typically by dropping it to below 0 hit points or killing
Prerequisite: Maenad. it) with your mind blade, you drain off a portion of the
Benefit: You can use the energy ray (sonic) psi-like ability creature’s liberated energy of consciousness.
granted by your maenad heritage three times per day. The liberated energy automatically charges the blade used
Normal: A maenad’s energy ray (sonic) can be used once to fell the foe as if you had imbued it with your psychic
per day. strike class feature.
Special: You can gain this feat multiple times.
Each time you take this feat, you gain two additional daily MIND EMPOWERMENT [PSIONIC]
uses of your energy ray (sonic) psi-like ability.
When you lay low a foe, you drain oft a portion of its excess
mental energy into the conduit of your mind blade.
MAENAD DEAFENING SCREAM Prerequisites: Mind blade class feature, psychic strike
class feature, Mind Cleave.
[PSIONIC, RACIAL] Benefit: If you deal a creature enough damage to make it
You can use your energy ray (sonic) psi-like ability to better fall (typically by dropping it to below 0 hit points or killing
effect. it) with your mind blade, you capture a greater portion of
Prerequisite: Maenad. the creature’s liberated energy of consciousness (more than
Benefit: Whenever you use the energy ray (sonic) ability you already drain with your Mind Cleave feat).
granted by your maenad heritage, you deal an extra 1 point The additional liberated energy resides in your blade for 3
of damage per die. rounds or until you make your next successful psychic
Creatures that take damage from the ray are deafened for strike (whichever occurs first), whereupon you deal an
2d6 rounds if they fail a Fortitude save (DC 10 +1/2 your additional 1d8 points of damage.
HD + your Con modifier).
96
The powers you manifest from that class are more
MIND STRIKE, FOCUSED [PSIONIC] powerful.
When you use your psychic strike ability, you deal more Prerequisite: Psicraft 4 ranks.
damage. Benefit: Your manifester level for the chosen manifesting
Prerequisites: Ability to generate a mind blade, psychic class increases by four.
strike +1d8. This benefit cant increase your manifester level higher than
Benefit: If you expend your psionic focus when you your Hit Dice.
imbue your mind blade with a psychic strike, the Even if you can’t benefit from the full bonus immediately,
destructive energy instilled in your blade deals one more however, if you later gain levels of nonmanifesting classes,
die of damage. you might be able to apply the rest of the bonus.
For example, when a 7th-level soulknife charges his blade For example, a human 5th-level psion/3rd-level fighter who
with a psychic strike in conjunction with expending his selects this feat would increase his psion manifester level
psionic focus, the damage potential of the blade is +3d8 from 5th to 8th (since he has 8 Hit Dice).
points (instead of +2d8 points). If he later gained a fighter level, he would gain the
remainder of the bonus, and his psion manifester level
would become 9th (since he now has 9 Hit Dice).
MIND STRIKE, SWIFT [PSIONIC] A character with, two or more manifesting classes (such as a
You possess a deadly speed when charging your mind blade psychic warrior/psion) must choose which class gains the
with psychic energy. feat’s effect.
Prerequisites: Ability to generate a mind blade, psychic This feat does not affect your powers per day or powers
strike+2d8. known.
Benefit: Once per day, you can charge your mind blade It only increases your manifester level, which helps you
with a psychic strike as a swift action. overcome power resistance and increases the duration and
Normal: A soulknife imbues his blade with a psychic other effects of your powers.
strike as a move action. Special: You can select this feat multiple times.
Each time you choose it, you must apply it to a different
manifesting class.
ORC DOUBLE AXE MIND BLADE
[PSIONIC] PRIVILEGED ENERGY [PSIONIC]
When you reshape your mind blade, you can change it into You favor one specific energy type overall others.
an exotic weapon: an ore double axe. Prerequisite: Ability to manifest the energy missile
Prerequisites: Ability to generate a mind blade, shape power.
mind blade class feature. Benefit: Choose one type of energy to become your
Benefit: Any time you wish to reshape your mind blade privileged energy: cold, electricity, fire, or sonic.
using your shape mind blade class feature, you can add the Any time you manifest a power that deals damage of your
ore double axe to your shape repertoire. chosen energy type, that power deals an extra 1 point of
You are proficient with your ore double axe mind blade— damage per die.
you are treated as if you possess the Exotic Weapon
Proficiency (ore double axe mind blade).
The weapon is sized appropriately for you and deals damage PSYMBIOT [PSIONIC]
as an ore double axe. You gain benefits when you are near other psionic
characters or creatures.
POSTPONE ENERVATION [PSIONIC] Prerequisites: Knowledge (psionics) 8 ranks, manifester
level 3rd.
You can postpone the onset of your psychic enervation. Benefit: When you are psionically focused and one or
Prerequisites: Psychic enervation class feature, wild more psionic characters or creatures with a manifester level
surge +2. of 3rd or higher stands within 10 feet of you, you gain a +2
Benefit: Whenever you are subject to psychic enervation bonus on ability checks, skill checks, and saving throws.
through the failure of a wild surge, you can postpone the Psionic entities such as those described in any of the host
effects of the enervation by 3 rounds. feats in this book are not separate creatures for the purpose
You decide to use this feat after you roll to determine of gaining this feat’s benefit, nor are astral constructs, or
whether you are subject to psychic enervation. any psionic creatures crafted, projected, or summoned by
You can voluntarily subject yourself to the effects of the you.
postponed psychic enervation before the 3 rounds have
fully elapsed.
Once you use this feat to postpone the effects, however, SKIN OF THE CONSTRUCT
you cannot use the wild surge class feature until you
endure the postponed psychic enervation. [PSIONIC]
You can wear an astral construct as if it were a second skin.
Prerequisite: Know astral construct power.
PRACTICED MANIFESTER [PSIONIC] Benefit: If you expend your psionic focus, you can fuse
Choose a manifesting class that you possess. the essence of an astral construct that you have personally
manifested with your own body. 97
You choose to do this when you first manifest the power to Prerequisite: Access to one psionic mantle.
gain this effect (instead of creating an astral construct Benefit: Whenever you gain the ability to learn another
normally). psionic power, you can choose a power you can manifest
This construct, once absorbed into your body, does not from this new mantle.
count against your limit of astral constructs crafted (in most You essentially gain a new menu of options from which
cases you can have only one astral construct active at a time. you can select powers whenever you would normally learn
This additional astral “flesh” bonds perfectly with your own, a new power from advancing in a psionic class.
giving you a silvery-white appearance and 1d8 temporary You do not gain the mantle’s granted ability or any other
hit points that last for up to 1 hour. benefit of access to the mantle.
More important, it grants you one Menu A choice (EPH Special: You can gain this feat multiple times.
186) that you can use as if you were the construct. Each time you do, you choose a new mantle to access.
You wear the skin of the construct for the normal duration
of the manifested astral construct power, after which time it
elapses. THRI-KREEN CARAPACE [PSIONIC,
Special: If you have any other feats that modify the
appearance or abilities of an astral construct (such as Boost
RACIAL]
Construct or Ectopic Form), you do not accrue those Your carapace is harder than average.
benefits when you use the astral construct power with Skin Prerequisite: Thri-kreen.
of the Construct. Benefit: Add 1 to your natural armor bonus.

STYGIAN ARCHON [PSIONIC] THRI-KREEN CLAW [PSIONIC,


You sear the synapses of your mind with a scar of void and RACIAL]
emptiness.
From now on, psionic powers you manifest that utilize You can use your metaphysical claw psi-like ability more
negative energy are more fully tied to the Negative Energy often.
Plane. Prerequisites: Thri-kreen, metaphysical claw psi-like
Prerequisite: Know two powers that utilize negative ability.
energy. Benefit: Extra practice and hard work are rewarded.
Benefit: To use this feat, you must maintain your psionic You can use your metaphysical claw psi-like ability a total of
focus. three times per day.
When manifesting a power that utilizes, disrupts, or detects Normal: A thri-kreen’s metaphysical claw psi-like ability
negative energy, your manifester level is treated as one can be used once per day.
higher than normal. Special: You can gain this feat multiple times.
Each time you take the feat, you gain an additional two
daily uses of your metaphysical claw ability.

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).

WILD TALENT (COGITARE) []


Instead of a free bonus feat, Talaire of House Cogitare have
the Wild Talent (Cogitare) 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 psionic charm
(EPH 82) once per day (manifester level
1st + half the number of psionic class levels gained).

WILD TALENT (INCENDAR) []


Instead of a free bonus feat, Talaire of House Incendar have
the Wild Talent (Incendar) 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 control object
(EPH 88) once per day (manifester level 1st + half the
number of psionic class levels gained).

WILD TALENT (NOVAR) []


Instead of a free bonus feat, Talaire of House Novar have
the Wild Talent (Novar) 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 precognition
(EPH 124) once per day (manifester level 1st + half the
number of psionic class levels gained).

WILD TALENT (VAYMIN) []


Instead of a free bonus feat, Talaire of House Vaymin have
the Wild Talent (Vaymin) 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 vigor (EPH
140) once per day (manifester level 1st + half the number of
psionic class levels gained).

100
MAIN SECTION FEATS
COMPLETE
SCOUNDREL (3.5)

Benefit: If you roll a natural 1 when making an attack


roll, you can expend one luck reroll as a swift action to
ADVANTAGEOUS AVOIDANCE instead treat the roll as a natural 20.
[LUCK] You can use this feat once per day.
You gain one luck reroll per day.
You have a knack for ducking at just the right moment.
Prerequisite: Character level 3rd, any luck feat.
Benefit: You can expend one luck reroll as an immediate CHANT OF THE LONG ROAD
action to force a foe to reroll a critical hit confirmation roll
made when attacking you. [BARDIC MUSIC]
You can expend two luck rerolls as an immediate action to You can channel the power of your bardic music to
force a foe to reroll an attack roll made against you. encourage your allies to pick up the pace on a long walk.
You gain one luck reroll per day. Prerequisite: Bardic music, Perform 6 ranks.
Special: Unlike other luck feats, you can use this feat after Benefit: As a standard action, you can expend one daily
seeing the success of the roll to be affected. use of your bardic music ability to allow yourself and all
allies within 60 feet to avoid taking nonlethal damage for
hustling (PH 164).
ASCETIC STALKER [] This requires 1 minute of performance, and the effect lasts
You have practiced a secret technique that combines your for 1 hour.
considerable talents in unarmed combat with a greater
understanding of your inner ki.
Prerequisite: Ki power, ki strike (magic). CHORD OF DISTRACTION [BARDIC
Benefit: Your monk and ninja levels stack for the purpose MUSIC]
of determining the size of your ki pool.
For example, a 4th-level monk/2nd-level ninja with this You can channel the power of your bardic music to make a
feat could use her ki powers a number of times equal to 3 sudden sound or gesture that momentarily distracts an
(half the sum of her monk and ninja levels) + her Wisdom opponent.
bonus (if any). Prerequisite: Bardic music, Perform 9 ranks.
Your monk and ninja levels also stack for the purpose of Benefit: As an immediate action, you can expend three
determining your unarmed strike damage, as well as your ki daily uses of your bardic music ability to distract an
strike class feature. opponent.
For example, a 4th-level monk/6th-level ninja would deal The target must be within 30 feet of you and able to hear or
1d10 points of damage with her unarmed strike, and her see you.
unarmed strike would overcome damage reduction as a Make a Perform check, opposed by the target’s Sense
lawful magic weapon (as if she were a 10th-level monk). Motive check (modified as if you were using Bluff to feint
In addition, you can multiclass freely between the monk in combat).
and ninja classes. If you succeed, that opponent is rendered flat-footed
You must still remain lawful in order to continue against an ally of your choice.
advancing as a monk. The effect lasts until that opponent is attacked or until the
You still face the normal XP penalties for having multiple start of your next turn, whichever comes first.
classes more than one level apart.
Special: A monk can select Ascetic Stalker as a bonus feat CONCUSSION ATTACK [AMBUSH]
at 1st, 2nd, or 6th level instead of one of the other feats
indicated for those levels (PH 41). Your attacks can damage your opponent’s ability to think
clearly.
Prerequisite: Sneak attack +3d6.
BETTER LUCKY THAN GOOD [LUCK] Benefit: Your successful sneak attack imposes a –2
You can succeed where others would surely fail. penalty on the target’s Intelligence and Wisdom checks, as
Prerequisite: Character level 6th, any two luck feats.
101
well as on any Intelligence- and Wisdom-based skill Benefit: When fighting defensively, you deal an extra
checks, for 10 rounds. 1d6 points of damage with any light weapon or with any
If you use this feat a second time on a target before 10 weapon to which the Weapon Finesse feat applies (such as
rounds have elapsed, the effect of the first use expires. a rapier, spiked chain, or whip).
Using this feat reduces your sneak attack damage by 2d6. This feat’s benefit applies only when you are unarmored or
wearing light armor and not using a shield.
Special: If you have the Combat Expertise feat, you also
COOL HEAD [] gain the benefit of Deadly Defense when taking a penalty
Your mental acuity serves you better than most. of at least –2 on your attack roll from that feat.
Prerequisite: Any two mental skill tricks. A fighter can select Deadly Defense as one of his fighter
Benefit: You immediately learn up to two mental skill bonus feats (PH 38).
tricks at no cost, and your limit on skill tricks known
increases by one.
See page 82 for details on mental skill tricks. DEAFENING STRIKE [AMBUSH]
Normal: You are limited to a maximum number of skill Your stealthy attack leaves your foe’s head ringing.
tricks equal to one-half your character level. Prerequisite: Sneak attack +4d6.
Benefit: Your successful sneak attack causes the target to
be deafened for 3 rounds.
DAREDEVIL ATHLETE [] If you use this feat a second time on a target before 3
You are capable of pulling off amazing stunts. rounds have elapsed, the effect of the first use expires.
Benefit: Three times per day, you can use an immediate Using this feat reduces your sneak attack damage by 3d6.
action to gain a +5 competence bonus on a single Balance,
Climb, Escape Artist, Jump, Ride, Swim, or Tumble check.
DISEMBOWELING STRIKE
DARING OUTLAW [] [AMBUSH]
You combine grace and stealth to deadly effect. You can slash open your opponent to devastating effect.
Prerequisite: Grace +1, sneak attack +2d6. Prerequisite: Sneak attack +5d6, Weapon Focus (any
Benefit: Your rogue and swashbuckler levels stack for the slashing weapon).
purpose of determining your competence bonus on Reflex Benefit: Your successful sneak attack with a slashing
saves from the grace class feature and the swashbuckler’s weapon for which you have selected Weapon Focus deals
dodge bonus to AC. 1d4 points of Constitution damage in addition to its normal
For example, a 7th-level rogue/4th-level swashbuckler has damage.
grace +2 and gains a +2 dodge bonus to AC, as if she were an You can’t use this feat against the same target more than
11th-level swashbuckler. once per day.
Your rogue and swashbuckler levels also stack for the Using this feat reduces your sneak attack damage by 4d6.
purpose of determining your sneak attack bonus damage.
For example, a 7th-level rogue/4th-level swashbuckler DUMB LUCK [LUCK]
would deal an extra 6d6 points of damage with her sneak
attack, as if she were an 11th-level rogue. You can survive situations that should kill you.
Prerequisite: Character level 6th, any two luck feats.
Benefit: If you roll a natural 1 when making a saving
DARING WARRIOR [] throw, you can expend one luck reroll as an immediate
You combine agility and extraordinary combat prowess to action to instead treat the roll as a natural 20.
great effect. You can use this feat once per day.
Prerequisite: Weapon Specialization, grace +1. You gain one luck reroll per day.
Benefit: Your fighter and swashbuckler levels stack for
the purpose of determining your competence bonus on ELDRITCH EROSION [AMBUSH]
Reflex saves from the grace class feature and the
swashbuckler’s dodge bonus to AC. Your attack can weaken your foe’s resistance to magic.
For example, a 6th-level fighter/5th-level swashbuckler has Prerequisite: Sneak attack +4d6, Knowledge (arcana) 1
grace +2 and gains a +2 dodge bonus to AC, as if she were an rank.
11th-level swashbuckler. Benefit: Your successful sneak attack reduces the target’s
Your fighter and swashbuckler levels also stack for the spell resistance and power resistance by 5 (minimum 0) for
purpose of qualifying for feats that require a minimum 10 rounds.
fighter level, such as Greater Weapon Focus. If you use this feat a second time on a target before 10
Special: A fighter can select Daring Warrior as one of his rounds have elapsed, the effect of the first use expires.
fighter bonus feats (PH 38). Using this feat reduces your sneak attack damage by 4d6.

DEADLY DEFENSE [] EXPANDED KI POOL []


You are at your most dangerous when forced to protect You know the secret mantras that grant you greater
yourself. understanding of your ki.
102
Prerequisite: Ki power. If the redirected attack hits you, you take an extra 50%
Benefit: You gain three extra daily uses of your ki power damage from it.
(ki power is a class feature of the ninja; see the sidebar for You gain one luck reroll per day.
details).
HEAD SHOT [AMBUSH]
ENDURING KI [] By striking at your opponent’s head, you can temporarily
You can channel inner energy to make your ki powers last disrupt his thought processes.
longer. Prerequisite: Sneak attack +6d6, Weapon Focus (any
Prerequisite: Ki power. bludgeoning weapon).
Benefit: By spending an extra daily use of your ki power Benefit: Your successful sneak attack with a bludgeoning
when you activate it, the chosen effect lasts for an weapon for which you have selected Weapon Focus leaves
additional round (ki power is a class feature of the ninja; see your foe confused for 1 round.
the sidebar for details). A successful Will save (DC 10 + the number of extra
You also gain one extra daily use of your ki power. damage dice normally dealt by your sneak attack + your
Dex modifier) negates this effect.
If you use this feat a second time on a target before 1 round
EPIC OF THE LOST KING [BARDIC has elapsed, the effect of the first use expires.
MUSIC] Using this feat reduces your sneak attack damage by 5d6.
Special: You must be able to reach your foe’s head to use
You can channel the power of your bardic music to this feat with a melee attack.
reinvigorate your allies.
Prerequisite: Bardic music, Perform 6 ranks.
Benefit: As a move action, you can expend one daily use HEALER’S LUCK [LUCK]
of your bardic music ability to remove fatigue from up to Your spells can heal more damage.
three allies (including yourself) within 30 feet. Benefit: You can expend one luck reroll as a swift action
If you spend three daily uses of bardic music, you can to reroll the number of points of damage healed by a
remove exhaustion from your allies instead. conjuration (healing) spell you have just cast on your
current turn.
FORTUITOUS STRIKE [LUCK] You gain one luck reroll per day.
You can hit a foe in just the right place.
Prerequisite: Character level 6th, any luck feat. IMPEDING ATTACK [AMBUSH]
Benefit: You can expend one luck reroll as a swift action Your strikes render your target temporarily clumsy and
to reroll a weapon damage roll. awkward.
You can expend two luck rerolls as a swift action to reroll Prerequisite: Sneak attack +4d6.
an attack roll. Benefit: Your successful sneak attack imposes a –2
You gain one luck reroll per day. penalty on the target’s Strength and Dexterity checks, as
well as on any Strength- and Dexterity-based skill checks,
FREERUNNER [] for 10 rounds.
If you use this feat a second time on a target before 10
You can move in more baffling ways than others. rounds have elapsed, the effect of the first use expires.
Prerequisite: Any two movement skill tricks. Using this feat reduces your sneak attack damage by 3d6.
Benefit: You immediately learn up to two movement skill
tricks at no cost, and your limit on skill tricks known
increases by one. IMPROVED FAMILIAR []
See page 82 for details on movement skill tricks. You can acquire a new familiar from a nonstandard list of
Normal: You are limited to a maximum number of skill creatures.
tricks equal to one-half your character level. Prerequisite: Ability to acquire a new familiar,
compatible alignment, sufficiently high arcane spellcaster
level.
GOOD KARMA [LUCK] Benefit: When you choose a familiar, the creatures on the
You can use your luck to aid an ally—at the risk of your table below are also available.
own neck. You can choose a familiar with an alignment up to one step
Prerequisite: Character level 3rd. away on each of the alignment axes (lawful through
Benefit: You can expend one luck reroll as an immediate chaotic, good through evil).
action to redirect an attack made against an adjacent ally so For example, a chaotic good spellcaster could acquire a
that it is made against you instead. neutral familiar.
You must be within reach of the attacker (if a melee attack) A lawful neutral spellcaster could acquire a neutral good
or within range of the attack (if a ranged attack) in order to familiar.
use this ability. Except as noted here, improved familiars otherwise use the
The attack roll result remains the same, but it is against normal rules for familiars (PH 52).
your AC, rather than that of your ally.
103
Special: Unlike most other luck feats, using Lucky Start
requires no action.

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.

SAVVY ROGUE [] SURVIVOR’S LUCK []


You have mastered one or more of your rogue special You can avoid situations that would surely affect others.
abilities. Prerequisite: Character level 9th, any luck feat.
Prerequisite: Rogue level 10th. Benefit: You can expend one luck reroll as an immediate
Benefit: Based on the rogue special abilities you have (PH action to reroll a saving throw you just failed.
50), you gain one or more additional special benefits as You gain one luck reroll per day.
described below.
You gain the benefits for all the special abilities you have,
even those you gain after selecting this feat. SWEET TALKER []
Crippling Strike: You can deal Strength damage even to a Your social expertise is more pronounced than that of most
target that is immune to extra damage from sneak attacks. others.
Defensive Roll: You can use this ability three times per day, Prerequisite: Any two interaction skill tricks.
rather than once per day. Benefit: You immediately learn up to two interaction
Improved Evasion: You gain a +2 competence bonus on skill tricks at no cost, and your limit on skill tricks known
Reflex saves. increases by one.
Opportunist: You can use the opportunist ability as many See page 82 for details on interaction skill tricks.
times per round as you can make attacks of opportunity, Normal: You are limited to a maximum number of skill
but no more than once per creature per round. tricks equal to one-half your character level.
Each use of the opportunist ability counts as an attack of
opportunity.
Skill Mastery: When taking 10 with a skill to which you have SWIFT AMBUSHER []
assigned skill mastery, you can treat the die roll as a 12 You combine your scout training with the stealth of a rogue
instead of as a 10. to open up new methods of ambushing enemies.
(In effect, you’re “taking 12”). Prerequisite: Skirmish +1d6/+1 AC, sneak attack +1d6.
Slippery Mind: You gain a +2 competence bonus on the extra Benefit: Your rogue and scout levels stack for the purpose
save granted by slippery mind. of determining the extra damage and bonus to Armor Class
granted when skirmishing.
SLY FORTUNE [LUCK] For example, a 4th-level scout/7th-level rogue would deal
an extra 3d6 points of damage and gain a +3 competence
Your luck helps you find the right place to move to. bonus to AC when skirmishing, as if she were an 11th-level
Benefit: You can expend one luck reroll as an immediate scout.
action to reroll a Hide, Move Silently, or Tumble check. In addition, you can qualify for ambush feats (see page 71)
You gain one luck reroll per day. as if your sneak attack bonus damage were the sum of your
skirmish damage and sneak attack bonus damage.
SOUND OF SILENCE [BARDIC You cannot sacrifice skirmish extra damage to use those
feats, however.
MUSIC] Special: A scout can select Swift Ambusher as one of her
You can channel the power of your bardic music to deafen scout bonus feats (Complete Adventurer 13).
your foes.
Prerequisite: Bardic music, Perform 9 ranks. SWIFT HUNTER []
Benefit: As a standard action, you can expend two daily
uses of your bardic music ability to deafen a single target You have applied the hit-and-run tactics learned from
for 3 rounds. scouting to your strong hunting abilities.
A successful Will save (using your Perform check result as Prerequisite: Favored enemy, skirmish +1d6/+1 AC.
the DC) negates the effect. Benefit: Your ranger and scout levels stack for the
The target must be within 30 feet of you and be able to hear purpose of determining the extra damage and bonus to
you. Armor Class granted when skirmishing.
For example, a 4th-level scout/1st-level ranger would deal
an extra 2d6 points of damage and gain a +1 competence
106
bonus to AC when skirmishing, as if she were a 5th-level
scout. UNBELIEVABLE LUCK [LUCK]
Your ranger and scout levels also stack for the purpose of The powers of fortune truly smile on you more than most
determining when you select additional favored enemies, mortals.
as well as the total bonus granted against your favored Prerequisite: Any luck feat.
enemies. Benefit: As long as you have at least one luck reroll
For example, a 4th-level scout/1st-level ranger would have remaining for the day, you gain a +2 luck bonus on
two favored enemies and could allocate an extra +2 bonus whichever of your saves has the lowest base bonus.
against one of those favored enemies, as if she were a 5th- If two or more of your saves tie for the lowest base bonus,
level ranger. choose when you select this feat which save it applies to.
In addition, your skirmish extra damage applies against any If your base save bonuses later change so that the chosen
creature you have selected as a favored enemy, even if it is save no longer has the lowest base bonus, the luck bonus
normally immune to extra damage from critical hits or from this feat immediately applies to the save that now has
skirmish attacks. the lowest base bonus.
Special: A scout can select Swift Hunter as one of her You gain two luck rerolls per day.
scout bonus feats (Complete Adventurer 13).
VICTOR’S LUCK []
TEMPTING FATE [] You strike with devastating accuracy more often.
You are very hard to kill. Benefit: You can expend one luck reroll as a swift action
Prerequisite: Character level 6th, any luck feat. to reroll a critical threat confirmation roll.
Benefit: You can expend a luck reroll to reroll a You gain one luck reroll per day.
stabilization check.
In addition, once per day, whenever you have at least 1 hit
point remaining and would be dealt enough damage to kill WARNING SHOUT [BARDIC MUSIC]
you, you can expend one luck reroll as an immediate action The force of your performance is so potent that it can guide
to take only enough damage to reduce you to –9 hit points. an ally to safety.
You automatically stabilize. Prerequisite: Bardic music, Perform 9 ranks, evasion.
You gain one luck reroll per day. Benefit: As an immediate action, you can expend two
Special: Unlike most other luck feats, using Tempting daily uses of your bardic music ability to grant a single ally
Fate requires no action. (other than yourself) a +5 morale bonus on her next Reflex
save and evasion (see the monk class feature, PH 41).
The ally must be within 30 feet of you and able to see or
THIRD TIME’S THE CHARM [] hear you.
Your deity smiles upon you. The effect lasts until the target rolls a Reflex save or until
Prerequisite: Character level 3rd, any luck feat, access to the start of your turn, whichever comes first.
the Luck domain.
Benefit: You can expend one luck reroll as an immediate
action to use the granted power of the Luck domain an SKILL TRICKS
additional time per day.
You can only use this benefit immediately after using the
Luck domain’s granted power (in effect, this feat gives you a ACROBATIC BACKSTAB
third chance to succeed on the roll).
You gain one luck reroll per day. [MOVEMENT]
You dart past your opponent’s attacks, ending up perfectly
positioned for a devastating counterattack.
THROAT PUNCH [AMBUSH] Prerequisite: Tumble 12 ranks.
By making a precise punch to the throat, you can render a Benefit: If you succeed on a Tumble check to move
target unable to speak effectively. through an enemy’s space, you can treat that enemy as flat-
Prerequisite: Improved Unarmed Strike, sneak attack footed against the next melee attack you make against it on
+3d6. your current turn.
Benefit: Your successful sneak attack delivered with an Your enemy must be standing on the ground or floor in
unarmed strike temporarily hinders the target’s ability to order for you to use this trick.
speak.
For the next 3 rounds, the target takes a –5 penalty on any
skill check requiring speech and has a 50% chance of failure ASSUME QUIRK [INTERACTION]
when casting a spell with a verbal component or activating You can perfectly imitate a small habit or idiosyncrasy of a
a magic item with a command word. person you impersonate in order to throw off suspicion.
Multiple uses of this feat don’t increase the duration Prerequisite: Disguise 5 ranks.
beyond 3 rounds. Benefit: When impersonating a particular individual, you
Using this feat reduces your sneak attack damage by 2d6. can eliminate the normal Spot bonus granted to a viewer
Special: You must be able to reach your foe’s neck to use familiar with that individual (PH 73)The effect extends to
this feat. all viewers.
107
Using this trick requires no special action, but you can
maintain the deception for only 1 hour per day. CORNER PERCH [MOVEMENT]
You can brace yourself against walls to leave your hands
free.
BACK ON YOUR FEET [MOVEMENT] Prerequisite: Climb 8 ranks.
You can hop back to your feet instantly if you fall. Benefit: If you succeed on a Climb check to ascend or
Prerequisite: Tumble 12 ranks. descend either a “chimney,” where you can brace against
Benefit: If you fall prone for any reason, you can stand up opposite walls, or a corner where you can brace against
as an immediate action without provoking attacks of perpendicular walls (PH 69), you can suspend yourself
opportunity. momentarily.
Until the end of your next turn, you can use your hands
freely for any other purpose (including attacking) without
CLARITY OF VISION [MENTAL] risk of falling.
You can briefly see invisible opponents. At the end of your next turn, you fall from the wall unless
Prerequisite: Spot 12 ranks. you succeed on a Climb check against the normal DC+ 5
Benefit: As a swift action, you can attempt a DC 20 Spot (made as a move action) or you have succeeded on another
check. Climb check to move up or down the wall as normal.
If successful, you focus your vision so clearly that you can Example: Ember the monk succeeds on a DC 15 Climb
pinpoint the location of invisible creatures within 30 feet. check to scramble up 10 feet (one-quarter of her speed) into
This clarity lasts until the end of your turn. a corner formed by two typical dungeon walls.
Using Corner Perch, she then braces her legs against the
walls and uses her remaining standard action to draw and
CLEVER IMPROVISER throw a shuriken at a bugbear on the ground below her.
On her next turn, still braced in the corner, she draws her
[MANIPULATION] quarterstaff and attacks an ogre that has moved next to her,
Tools? Why would you need tools? It’s just a combination gaining a +1 bonus on the attack roll for higher ground.
lock with a poison needle trap, after all. At the end of that turn, she drops from the wall rather than
Prerequisite: Disable Device 5 ranks, Open Lock 5 attempting to hold her position.
ranks. Since she has the slow fall class feature, Ember takes no
Benefit: When making a Disable Device or Open Lock damage from the drop.
check without using thieves’ tools, you ignore the normal –
2 penalty.
You can use this trick any number of times per day until DISMOUNT ATTACK [MOVEMENT]
you fail a Disable Device or Open Lock check made You can leap out of the saddle onto a foe.
without using thieves’ tools. Prerequisite: Ride 5 ranks.
After a failure, you can’t use Clever Improviser again until Benefit: If your mount has moved at least 10 feet in this
after you have rested for 8 hours. round and you succeed on a fast dismount (Ride, PH 80),
you can use a standard action to attack an adjacent
opponent as if you had charged that opponent.
COLLECTOR OF STORIES [MENTAL]
You’ve heard so many tales of legendary monsters that you
remember all sorts of gory details. EASY ESCAPE [MANIPULATION]
Prerequisite: Knowledge (any) 5 ranks. You can slip free from the grasp of a larger enemy with
Benefit: When you attempt a trained Knowledge check ease.
to identify a creature or to learn its special powers or Prerequisite: Medium or smaller size, Escape Artist 8
vulnerabilities, you gain a +5 competence bonus on the ranks.
check. Benefit: If your opponent is larger than Medium, you
gain a circumstance bonus on your Escape Artist check to
escape a grapple or pin.
CONCEAL SPELLCASTING The size of the bonus depends on your opponent’s size,
[MANIPULATION] according to the following table.
You can cast spells without others noticing.
Prerequisite: Concentration 1 rank, Sleight of Hand 5
ranks, Spellcraft 1 rank.
Benefit: You can cast a spell without revealing that you
are doing so.
Make a Sleight of Hand check as part of the action used to
cast the spell, opposed by the Spot checks of onlookers.
If you are successful, an observer can’t tell that you’re
casting a spell.
That observer cannot make an attack of opportunity against
you for casting, nor can it attempt to counter your spell.
108
ESCAPE ATTACK [MOVEMENT] HIDDEN BLADE [MANIPULATION]
You can follow a successful escape with a swift attack. You can quickly draw a hidden weapon to make a deadly
Prerequisite: Escape Artist 8 ranks. strike.
Benefit: When you escape a grapple, you can make a Prerequisite: Sleight of Hand 5 ranks, Quick Draw.
single melee attack with a light weapon as a swift action Benefit: After you have used the Sleight of Hand skill to
against the opponent that was grappling you. successfully conceal a weapon (PH 81), you can draw that
The opponent is considered flat-footed against this attack. weapon as a move action instead of a standard action.
You must have the weapon in hand at the beginning of An opponent that was unaware of the concealed weapon is
your turn in order to use this trick. treated as flat-footed against the first attack you make in
that turn.
EXTREME LEAP [MOVEMENT]
Your extraordinary leaping ability carries you over great LEAPING CLIMBER [MOVEMENT]
distances. There’s no better way to start a tough climb than by leaping
Prerequisite: Jump 5 ranks. up the wall.
Benefit: If you make a horizontal jump of at least 10 feet Prerequisite: Climb 5 ranks, Jump 5 ranks.
during your turn, you can spend a swift action to move an Benefit: If you begin a climb by making a Jump check as
additional 10 feet on that turn. a swift action, you can add the vertical distance of your
jump to the distance climbed in that round.
Treat the Jump check as being made with a running start
FALSE THEURGY [MANIPULATION] even if you didn’t move at least 20 feet.
“How’s that magic missile feel? I’m sorry—did you think I Example: Ember the monk is standing at the base of a
was casting sleep?”. craggy cliff and wants to scale the cliff as quickly as
Prerequisite: Bluff or Sleight of Hand 8 ranks, Spellcraft possible.
8 ranks. She spends a swift action to make a Jump check and gets a
Benefit: As a swift action when casting a spell, you can result of 24Thus, she adds 6 feet to the distance she climbs
adjust the spell’s verbal and somatic components to mimic in that round.
those of another spell of your choice of the same level.
Any creature using Spellcraft or any other means to
identify the spell you’re casting believes it to be the other
LISTEN TO THIS [MENTAL]
spell instead. You can perfectly repeat to others what you hear.
This trick renders your spell immune to the normal Prerequisite: Listen 5 ranks.
method of counterspelling, though dispel magic or a similar Benefit: Whenever you make a successful Listen check to
effect still works normally. hear a noise, you can describe that sound any time up to 1
Of course, once the spell takes effect, it can be identified hour later with such clarity that any individuals hearing the
and dealt with normally (a fireball still looks and feels like a description are treated as if they had heard the sound
fireball once you’ve cast it). themselves.
This trick is particularly useful if you overhear a
conversation but don’t understand the language spoken,
GROUP FAKE-OUT [INTERACTION] since it allows you to repeat it verbatim to an ally who
You lean left, go right, and leave a whole group of enemies might be able to translate.
holding the bag.
Prerequisite: Bluff 8 ranks.
Benefit: You can use Bluff to feint in combat (PH 68)
MAGICAL APPRAISAL [MENTAL]
against more than one opponent. You can judge the usefulness of magic items.
Make one Bluff check opposed by separate Sense Motive Prerequisite: Appraise 5 ranks, Knowledge (arcana) 5
checks for each opponent. ranks, Spellcraft 12 ranks.
For each opponent after the first that you wish to affect, Benefit: When you succeed by 5 or more on a Spellcraft
you take a cumulative –2 penalty on your Bluff check. check to determine the school of magic of the aura
Example: Lidda wants to feint against a group of three orcs, surrounding a magic item (by casting detect magic), you
so she rolls a Bluff check with a –4 penalty. can then spend 1 minute concentrating to also learn the
Each orc rolls a separate Sense Motive check opposed by properties of the item, as if you had cast identify.
Lidda’s adjusted Bluff check result. You can use this skill trick once per day.

HEALING HANDS [MANIPULATION] MOSQUITO’S BITE


You can bring someone back from the brink of death. [MANIPULATION]
Prerequisite: Heal 5 ranks.
Benefit: If you succeed on a Heal check made to stabilize You can deliver a vicious strike without your target feeling
a dying character, that character also heals 1d6 points of a thing.
damage. Prerequisite: Sleight of Hand 12 ranks.

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.

SLIPPING PAST [MOVEMENT] TUMBLING CRAWL [MOVEMENT]


You can slip through a tight space without breaking stride. You can safely roll away from danger.
Prerequisite: Escape Artist 5 ranks, Tumble 5 ranks. Prerequisite: Tumble 5 ranks.
Benefit: As a swift action, you can ignore the additional Benefit: By succeeding on a DC 15 Tumble check, you
movement cost and penalty on attack rolls and to AC when can crawl 5 feet as a move action without provoking attacks
squeezing through a narrow space (PH 148)The benefit lasts of opportunity.
until the start of your next turn. Crawling normally provokes attacks of opportunity from
any attackers who threaten you at any point during your
crawl (PH 142).
SPEEDY ASCENT [MOVEMENT]
You can produce a burst of speed when climbing. TWISTED CHARGE [MOVEMENT]
Prerequisite: Climb 5 ranks.
Benefit: If you succeed on a Climb check to move at least You can charge in a crooked line.
10 feet, you can move an extra 10 feet as part of that action. Prerequisite: Balance 5 ranks, Tumble 5 ranks.
Benefit: When you charge, you can make one turn of up
to 90 degrees during your movement.
SPOT THE WEAK POINT [MENTAL] You can’t move more than your speed as part of this charge.
Your keen eyes allow you to place attacks where they’ll do All other restrictions on charges still apply, and you must
the most good. have line of sight to the opponent at the start of your turn.
Prerequisite: Spot 12 ranks.
Benefit: As a standard action, you can attempt a Spot UP THE HILL [MOVEMENT]
check to find a weakness in your opponent’s defenses.
You can move quickly up a slope.
The DC of this check equals the opponent’s AC.
If the check succeeds, your next attack against that Prerequisite: Balance 5 ranks, Jump 5 ranks.
opponent (which must be made no later than your next Benefit: You can move up a steep slope or stairs at your
turn) is treated as a touch attack. normal speed instead of at half speed.
If you use a ranged weapon to deliver the attack, your This effect lasts for 1 round.
opponent must be within 30 feet of you in order for you to
benefit from the trick. WALK THE WALLS [MOVEMENT]
You can run straight up a wall for a few seconds.
SUDDEN DRAW [MANIPULATION] Prerequisite: Climb 12 ranks, Tumble 5 ranks.
You can quickly draw a hidden weapon to make a deadly Benefit: You can move up a wall without making a Climb
strike. check.
Prerequisite: Sleight of Hand 8 ranks, Quick Draw. Each 5 feet of vertical movement costs you 4 squares of
Benefit: If an opponent provokes an attack of movement, and you must begin and end your turn on a
opportunity from you, you can draw a weapon that you horizontal surface.
have successfully concealed using Sleight of Hand (PH 81)
as an immediate action to deliver the attack of opportunity WALL JUMPER [MOVEMENT]
with that weapon.
That opponent is treated as flat-footed against the attack There’s no better way to end a tough climb than by leaping
with the concealed weapon. from the wall.
111
Prerequisite: Climb 5 ranks, Jump 5 ranks. This feat first appeared in Complete Adventurer.
Benefit: If you have succeeded on a Climb check to
ascend or descend a wall during this or your previous turn,
you can leap horizontally from that wall as if you had a
running start.

WHIP CLIMBER [MANIPULATION]


You can use a whip as a grappling hook.
Prerequisite: Use Rope 5 ranks, proficiency with the
whip.
Benefit: You can use a whip as a makeshift grappling
hook, lashing it around a protrusion or other firm, weight-
bearing object in order to climb a wall or swing across a
chasm.
You make Climb checks using the whip as if it were a
normal rope.
Using this feat requires a Use Rope check as normal for
securing a grappling hook (PH 86) but takes only a move
action.

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.

MENACING DEMEANOR [RACIAL]


You can tap into your savage heritage to improve your
intimidation techniques.
Prerequisite: Orc blood or orc subtype.
Benefit: You gain a +4 bonus on your Intimidate checks.
This feat first appeared in Races of Destiny.

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.

WARRIOR (3.5) CLEVER WRESTLING [GENERAL]


You have a better than normal chance to escape or wriggle
free from a big creature’s grapple or pin.
MAIN SECTION FEATS Prerequisites: Small or Medium size, Improved
Unarmed Strike.
Benefit: When your opponent is larger than Medium,
ARCANE STRIKE [GENERAL] you gain a circumstance bonus on your grapple check to
You can channel arcane energy into your melee attacks. escape a grapple or pin.
Prerequisites: Ability to cast 3rd-level arcane spells, The size of the bonus depends on your opponent’s size,
base attack bonus +4. according to the following table.
Benefit: When you activate this feat (a free action that
does not provoke an attack of opportunity), you can
channel arcane energy into a melee weapon, your unarmed
strike, or natural weapons.
You must sacrifice one of your spells for the day (of Is: level
or higher) to do this, but you gain a bonus on all your attack
rolls for 1 round equal to the level of the spell sacrificed, as
well as extra damage equal to 1d4 points × the level of the
spell sacrificed. CLOSE-QUARTERS FIGHTING
The bonus you add to your attack rolls from this feat cannot
be greater than your base attack bonus. [GENERAL]
For example, Yarren the bladesinger has a base attack bonus You are skilled at fighting at close range and resisting
of +11 and the ability to cast 4th-level arcane spells. grapple attempts.
On his turn, he chooses to sacrifice one of his 4th-level Prerequisites: Base attack bonus +3.
spells for the day, marking it off as if he had cast it. Benefit: You gain an attack of opportunity whenever an
Until his next turn, Yarren gains an extra +4 bonus on his enemy attempts to grapple you, even if the enemy has a feat
attack rolls and an extra 4d4 points of damage with a single or special ability that would normally bypass the attack, if
melee weapon of his choice (his rapier). you deal damage with this attack, the enemy fails to Stan
the grapple unless it has the Improved Grapple feat or a
special ability such as improved grab.
ARTERIAL STRIKE [GENERAL] If the enemy has such an ability, you may add the damage
Your sneak attacks target large blood vessels, leaving you deal as a bonus on your opposed check to resist being
wounds that cause massive blood loss. grappled.
Prerequisites: Sneak attack ability, base attack bonus +4. This feat does not give you extra attacks of opportunity
Benefit: If you hit with a sneak attack, you may choose to during a round or allow you to make an attack of
forgo +1d6 of extra sneak attack damage to deliver a wound opportunity when you would be denied one for being
that won’t stop bleeding. surprised, helpless, or in a similar situation.
Each wound caused in this manner saps an extra 1 point of For example, an ogre attempts to grapple Tordek.
damage per round from the victim, until the victim Tordek gains an attack of opportunity, hits, and causes
receives the benefit of a DC 15 Heal check or any cure spell damage.
or other magical healing. Since the ogre does not have any sort of grappling special
Wounds from multiple arterial strikes result in cumulative ability or feat, it fails to start a grapple.
bleeding loss (two successful arterial strikes cause an extra 2 Then an ankheg—a creature with the improved grab
points of damage per round until healed). special ability—attempts to grapple Tordek.
You may deliver only one bleeding wound per successful He takes an attack of opportunity, hits, and deals 10 points
sneak attack. of damage to the creature.
Tordek then adds +10 to his opposed check to resist being
grappled.
AXIOMATIC STRIKE [GENERAL] Normal: Creatures with Improved Grapple, improved
You can turn your fist into an instrument of law. grab, or similar feats or special abilities do not provoke
Prerequisites: Ki strike (lawful), Stunning Fist. attacks of opportunity when they attempt to start a grapple.
Benefit: Against a chaotic opponent, you can make an Special: A fighter may select Close-Quarters Fighting as
unarmed attack that does an extra 2d6 points of damage. one of his fighter bonus feats.
You must declare that you are using this feat before you
make your attack roll (thus, a failed attack ruins the DASH [GENERAL]
attempt).
You can move faster than normal.
113
Benefit: If you are wearing light armor or no armor and Benefit: When you make an unarmed strike against an
are carrying a light load, your speed is 5 feet faster. object, you may add your Wisdom bonus to the damage
dealt to the object.
DEFENSIVE STRIKE [GENERAL]
You can turn a strong defense into a powerful offense. EXTEND RAGE [GENERAL]
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge. You are able to maintain your rage longer than most.
Benefit: If an opponent attacks you and misses while you Prerequisites: Rage or frenzy ability.
are using the total defense action, you can attack that Benefit: Each of the uses of your rage or frenzy ability
opponent on your next turn with a +4 bonus on your attack lasts an additional 5 rounds beyond its normal duration.
roll. Special: You can take this feat multiple times.
You gain no bonus against an opponent that does not attack Its effects stack.
you or against an opponent that attacks and hits you.
Special: A fighter may select Defensive Strike as one of
his fighter bonus feats. EXTRA RAGE [GENERAL]
You may rage more frequently than normal.
Prerequisites: Rage or frenzy ability.
DEFENSIVE THROW [GENERAL] Benefit: You rage or frenzy two more times per day than
You can use your opponent’s weight, strength, and you otherwise could.
momentum against her, deflecting her attack and throwing Special: You can take this feat multiple times.
her to the ground. Its effects stack.
Prerequisites: Dex 13, Combat Reflexes, Dodge,
Improved Trip, Improved Unarmed Strike.
Benefit: If the opponent you have chosen to use your EXTRA SMITING [GENERAL]
Dodge feat against attacks you and misses, you can make an You can make more smite attacks.
immediate trip attack against that opponent. Prerequisites: Smite ability, base attack bonus +4.
This attempt counts against your allowed attacks of Benefit: When you take this feat, you gain two extra
opportunity in the round. attempts to smite per day.
Use whatever smite ability you have (the paladin’s smite
evil ability or the hunter of the dead’s ability to smite
DESTRUCTIVE RAGE [GENERAL] undead, for example).
You can shatter barriers and objects when enraged. Special: You can take this feat multiple times.
Prerequisites: Rage or frenzy ability. Its effects stack.
Benefit: While you are in a rage or frenzy, you gain a +8
bonus on any Strength checks you make to break down
doors or break inanimate, immobile objects. EXTRA STUNNING [GENERAL]
You gain extra stunning attacks.
Prerequisites: Stunning Fist, base attack bonus +2.
EARTH’S EMBRACE [GENERAL] Benefit: You gain the ability to make three extra stunning
You can crush opponents when you grapple them. attacks per day.
Prerequisites: Str 15, Improved Grapple or improved Special: You can take this feat multiple times.
grab, Improved Unarmed Strike. Its effects stack.
Benefit: While grappling, if you pin your opponent, you
deal an extra 1d12 points of damage in each round that you
maintain the pin. EYES IN THE BACK OF YOUR HEAD
You must hold your opponent immobile as normal (with an
opposed grapple check), but you must also remain
[GENERAL]
immobile, giving opponents (other than the one you’re Your superior battle sense helps minimize the threat of
pinning) a +4 bonus on attack rolls against you (but you are flanking attacks.
not helpless). Prerequisites: Wis 13, base attack bonus +1.
You do not gain this extra damage against creatures that are Benefit: Attackers do not gain the usual +2 bonus on
immune to critical hits. their attack rolls when flanking you.
Normal: You may deal normal damage to a pinned This feat grants no effect whenever you are attacked
opponent by making a successful grapple check. without benefit of your Dexterity modifier to Armor Class,
such as when you are flat-footed.
You may still be sneak attacked when flanked.
EAGLE CLAW ATTACK [GENERAL] Normal: When you are flanked, the flanking opponents
Your superior insight allows you to strike objects with receive a +2 bonus on their attack rolls against you.
impressive force.
Prerequisites: Wis 13, Improved Sunder, Improved
Unarmed Strike.
FASTER HEALING [GENERAL]
You recover faster than normal.
Prerequisites: Base Fortitude save bonus +5.
114
Benefit: You recover lost hit points and ability score
points faster than you normally would, according to the
FLYING KICK [GENERAL]
table on the next page. You literally leap into battle, dealing devastating damage.
Prerequisites: Str 13, Jump 4 ranks, Improved
Unarmed Strike, Power Attack.
FAVORED POWER ATTACK Benefit: When fighting unarmed and using the charge
[GENERAL] action, you deal an extra 1d12 points of damage with your
unarmed attack.
You are able to deal more damage against your favored
enemies.
Prerequisites: Favored enemy ability, Power Attack, FREEZING THE LIFEBLOOD
base attack bonus +4.
Benefit: When you use the Power Attack feat against a [GENERAL]
favored enemy, you may subtract a number from your You can paralyze a humanoid opponent with an unarmed
melee attack rolls and add twice that number to your melee attack.
damage rolls, if you attack with a weapon in two hands, add Prerequisites: Wis 17, Improved Unarmed Strike,
three times the number. Stunning Fist, base attack bonus +10.
The normal restrictions of the Power Attack feat apply. Benefit: Declare that you are using this feat before you
make your attack roll (thus, a missed attack roll ruins the
attempt).
FISTS OF IRON [GENERAL] Against a humanoid opponent, you can make an unarmed
You have learned the secrets of imbuing your unarmed attack that deals no damage but has a chance of paralyzing
attacks with extra force. your target.
Prerequisites: Improved Unarmed Strike, Stunning If your attack is successful, your target must attempt a
Fist, base attack bonus +2. Fortitude saving throw (DC 10 + 1/2 your character level +
Benefit: Declare that you are using this feat before you your Wis modifier), if the target fails this saving throw, it is
make your attack roll (thus, a missed attack roll ruins the paralyzed for 1d4+1 rounds.
attempt). Each attempt to paralyze an opponent counts as one of your
You deal an extra 1d6 points of damage when you make a uses of the Stunning Fist feat for the day.
successful unarmed attack. Creatures immune to stunning cannot be paralyzed in this
Each attempt counts as one of your uses of the Stunning manner.
Fist feat for the day. Special: A fighter may select Freezing the lifeblood as one
of his fighter bonus feats.
FLEET OF FOOT [GENERAL]
You run nimbly, able to turn corners without losing
GREATER KIAI SHOUT [GENERAL]
momentum. Your kiai shout can panic your opponents.
Prerequisites: Dex 15, Run. Prerequisites: Cha 13, Kiai Shout, base attack bonus +9.
Benefit: When running or charging, you can make a Benefit: When you make a kiai shout, your opponents are
single direction change of 90 degrees or less. panicked for 2d6 rounds unless they succeed on Will saves
You can’t use this feat in medium or heavy armor, or if (DC 10 + 1/2 your character level + your Cha modifier).
you’re carrying a medium or heavier load. The kiai shout affects only opponents with fewer Hit Dice
If you are charging, you must move in a straight line for 10 or levels than you have.
feet (2 squares) after the turn to maintain the charge.
Normal: Without this feat you can run or charge only in a
straight line.
GREATER RESILIENCY [GENERAL]
Your extraordinary resilience to damage increases.
Prerequisites: Damage reduction as a class feature or
FLICK OF THE WRIST [GENERAL] innate ability.
With a single motion, you can draw a light weapon and Benefit: Your damage reduction increases by 1.
make a devastating attack. If it would normally rise thereafter with level, it does so at
Prerequisites: Dex 17, Sleight of Hand 5 ranks, Quick its previous rate, adding the +1 normally.
Draw. For example, a 13th-level barbarian has damage reduction
Benefit: If you draw a light weapon and make a melee 3/–.
attack with it in the same round, you catch your opponent By taking this feat, he raises it to 4/–.
flat-footed (for the purpose of this attack only). When he reaches 16th level, his damage reduction becomes
You may use this feat only once per round and once per 5/– and at 19th level, it becomes 6/–.
opponent during any single combat encounter. You may not take this feat more than once.
This feat has no effect on the type of weapon or damage
that overcomes your damage reduction.
If you have more than one form of damage reduction,
choose which to increase when you take this feat.

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.

Improved familiars otherwise use the rules presented on


IMPROVED TWO-WEAPON DEFENSE
pages 52 and 53 of the Player’s Handbook. [GENERAL]
Granted Abilities: In addition to their own special qualities, You gain a significant defensive advantage while fighting
all familiars grant their masters the Alertness feat, the with two weapons.
benefit of an empathic link, and the ability to share spells
Prerequisites: Dex 17, Two-Weapon Defense, Two-
with the familiar. Weapon Fighting, base attack bonus +6.
Improved Evasion (Ex): If a familiar is exposed to any effect
Benefit: When wielding two weapons (not including
that normally allows it to attempt a Reflex saving throw for
natural weapons or unarmed strikes), you gain a +2 shield
half damage, it rakes no damage with a successful saving
bonus to your Armor Class.
throw and only half damage on a failed save.
When you are fighting defensively or using the total
defense action, this shield bonus increases to +4.
IMPROVED FAVORED ENEMY Special: A fighter may select Improved Two-Weapon
Defense as one of his fighter bonus feats.
[GENERAL]
You know how to hit your favored enemies where it hurts.
Prerequisites: Favored enemy ability, base attack bonus
IMPROVED WEAPON FAMILIARITY
+5. [GENERAL]
Benefit: You deal an extra 3 points of damage to your You are familiar with all exotic weapons common to your
favored enemies.
people.
This benefit stacks with any existing favored enemy bonus
Prerequisite: Base attack bonus +1.
gained from another class.
Benefit: You can treat all the exotic weapons associated
with your race as martial weapons rather than as exotic
IMPROVED MOUNTED ARCHERY weapons.
A weapon is treated as being associated with a race if the
[GENERAL] race’s name appears as part of the weapon’s name, such as
You can make ranged attacks from a mount almost as well the elven thinblade (see Chapter 4 of this book) or the
as you can from the ground. dwarven urgrosh.
Prerequisites: Ride 1 rank, Mounted Archery, Mounted Normal: Without this feat, you must select the Exotic
Combat. Weapon Proficiency feat (or have the appropriate weapon
Benefit: The penalty you take when using a ranged familiarity as a racial trait) to eliminate the nonproficiency
weapon if your mount is taking a double move is penalty you take when wielding an exotic weapon
eliminated, and the penalty for using a ranged weapon associated with your race.
when your mount is running is lessened from –4 to –2. Special: A fighter may select Improved Weapon
You can attack at any time during your mount’s move. Familiarity as one of his fighter bonus feats.
Special: A fighter may select Improved Mounted Archery
as one of his fighter bonus feats.
INSTANTANEOUS RAGE [GENERAL]
You activate your rage Instantly.
IMPROVED RAPID SHOT [GENERAL] Prerequisites: Rage or frenzy ability.
You are an expert at firing weapons with exceptional speed. Benefit: Your rage begins at any time you wish, even
Prerequisites: Manyshot, Point Blank Shot, Rapid Shot. when it’s not your turn or when you’re surprised.
You can activate your rage as a free action in response to
another’s action. 117
Thus, you can gain the benefits of rage in time to prevent or the amount of effort it takes you to use the weapon does not
ameliorate an undesirable event. change.
For example, you can choose to enter a rage when an For instance, a Large longsword (a one-handed weapon for
enemy attacks you, or casts a spell at you (to gain the a large creature) is considered a two-handed weapon for a
benefits of a higher Constitution or your bonus on Will Medium creature that does not have this feat.
saves) before you know the results of the attack. For a Medium creature that has this feat, it is still
You must be aware of the attack, but you may be flat-footed. considered a one-handed weapon.
Normal: You enter a rage only during your turn. You can wield a larger light weapon as a light weapon, or a
larger two-handed weapon in two hands.
You cannot wield a larger weapon in your off hand, and you
INTIMIDATING RAGE [GENERAL] cannot use this feat with a double weapon.
Your rage engenders fear in your opponents. Normal: You can use a melee weapon one size category
Prerequisites: Rage or frenzy ability. larger than you are with a –2 penalty on the attack roll, and
Benefit: While you are raging, you designate a single foe the amount of effort it takes to use the weapon increases.
within 30 feet of you that you can attempt to demoralize as A larger light weapon is considered a one-handed weapon, a
a free action (see the Intimidate skill, page 76 of the Players larger one-handed weapon is considered a two-handed
Handbook). weapon, and you cannot use a larger two-handed weapon at
A foe that you successfully demoralize remains shaken for all.
as long as you continue to rage.
You may only use this feat against a single foe in any
particular encounter. PAIN TOUCH [GENERAL]
You cause intense pain in an opponent with a successful
stunning attack.
KARMIC STRIKE [GENERAL] Prerequisites: Wis 15, Stunning Fist, base attack bonus
You have learned to strike when your opponent is most +2.
vulnerable— the same instant your opponent strikes you. Benefit: Victims of a successful stunning attack are
Prerequisites: Dex 13, Combat Expertise, Dodge. subject to such debilitating pain that they are nauseated for
Benefit: You can make an attack of opportunity against 1 round following the round they are stunned.
an opponent that hits you in melee. Creatures that are immune to stunning attacks are also
On your action, you choose to take a –4 penalty to your immune to the effect of this feat, as are any creatures that
Armor Class in exchange for the ability to make an attack of are more than one size category larger than the feat user.
opportunity against any creature that makes a successful
melee attack or melee touch attack against you.
The opponent that hits you must be in your threatened PHALANX FIGHTING [GENERAL]
area, and this feat does not grant you more attacks of You are trained in fighting in close formation with your
opportunity than you are normally allowed in a round. allies.
You specify on your turn that you are activating this feat, Prerequisites: Proficiency with a heavy shield, base
and the change to your Armor Class and your ability to attack bonus +1.
make these special attacks of opportunity last until your Benefit: If you are using a heavy shield and a light
next turn. weapon, you gain a +1 bonus to your Armor Class.
In addition, if you are within 5 feet of an ally who is also
using a heavy shield and light weapon and who also has this
KIAI SHOUT [GENERAL] feat, you may form a shield wall.
You can bellow forth a shout that strikes terror into your A shield wall provides an extra +2 bonus to AC and a +1
enemies. bonus on Reflex saves to all eligible characters participating
Prerequisites: Cha 13, base attack bonus +1. in the shield wall.
Benefit: Making a kiai shout is a standard action. For example, a single character with this feat gains a +1
Opponents who can hear your shout and who are within 30 bonus to his AC.
feet of you may become shaken for 1d6 rounds. If two or more characters who all know this feat are
The kiai shout affects only opponents with fewer Hit Dice adjacent, they each gain an extra +2 bonus to AC (for a total
or levels than you have. of +3) and a +1 bonus on Reflex saves.
An opponent in the affected area can resist the effect with a Special: A fighter may select Phalanx Fighting as one of
successful Will save (DC 10 + 1/2 your character level + his fighter bonus feats.
your Cha modifier).
You can use the benefit of this feat three times per day.
PIN SHIELD [GENERAL]
You know how to get inside your opponent’s guard by
MONKEY GRIP [GENERAL] pinning his shield out of the way.
You are able to use a larger weapon than other people your Prerequisites: Two-Weapon Fighting, base attack bonus
size. +4.
Prerequisite: Base attack bonus +1. Benefit: This feat can be used only when fighting against
Benefit: You can use melee weapons one size category an opponent who is using a shield and who is your size or
larger than you are with a –2 penalty on the attack roll, but one size category bigger or smaller than you.
118
When making a full attack action, you may give up all your Benefit: You can perform a ranged grapple attempt
off-hand attacks, if you do, you momentarily pin your against an opponent by pinning a bit of its clothing to a
opponent’s shield with your off-hand weapon, and all your nearby surface.
remaining attacks during the round are made with your The target must be within 5 feet of a wall, tree, or other
primary weapon (with the normal penalties for fighting surface in which a thrown weapon or projectile can he
with two weapons), and your foe gains no Armor Class stuck and must be wearing some sort of clothing, armor, or
benefit from her shield until the end of your action. other accoutrement.
You cannot use this feat if you are fighting with only one You must succeed on a ranged attack (not a ranged touch
weapon. attack) and then win an opposed grapple check (your size
modifier and the target’s size modifiers still apply).
To break free, the victim must make a DC 15 Strength
POWER CRITICAL [GENERAL] check or a DC 15 Escape Artist check as a standard action.
Choose one weapon, such as a longsword or a greataxe. Special: A fighter may select Ranged Pin as one of his
With that weapon, you know how to hit where it hurts. fighter bonus feats.
Prerequisites: Weapon Focus with weapon, base attack When using this feat, a character gains no benefit from the
bonus +4. Improved Grapple feat.
Benefit: When using the weapon you selected, you gain a
+4 bonus on the roll to confirm a threat.
Special: A fighter may select Power Critical as one of his RANGED SUNDER [GENERAL]
fighter bonus feats. You can attack an opponent’s weapon from a distance.
You can gain Power Critical multiple times. Prerequisites: Str 13, Point Blank Shot, Precise Shot,
Each time you take the feat, it may be with a different base attack bonus +5.
weapon or the same weapon, if you take it with the same Benefit: When attacking objects, you deal full damage
weapon, the effects of the feats stack. (instead of half damage) with slashing or bludgeoning
ranged weapons.
You can make ranged sunder attempts with piercing
PRONE ATTACK [GENERAL] weapons, such as arrows, but you only deal half damage;
You can attack from a prone position without penalty. divide the damage dealt by 2 before applying the object’s
Prerequisites: Dex 15, Lightning Reflexes, base attack hardness.
bonus +2. (See the sunder special attack on page 158 of the Player’s
Benefit: You can make an attack from the prone position Handbook, as well as page 166 for the hardness of common
and take no penalty on your attack roll, if your attack roll is substances and kerns).
successful, you may regain your feet immediately as a free You must be within 30 feet of your opponent to make a
action. ranged sunder attempt.
Opponents gain no bonus on melee attacks against you Normal: Objects take half damage from ranged weapons
while you are prone. (other than siege engines and the like).
Special: A fighter may select Prone Attack as one of his You can only sunder with a melee attack using a slashing or
fighter bonus feats. bludgeoning weapon.
Special: A fighter may select Ranged Sunder as one of his
fighter bonus feats.
RANGED DISARM [GENERAL] When using this feat, a character gains no benefit from the
You can disarm a foe from a distance. Improved Sunder feat.
Prerequisites: Dex 15, Point Blank Shot, Precise Shot,
base attack bonus +5.
Benefit: Choose one type of ranged weapon with which
RAPID STUNNING [GENERAL]
you are proficient. You can use your stunning attacks in rapid succession.
You can make a disarm attempt with this weapon as long as Prerequisites: Combat Reflexes, Stunning Fist, base
your target is within 30 feet. attack bonus +6.
Special: A fighter may select Ranged Disarm as one of his Benefit: You may use one additional stunning attack (or
fighter bonus feats. other special attack that counts against your daily limit of
You can gain this feat multiple times. stunning attacks) per round.
Its effects do not stack. Normal: You may only attempt a stunning attack (or any
Each time you take the feat, it applies to a new ranged other special attack that counts against your daily limit of
weapon. stunning attacks) once per round.
When using this feat, a character gains no benefit from the Special: A fighter may select Rapid Stunning as one of his
Improved Disarm feat. fighter bonus feats.
A character can take this feat multiple times.
Its effects stack.
RANGED PIN [GENERAL]
You can perform a ranged grapple attempt against an
opponent not adjacent to you.
Prerequisites: Dex 15, Point Blank Shot, Precise Shot,
base attack bonus +5.
119
ROUNDABOUT KICK [GENERAL] SWARMFIGHTING [GENERAL]
You can follow up on a particularly powerful unarmed You and allies with this feat can coordinate melee attacks
attack with a mighty kick, spinning in a complete circle against a single target and are adept at fighting side by side
before landing the kick. in close quarters.
Prerequisites: Str 15, Improved Unarmed Strike, Power Prerequisites: Small size, Dex 13, base attack bonus +1.
Attack. Benefit: You can occupy the same 5-foot square in
Benefit: If you score a critical hit on an unarmed attack, combat with any other allied Small creature that also
you can immediately make an additional unarmed attack possesses the Swarmfighting feat at no penalty.
against the same opponent, using the same attack bonus When you engage a Medium or larger creature in melee,
that you used for the critical hit roll. and at least one other ally with the Swarmfighting feat
For example, Ember the 15th-level monk can make three threatens the target, you gain a +1 morale bonus on the
unarmed attacks in a round, at base attack bonuses of +11, attack roll.
+6, and +1. This bonus increases by +1 for each additional ally beyond
If she scores a critical hit on her second attack, she can the first with the Swarmfighting feat that threatens the
make an additional attack using her +6 base attack bonus. same target.
She then makes her third attack (at +1) as normal. The total morale bonus imparted to your attack roll cannot
exceed your Dexterity bonus.
SHARP-SHOOTING [GENERAL]
Your skill with ranged weapons lets you score hits others THROW ANYTHING [GENERAL]
would miss due to an opponent’s cover. In your hands, any weapon becomes a deadly ranged
Prerequisites: Point Blank Shot, Precise Shot, base weapon.
attack bonus +3. Prerequisites: Dex 15, proficiency with weapon, base
Benefit: Your targets only receive a +2 bonus to Armor attack bonus +2.
Class due to cover, This feat has no effect against foes with Benefit: You can throw a melee weapon you are
no cover or total cover. proficient with as if it were a ranged weapon.
Normal: Cover normally gives a +4 bonus to AC. The range increment of weapons used in conjunction with
Special: A fighter may select Sharp-Shooting as one of his this feat is 10 feet.
fighter bonus feats. Normal: You can’t throw a melee weapon without taking
a –4 penalty unless it has a range increment (such as a hand
axe or a dagger).
SHIELD CHARGE [GENERAL]
You deal extra damage if you use your shield as a weapon
when charging. WEAKENING TOUCH [GENERAL]
Prerequisites: Improved Shield Bash, base attack bonus You can temporarily weaken an opponent with your
+3. unarmed strike.
Benefit: If you hit an opponent with your shield as part of Prerequisites: Wis 17, Improved Unarmed Strike,
a charge action, in addition to dealing damage normally, Stunning fist, base attack bonus +2.
you may make a trip attack without provoking an attack of Benefit: Declare that you are using this feat before you
opportunity, if you lose, the defender does not get to try to make your attack roll (thus, a missed attack roll ruins the
trip you in return. attempt).
Special: A fighter may select Shield Charge as one of his You can make an unarmed attack that deals no damage, but
fighter bonus feats. instead applies a –6 penalty to the target’s Strength score
for 1 minute.
Multiple weakening touches delivered on the same target
SHIELD SLAM [GENERAL] are not cumulative.
You can use your shield to daze your opponent. Each attempt to deliver a weakening touch counts as one of
Prerequisites: Improved Shield Bash, Shield Charge, your Stunning Fist attacks for the day.
base attack bonus +6. Creatures with immunity to stun effects cannot be affected
Benefit: As a full-round action or as a charge action, you by this feat.
may make an attack with your shield against an opponent, Special: A fighter may select Weakening Touch as one of
if you hit, you force the target damaged by this attack to his fighter bonus feats.
make a Fortitude saving throw (DC 10 + 1/2 your character
level + your Str modifier) addition to dealing damage
normally.
ZEN ARCHERY [GENERAL]
A defender who fails this saving throw is dazed for 1 round Your intuition guides your hand when you use a ranged
(until just before your next action). weapon.
Constructs, oozes, plants, undead, incorporeal creatures, Prerequisites: Wis 13, base attack bonus +1.
and creatures immune to critical hits cannot be dazed. Benefit: You can use your Wisdom modifier instead of
Special: A fighter may select Shield Slam as one of his your Dexterity modifier when making a ranged attack roll.
fighter bonus feats.
120
DIVINE FEATS SACRED VENGEANCE [DIVINE]
You can channel energy to deal extra damage against
undead in melee.
DIVINE CLEANSING [DIVINE] Prerequisites: Turn or rebuke undead ability.
You can channel energy to improve your allies’ ability to Benefit: As a free action, spend one of your turn undead
resist attacks against their vitality and health. attempts to add 2d6 points of damage to all your successful
Prerequisites: Turn or rebuke undead ability. melee attacks against undead until the end of the current
Benefit: As a standard action, you can spend one of your round.
turn or rebuke undead attempts to grant all allies
(including yourself; within a 60-foot burst a +2 sacred
bonus on fortitude saving throws for a number of rounds EPIC FEATS
equal to your Charisma modifier.
ARMOR SKIN [EPIC]
DIVINE MIGHT [DIVINE] Your skin becomes like armor.
You can channel energy to increase the damage you deal in Benefit: You gain a +1 natural armor bonus to Armor
combat. Class, or your existing natural armor bonus increases by +1.
Prerequisites: Str 13, turn or rebuke undead ability, Special: A character can gain this feat multiple times.
Power Attack. Its effects stack.
Benefit: As a free action, spend one of your turn or
rebuke undead attempts to add your Charisma bonus to
your weapon damage for 1 full round. COMBAT ARCHERY [EPIC]
You can fire a bow in melee safely.
Prerequisites: Dodge, Mobility, Point Blank Shot.
DIVINE RESISTANCE [DIVINE] Benefit: You do not provoke attacks of opportunity when
You can channel energy to temporarily reduce damage you firing a bow.
and your allies take from some sources. Normal: Without this feat, you provoke attacks of
Prerequisites: Turn or rebuke undead ability, Divine opportunity from all opponents who threaten you
Cleansing. whenever you use a bow.
Benefit: As a standard action, spend one of your turn or
rebuke undead attempts to imbue all allies within a 60-foot
burst (including yourself) with resistance to cold 5, COMBAT INSIGHT [EPIC]
electricity 5, and fire 5. Your keen intellect allows you to place melee attacks where
This resistance does not stack with similar resistances, such they will deal the most damage.
as those granted by spells or special abilities. Prerequisites: Combat Expertise, Epic Prowess, base
The protection lasts for a number of rounds equal to your attack bonus +15.
Charisma modifier. Benefit: When wielding a melee weapon, add your
Intelligence modifier rather than your Strength modifier to
the weapon’s damage rolls.
DIVINE SHIELD [DIVINE]
You can channel energy to make your shield more effective
for either offense or defense. DAMAGE REDUCTION [EPIC]
Prerequisites: Turn or rebuke undead ability, You can shrug off some damage from attacks.
proficiency with a shield. Prerequisites: Con 21.
Benefit: As a standard action, spend one of your Benefit: You gain damage reduction 3/–.
turn/rebuke undead attempts to channel energy into your This benefit doesn’t stack with damage reduction granted
shield, granting it a bonus equal to your Charisma modifier. by magic items or nonpermanent magical effects, but it
This bonus applies to the shield’s bonus to Armor Class and does stack with damage reduction granted by permanent
lasts for a number of rounds equal to half your character magical effects, class features, or this feat itself.
level. Special: A character can gain this feat multiple times.
Each time you gain the feat, your damage reduction
DIVINE VIGOR [DIVINE] increases by 3.
You can channel energy to increase your speed and
durability. EPIC COMBAT EXPERTISE [EPIC]
Prerequisites: Turn or rebuke undead ability. You have extraordinary talent at using your combat skill for
Benefit: As a standard action, spend one of your turn or defense.
rebuke undead attempts to increase your base speed by 10 Prerequisites: Int 19, Combat Expertise, base attack
feet and gain +2 temporary hit points per character level. bonus +21.
These effects last a number of minutes equal to your Benefit: When you use the attack action or full attack
Charisma modifier. action in melee, you can take a penalty of as much as –5 on
your attack rolls and add the same number (+5 or less) as a 121
dodge bonus to your Armor Class and to the Armor Class of
an adjacent friendly creature. PERFECT TWO-WEAPON FIGHTING
The changes to attack rolls and Armor Class last until your [EPIC]
next action.
The effect of this feat supersedes the effect of the Combat You can attack with your off-hand weapon as frequently as
Expertise feat; you can’t use both feats simultaneously to with your primary weapon.
gain two dodge bonuses. Prerequisites: Dex 25, Greater Two-Weapon Fighting,
Improved Two-Weapon Fighting, Two-Weapon Fighting.
Benefit: When making a full attack, you can make as
EPIC PROWESS [EPIC] many attacks with your off-hand weapon as with your
You have great skill in combat. primary weapon, using the same base attack bonus.
Benefit: Gain a +1 bonus on all attack rolls. For example, a character with this feat and a base attack
Special: A character can gain this feat multiple times. bonus of +18/+13/+8/+3 could make four attacks per round
Its effects stack. with his primary weapon and four attacks per round with
his off-hand weapon, using the same set of base attack
bonuses.
EPIC TOUGHNESS [EPIC] You still take the normal penalties for fighting with two
weapons.
You are preternaturally tough.
Normal: Without this feat, you can only make a single
Benefit: You gain +30 hit points. attack with an off-hand weapon during a full attack (or two
Special: A character can gain this feat multiple times. attacks with an off-hand weapon if you have Improved
Its effects stack. Two-Weapon Fighting, or three attacks with an off-hand
weapon if you have Greater Two-Weapon Fighting).
EPIC SUNDER [EPIC]
You deal extra damage when attacking objects. WIELD OVERSIZED WEAPON [EPIC]
Prerequisites: Str 25, Epic Prowess, Improved Sunder, You can use larger than normal weapons with ease.
Power Attack. Prerequisites: Str 25, Monkey Grip*, base attack bonus
Benefit: When attacking an object, you may double any +21.
extra damage derived from Strength. Benefit: You can treat any weapon as if it were one size
When attempting to break an object with sudden force category smaller than normal and one category “lighter” for
rather than dealing damage, you gain a +4 bonus on your the purpose of determining the amount of effort it takes to
Strength check. wield.
For instance, a halfling with this feat could wield a Medium
EPIC WEAPON FOCUS [EPIC] short sword as a Small light weapon, or a human could
wield an ogre’s Large greatclub as a Medium two-handed
You are especially good at using one chosen type of weapon.
weapon. The weapon still deals its normal amount of damage.
Prerequisite: Greater Weapon Focus and Weapon Focus Normal: You may only wield weapons of your size
with the weapon chosen. without penalty.
Benefit: Add a +2 bonus on all attack rolls you make * New feat described in Chapter 3 of this book.
using the selected weapon.
This bonus stacks with other bonuses on attack rolls,
including the bonuses from Weapon Focus and Greater
Weapon Focus.
TACTICAL FEATS
Special: A character can gain this feat multiple times.
Its effects do not stack. CAVALRY CHARGER [TACTICAL]
Each time you take the feat, it applies to a different type of
weapon. Fighting from the back of a steed is second nature to you.
Prerequisites: Mounted Combat, Spirited Charge,
Trample, base attack bonus +6.
LEGENDARY RIDER [EPIC] Benefit: The Cavalry Charger feat enables the use of three
You can ride a mount in combat with ease, even bareback. tactical maneuvers.
Prerequisite: Ride 24 ranks. Unhorse: To use this maneuver, you must be mounted and
Benefit: You don’t take a penalty on Ride checks when charge a mounted foe.
riding a mount without a saddle (bareback). If your charge attack hits, you may make a free bull rush
You never need to make a Ride check to control a mount in attempt.
combat (and even controlling a mount not trained for If the bull rush attempt succeeds, you move your foe
combat doesn’t require an action). normally, but his mount remains where it was.
Normal: Without this feat, you take a –5 penalty on Ride Leaping Charge: To use this maneuver, you must be
checks without a saddle, and you must make a Ride check mounted and charge a foe at least one size category smaller
to control a mount in combat (and controlling a mount not than your mount.
trained for combat requires a move action). Make a Ride check at the conclusion of the move portion of
the charge action.
122
Prior to making the roll, determine the DC of the check: Negate Power Attack: To use this maneuver, you must
either DC 10 for a chance to deal 2 extra points of damage designate a specific foe to be affected by your Dodge feat.
or DC 20 for a chance to deal 4 extra points of damage. If that foe uses the Power Attack feat against you, the foe
If you fail this Ride check, you miss your target (no attack gains no bonus on the damage roll but still takes the
roll) and if you fail this Ride check by 5 or more, you miss corresponding penalty on the attack roll.
your target and fall off your mount, landing in a square Diverting Defense: To use this maneuver, you must be
adjacent to the mount’s space. flanked and you must designate one of the flanking
Fell Trample: You can make mounted overrun attempts attackers to be affected by your Dodge feat.
against more than one foe, resolving each attempt The first attack of the round from the designated attacker
according to the rules on page 157 and 158 of the Player’s automatically misses you and may strike the other flanking
Handbook. foe instead; the attacking creature makes an attack roll
Your mount gets a hoof attack against each foe you normally, and its ally is considered flat-footed.
successfully overrun. If the designated attacker is making a full attack against
Special: A fighter may select Cavalry Charger as one of you, its second and subsequent attacks function normally.
his fighter bonus feats. Cause Overreach: To use this maneuver, you must provoke
an attack of opportunity from a foe by moving out of a
threatened square.
COMBAT BRUTE [TACTICAL] If the toe misses you, you can make a free trip attempt
You employ strength and leverage to great effect in battle. against this foe, and the foe does not get a chance to trip
Prerequisites: Improved Sunder, Power Attack, base you if your attempt fails.
attack bonus +6.
Benefit: The Combat Brute feat enables the use of three FORMATION EXPERT [TACTICAL]
tactical maneuvers.
Advancing Blows: To use this maneuver, you must make a You are trained at fighting in ranks and files.
successful bull rush attempt against a foe. Prerequisites: Base attack bonus +6.
During the next round, all your attacks against that foe gain Benefit: The Formation Expert feat enables the use of
a +1 bonus on attack and damage rolls for each square your three tactical maneuvers.
bull rush moved that foe. You gain the benefit of the feat even if you are fighting in
For example, if you pushed an ore back 10 (2 squares) feet formation with allies that do not have this feat.
with a bull rush, you would gain a +2 bonus on attack and Lock Shields: To use this maneuver, you must have a ready
damage rolls against that ore on the following round. shield, and adjacent allies on opposite sides of you must
Sundering Cleave: To use this maneuver, you must destroy a have ready shields.
foe’s weapon or shield with a successful sunder attempt (see You gain a +1 bonus to Armor Class.
page 158 of the Player’s Handbook). Step into the Breach: To use this maneuver, you must be
If you do so, you gain an immediate additional melee attack within a single move of an ally who falls in combat, and an
against the foe. ally must occupy every square between you and the fallen
The additional attack is with the same weapon and at the comrade.
same attack bonus as the attack that destroyed the weapon You can immediately Take a single move action (as if you
or shield. had readied an action to do so) to move into the square the
Momentum Swing: To use this maneuver, you must charge a fallen ally occupies.
toe in the first round, and you must make an attack using Wall of Polearms: To use this maneuver, you must be
your Power Attack feat in the second round. wielding a shortspear, longspear, trident, glaive, guisarme,
The penalty you take on your attack roll must be –5 or halberd, or ranseur, and you must have adjacent allies
worse. wielding weapons identical to yours on opposite sides of
Your attacks during the second round gain a bonus equal to you.
your attack roll penalty × 1-1/2, or × 3 if you’re using a two- You gain a +2 bonus on attack rolls.
handed weapon or a one-handed weapon wielded in two Special: A fighter may select Formation Expert as one of
hands. his fighter bonus feats.
For instance, if you choose to take a –6 penalty on your
attack roll, you can deal an extra 9 points of damage, or an
extra 18 points if you’re using a two-handed weapon or a GIANTBANE [TACTICAL]
one-handed weapon wielded in two hands. You are trained in fighting foes larger than you are.
Special: A fighter may select Combat Brute as one of his Prerequisites: Medium or smaller size.
fighter bonus feats. Tumble 5 ranks, base attack bonus +6.
Benefit: The Giantbane feat enables the use of three
tactical maneuvers.
ELUSIVE TARGET [TACTICAL] Duck Underneath: To use this maneuver, you must have
Trying to land a blow against you can be a maddening taken a total defense action, then have been attacked by a
experience. foe at least two size categories larger than you.
Prerequisites: Dodge, Mobility, base attack bonus +6. You gain a +4 dodge bonus to your Armor Class, which
Benefit: The Elusive Target feat enables the use of three stacks with the bonus for total defense.
tactical maneuvers. If that foe misses you, on your next turn, as a free action,
you may make a DC 15 Tumble check.
123
If the check succeeds, you move immediately to any rounds of the end of your observation, you don’t get the
unoccupied square on the opposite side of the foe (having benefit of the feat.
success fully ducked underneath your foe).
If there is no unoccupied square on the opposite side of the
foe or you fail the Tumble check, you remain in the square SHOCK TROOPER [TACTICAL]
you are in and have failed to duck underneath your foe. You are adept at breaking up formations of soldiers when
Death from Below: To use this maneuver, you must have you rush into battle.
successfully used the duck underneath maneuver. Prerequisites: Improved Bull Rush, Power Attack, base
You may make an immediate single attack against the foe attack bonus +6.
you ducked underneath. Benefit: The Shock Trooper feat enables the use of three
That foe is treated as fiat-footed, and you gain a +4 bonus on tactical maneuvers.
your attack roll. Directed Bull Rush: To use this maneuver, you must make a
Climb Aboard: To use this maneuver, you must move successful bull rush attempt as part of a charge, for every
adjacent to a foe at least two size categories larger than you. square you push your foe back, you may also push that foe
In the following round, you may make a DC 10 Climb one square to the left or right.
check as a free action to clamber onto the creature’s back or Domino Rush: To use this maneuver, you must make a
limbs (you move into one of the squares the creature successful bull rush attempt that forces a foe into the same
occupies). square as another foe.
The creature you’re standing on takes a –4 penalty on attack You may make a free trip attempt against both foes at the
rolls against you, because it can strike at you only same time, and neither foe gets a chance to trip you if your
awkwardly, if the creature moves during its action, you attempt fails.
move along with it. Heedless Charge: To use this maneuver, you must charge and
The creature can try to shake you off by making a grapple make the attack at the end of the charge using your Power
check opposed by your Climb check, if the creature Attack feat.
succeeds, you wind up in a random adjacent square. The penalty you take on your attack roll must be —5 or
Special: A fighter may select Giantbane as one of his worse.
fighter bonus feats. In addition to normal charge modifiers (which give you a –
2 penalty to AC and a +2 bonus on the attack roll), you can
assign any portion of the attack roll penalty from Power
RAPTOR SCHOOL [TACTICAL] Attack to your Armor Class instead, up to a maximum equal
You know martial arts techniques inspired by hunting to your base attack bonus.
birds. Special: A fighter may select Shock Trooper as one of his
Prerequisites: Wis 13, Jump 5 ranks, base attack bonus fighter bonus feats.
+6.
Benefit: The Raptor School feat enables the use of three
tactical maneuvers. SUN SCHOOL [TACTICAL]
Eagle’s Swoop: To use this maneuver, you must charge a foe You have learned a number of esoteric martial arts
or jump down on your enemy from at least 10 feet up (see techniques inspired by the sun.
page 77 of the Player’s Handbook). Prerequisites: Flurry of blows ability, base attack bonus
Wake a jump check as a free action immediately before +4.
your next attack. Benefit: The Sun School feat enables the use of three
Prior to making the roll, determine the DC of the check: tactical maneuvers.
either DC 15 for a chance to deal 2 extra points of damage Inexorable Progress of Dawn: To use this maneuver, you must
or DC 25 for a chance to deal 4 extra points of damage. hit the same foe with the first two unarmed attacks from a
If you fail this Jump check, you miss your target, and if you flurry of blows, if you do, your foe must move back 5 feet,
fail this Jump check by 5 or more, you fall prone in an and you may move 5 feet forward if you wish.
adjacent square. This movement does not provoke an attack of opportunity
Falcon’s Feathers: To use this maneuver, you must be wearing for either character.
a cloak. Blinding Sun of Noon: To use this maneuver, you must
As a standard action, you can whip the cloak around you in successfully stun the same foe with an unarmed attack two
a distracting fashion. rounds in a row.
Make an attempt to feint in combat (see page 68 of the In addition to being stunned, that enemy is confused for 1d4
Player’s Handbook), using your base attack bonus instead of rounds thereafter.
your Bluff modifier, if you succeed, your target is treated as Flash of Sunset: To use this maneuver, you must move
flat-footed for the next melee attack you make against it. adjacent to a foe instantaneously, as with a dimension door
Hawk’s Eye: To use this maneuver, you must spend at least 1 spell or the monk’s abundant step class feature.
full round observing your foe. If you do so, you can immediately make a single attack at
While doing so, you can take no other actions. your highest attack bonus against that foe.
The next melee attack you make against your foe gains a +2
bonus on the attack and damage rolls for every round you
have just spent observing the foe, to a maximum bonus of
+6 (for 3 consecutive full rounds of observation), if the
target of your observation attacks you while you’re
124 observing, or if you don’t make the melee attack within 3
longsword, or scimitar), Weapon Focus (warhammer or
WEAPON STYLE FEATS light hammer).
Benefit: If you hit the same creature with both your
sword and your hammer in the same round, it must make a
ANVIL OF THUNDER [STYLE] Fortitude saving throw (DC 10 + 1/2 your character level +
You have mastered the style of fighting with hammer and your Str modifier) or fall prone.
axe at the same time, arid have learned to deal thunderous
blows with this unique pairing of weapons.
Prerequisites: Str 13, Improved Sunder, Power Attack,
HIGH SWORD LOW AXE [STYLE]
Two-Weapon Fighting, Weapon Focus (warhammer or You have mastered, the style of fighting with sword and axe
light hammer), Weapon Focus (battleaxe, handaxe, or at the same time, and have learned to use this unusual
dwarven waraxe). pairing of weapons to pull your opponents off their feet.
Benefit: If you hit the same creature with both your axe Prerequisites: Improved Trip, Two-Weapon Fighting,
and your hammer in the same round, it must make a Weapon Focus (bastard sword, longsword, scimitar or
Fortitude saving throw (DC 10 +1/2 your character level + shortsword), Weapon Focus (battleaxe, handaxe, or
your Str modifier) or be dazed for 1 round. dwarven waraxe).
Benefit: If you hit the same creature with both your
sword and your axe in the same round, you may make a free
BEAR FANG [STYLE] trip attempt against that foe.
You have mastered the fierce style of fighting with axe and (if you succeed, you may immediately use your Improved
dagger at the same time. Trip feat to gain an additional attack against your foe).
You can bring the fight to close quarters in the blink of an
eye. LIGHTNING MACE [STYLE]
Prerequisites: Str 15, Power Attack, Two-Weapon
Fighting, Weapon Focus (dagger), Weapon Focus You are a master of fighting with two maces at the same
(battleaxe, handaxe, or dwarven waraxe). time, and have learned to strike your foes with lightning
Benefit: If you hit a creature with both your axe and your speed.
dagger in the same round, you deal normal damage with Prerequisites: Combat Reflexes, Two-Weapon Fighting,
both weapons, and you can choose to immediately attempt Weapon Focus (light mace).
to start a grapple as a free action without provoking an Benefit: Whenever you roll a threat on an attack roll
attack of opportunity, as if you had the improved grab while using a light mace in each hand, you gain an
ability. additional attack at that same attack bonus.
No initial touch attack is required.
It you succeed on your grapple attempt, you drop your axe,
but you immediately gain an additional attack against your
NET AND TRIDENT [STYLE]
grappled foe with your dagger at your highest base attack You are a master of fighting with the net and the trident,
bonus (with the normal –4 penalty for attacking in a and have learned to quickly follow up a successful net
grapple). throw with a deadly jab of the trident.
In subsequent rounds, you can use the dagger to attack Prerequisites: Dex 15, Exotic Weapon Proficiency (net),
while grappling at the normal penalty. Two-Weapon Fighting, Weapon Focus (trident).
Benefit: As a full-round action, you can make a combined
attack with your net and trident.
CRESCENT MOON [STYLE] First, you throw your net; if you hit and successfully control
You have mastered the style of fighting with sword and your foe by winning the opposed Strength check, you may
dagger. immediately take a 5-toot step toward your opponent and
You know how to twist an opponent’s weapons from its make a full attack with your trident.
grasp with a single graceful motion while using your two
weapons together.
Prerequisites: Improved Disarm, Improved Two- QUICK STAFF [STYLE]
Weapon Fighting, Two-Weapon Fighting, Weapon Focus You have mastered the style of fighting with a quarterstaff,
(dagger), Weapon Focus (bastard sword, longsword, and have learned special maneuvers that complement this
scimitar, or short sword). unique weapon.
Benefit: If you hit the same creature with both your Prerequisites: Combat Expertise, Dodge, Two-Weapon
sword and your dagger in the same round, you may make Fighting, Weapon Focus (quarterstaff).
an immediate disarm attempt as a free action. Benefit: When you use Combat Expertise to gain a dodge
bonus while wielding a quarterstaff, you gain a dodge
bonus 2 points higher than the penalty you take on your
HAMMER’S EDGE [STYLE] attack rolls.
You are a master of the style of fighting with a hammer and For example, if you take a –1 penalty on your attack rolls,
sword at the same time, and have learned to hammer your you gain a+3 dodge bonus to your AC.
foes into the ground with your tremendous blows.
Prerequisites: Str 15, Improved Bull Rush, Two-
Weapon Fighting, Weapon Focus (bastard sword,
125
SPINNING HALBERD [STYLE]
You have mastered the style of fighting with a halberd, and
can use all parts of the weapon—blade, spike, hook, or
butt—to strike devastating blows.
Prerequisites: Combat Reflexes, Two-Weapon Fighting,
Weapon Focus (halberd).
Benefit: When you make a full attack with your halberd,
you gain a +1 dodge bonus to your Armor Class as well as an
additional attack with the weapon at a –5 penalty.
This attack deals points of bludgeoning damage equal to
1d6 + 1/2 your Strength modifier.

THREE MOUNTAINS [STYLE]


You are a master of fighting with powerful bludgeoning
weapons.
Prerequisites: Str 13, Cleave, Improved Bull Rush,
Power Attack, Weapon Focus (heavy mace, morningstar, or
greatclub).
Benefit: If you strike the same creature twice in the same
round with your heavy mace, morningstar, or greatclub, it
must make a Fortitude saving throw (DC 10 + 1/2 your
character level + your Str modifier) or be nauseated by the
pain for 1 round.

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.

QUICKEN TURNING [SPECIAL]


You can turn or rebuke undead with a moment’s thought.
Prerequisites: Ability to turn or rebuke undead,
Charisma 13+, Extra Turning.
Benefit: You can turn or rebuke undead as a free action,
but with a –4 penalty on both your turning check and
turning damage roll.
You may still only make one turning attempt per round.
You may use this feat only when you actually attempt to
turn or rebuke undead.
You may not use it when you power a divine feat.

REACH SPELL [METAMAGIC]


You can cast touch spells without touching the spell
recipient.
Benefit: You may cast a spell that normally has a range of
“touch” at any distance up to 30 feet.
The spell effectively becomes a ray, so you must succeed at
a ranged touch attack to bestow the spell upon the
recipient.
A reach spell uses up a spell slot two levels higher than the
spell’s actual level.

SACRED SPELL [METAMAGIC]


Your damaging spells are imbued with divine power.
Benefit: Half of the damage dealt by a sacred spell results
directly from divine power, and is therefore not subject to
being reduced by protection from elements or similar magic.
The other half of the damage dealt by the spell is as normal
for the spell.
A sacred spell uses up a spell slot two levels higher than the
spell’s actual level.
Only divine spells can be cast as sacred spells.

SHIELD CHARGE [GENERAL]


You deal extra damage if you use your shield as a weapon
when charging.
Prerequisites: Power Attack, Improved Shield Bash.
Benefits: When you attack with your shield as part of a
charge action, you inflict double normal damage.

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.

DISGUISE SPELL [METAMAGIC]


ESCHEW MATERIALS [METAMAGIC]
The deity can cast spells without observers noticing it.
Prerequisites: Bardic music, Perform 12 ranks. The deity can cast spells without material components.
Benefit: The deity has mastered the art of casting spells Prerequisite: Any other metamagic feat.
unobtrusively, mingling verbal and somatic components Benefit: A spell cast with Eschew Materials can be cast
into its music and performances so that others rarely catch with no material components.
the deity in the act of casting a spell. Spells without material components are not affected.
Like a silent, stilled spell, a disguised spell can’t be Spells with material components with a cost of more than 1
identified through Spellcraft. gp are not affected.
The deity’s performance is obvious to everyone in the An eschewed spell uses up a spell slot of the spell’s normal
vicinity, but the fact that the deity is casting a spell isn’t. level.
Unless the spell visibly emanates from the deity or
observers have some other means of determining its source, EXTRA MUSIC [GENERAL]
they don’t know where the effect came from.
A disguised spell uses up a spell slot one level higher than The deity can use its bardic songs more often than it
the spell’s actual level. otherwise could.
Prerequisite: Bardic music.
Benefit: The deity can use its bardic music four extra
DIVINE MIGHT [DIVINE] times per day.
The deity can channel energy to increase its damage in Normal: Bards without the Extra Music feat can use
combat. bardic music once per day per level.
Prerequisites: Ability to turn or rebuke undead, Cha 13, Special: A deity can gain this feat multiple times, adding
Str 13, Power Attack. another four uses of bardic music each time.
Benefit: The deity can spend one of its turn/rebuke
undead attempts to add its Charisma modifier to its weapon
damage for a number of rounds equal to its Charisma
EYES IN THE BACK OF YOUR HEAD
modifier. [GENERAL]
This is a supernatural ability.
The deity’s superior battle sense helps minimize the threat
of flanking attacks.
DIVINE VENGEANCE [DIVINE] Prerequisites: Base attack bonus +3, Wis 19.
Benefit: Attackers do not gain the usual +2 attack bonus
The deity can channel energy to do additional energy
when flanking the deity.
damage in combat against undead.
This feat grants no effect whenever the deity is attacked
Prerequisites: Ability to turn undead, Extra Turning.
without benefit of its Dexterity modifier to AC, such as
129
when it is flat-footed or when it is the target of a rogue’s Prerequisites: Improved Two-Weapon Fighting, Two-
sneak attack. Weapon Fighting, Ambidexterity, base attack bonus +15.
Benefit: In addition to the standard extra attack the deity
gets with an off-hand weapon and the second attack with
FLEET OF FOOT [GENERAL] the off-hand weapon provided by Improved Two-Weapon
The deity runs so nimbly that it can turn corners without Fighting, the deity gets a third attack with the off-hand
losing momentum. weapon, albeit at a –10 penalty (see Table 8–2: Two-Weapon
Prerequisites: Dex 15, Run. Fighting Penalties in the Player’s Handbook).
Benefit: When running or charging, the deity can make a Special: A ranger who meets only the base attack bonus
single direction change of 90 degrees or less. prerequisite and the Improved Two-Weapon Fighting
A deity can’t use this feat while wearing medium or heavy prerequisite can gain this feat but can only use it when
armor, or if it is carrying a load heavier than light. wearing light or no armor.
Normal: Without this feat, a deity can run or charge only This feat can be taken as one of a fighter’s bonus feats.
in a straight line.
HOLD THE LINE [GENERAL]
GREATER MULTIWEAPON FIGHTING The deity is trained in defensive techniques against
[GENERAL] charging opponents.
Prerequisites: Base attack bonus +2, Combat Reflexes.
A deity with three or more hands can fight with a weapon Benefit: The deity may make an attack of opportunity
in each hand. against an opponent who charges it.
The deity can make up to three attacks per round with each The attack of opportunity happens immediately before the
extra weapon. charge attack is resolved.
Prerequisites: Dex 19, three or more hands, Improved
Multiweapon Fighting, Multiweapon Fighting,
Multidexterity, base attack bonus +15. IMPROVED GRAPPLE [GENERAL]
Benefit: The deity may make up to three extra attacks The deity is skilled in martial arts that emphasize holds and
with each weapon it wields, albeit with a –5 penalty on the throws.
second attack with each weapon and a –10 penalty on the Prerequisite: Improved Unarmed Strike.
third. Benefit: If the deity hits with an unarmed strike, it deals
Special: This feat replaces the Greater Two-Weapon normal damage and can attempt to start a grapple as a free
Fighting feat for deities with more than two arms. action without provoking an attack of opportunity.
No initial touch attack is required.
GREATER SPELL FOCUS [GENERAL] The deity can deal normal damage while grappling, rather
than subdual damage, without suffering a penalty on its
The deity chooses a school of magic to which it already has grapple check.
applied the Spell Focus feat. Normal: Characters without this feat make a melee touch
Its magic spells of that school are even more potent than attack to grab their opponent and provoke an attack of
normal. opportunity doing so.
Prerequisite: Spell Focus. They also suffer a –4 penalty on their grapple checks when
Benefit: Add +4 to the DC for all saving throws against trying to deal normal damage in a grapple.
spells from the school of magic the deity selects to focus on.
This bonus overlaps (does not stack with) the bonus from
Spell Focus. IMPROVED MULTIWEAPON
Special: A deity can gain this feat multiple times,
choosing a different school of magic each time. FIGHTING [GENERAL]
A deity with three or more hands can fight with a weapon
in each hand.
GREATER SPELL PENETRATION The deity can make up to two attacks per round with each
[GENERAL] extra weapon.
Prerequisites: Dex 15, three or more hands,
The deity’s spells are especially potent, defeating spell Multiweapon Fighting, Multidexterity, base attack bonus
resistance more readily than normal. +9.
Prerequisite: Spell Penetration. Benefit: In addition to the single extra attack the deity
Benefit: The deity gets a +4 bonus on caster level checks gets with each extra weapon from Multiweapon Fighting, it
(1d20 + caster level) to beat a creature’s spell resistance. gets a second attack with each extra weapon, albeit at a –5
This bonus overlaps (does not stack with) the bonus from penalty.
Spell Penetration. Normal: With only Multiweapon Fighting, a deity can
only get a single extra attack with each extra weapon.
GREATER TWO-WEAPON FIGHTING Special: This feat replaces the Improved Two-Weapon
Fighting feat for deities with more than two arms.
[GENERAL]
The deity is a master at fighting two-handed.
130
When determining the result of a turning attempt, treat all
IMPROVED SUNDER [GENERAL] destruction results as normal turning.
The deity is adept at placing its attacks precisely where it Treat immobile plant creatures as creatures unable to flee.
wants them to land. This ability is usable a total number of times per day equal
Prerequisites: Base attack bonus +2, Sunder. to 3 + the deity’s Charisma modifier.
Benefit: When the deity strikes an opponent’s weapon, it The deity uses its highest caster level to determine the level
deals double damage. at which it turns plants.

JACK OF ALL TRADES [GENERAL] POWER CRITICAL [GENERAL]


The deity has picked up a smattering of even the most The deity chooses one kind of weapon, such as longsword
obscure skills. or greataxe.
Prerequisite: The deity must be at least 6th level. With this weapon, the deity knows how to hit where it
Benefit: The deity can use any skill untrained, even those hurts when it counts.
that normally require training. Prerequisites: Proficient with weapon, base attack
bonus +12, Improved Critical with weapon.
Benefit: Once per day, before making an attack roll, the
KNOCK-DOWN [GENERAL] deity can declare a single melee attack to automatically be a
The deity’s mighty blows can knock foes off their feet. threat.
Prerequisites: Base attack bonus +2, Improved Trip, Str If the attack is successful, the deity automatically rolls to
15. confirm the critical hit, regardless of the actual attack roll.
Benefit: Whenever the deity deals 10 or more points of Special: A deity can gain this feat multiple times,
damage to its opponent in melee, it makes a trip attack as a choosing a different kind of weapon each time.
free action against the same target. This feat can be taken as one of a fighter’s bonus feats.

PERSISTENT SPELL [METAMAGIC] REACH SPELL [METAMAGIC]


The deity makes one of its spells last all day. The deity can cast touch spells without touching the spell
Prerequisite: Extend Spell. recipient.
Benefit: A persistent spell has a duration of 24 hours. Benefit: The deity may cast a spell that normally has a
The persistent spell must have a personal range or a fixed range of touch at any distance up to 30 feet.
range (comprehend languages or detect magic, for example). The spell effectively becomes a ray, so the deity must
The deity is still required to concentrate on spells such as succeed at a ranged touch attack to bestow the spell upon
detect magic and detect thoughts to use their effects. the recipient.
Concentrating on such a spell is a standard action that does A reach spell uses up a spell slot two levels higher than the
not provoke an attack of opportunity. spell’s actual level.
A persistent spell uses up a spell slot four levels higher than
the spell’s actual level.
REPEAT SPELL [METAMAGIC]
The deity can cast a spell that repeats the following round.
PLANT CONTROL [GENERAL] Prerequisites: Any other metamagic feat.
The deity can channel the power of nature to gain mastery Benefit: A repeated spell is automatically cast again at the
over plant creatures. beginning of the deity’s next round of actions.
Prerequisites: Plant Defiance, ability to cast speak with No matter where the deity is, the secondary spell originates
plants. from the same location and affects the same area as the
Benefit: The deity can rebuke or command plant primary spell.
creatures as an evil cleric rebukes undead. If the repeated spell designates a target, the secondary spell
To command a plant, a deity must be able to speak with it retargets the same target if the target is within 30 feet of its
via a speak with plants effect, though it may do so mentally if original position; otherwise the secondary spell fails to go
desired. off.
This ability is usable a total number of times per day equal A repeated spell uses up a spell slot three levels higher than
to 3 + the deity’s Charisma modifier. the spell’s actual level.
The deity uses its highest caster level to determine the level Repeat Spell cannot be used on spells with a range of touch.
at which it rebukes plants.
SACRED SPELL [METAMAGIC]
PLANT DEFIANCE [GENERAL] The deity’s damaging spells are imbued with divine power.
The deity can channel the power of nature to drive off or Benefit: Half of the damage dealt by a sacred spell results
stop plant creatures. directly from divine power and is therefore not subject to
Prerequisite: Ability to cast detect animals or plants. being reduced by protection from elements or similar
Benefit: The deity can turn (but not destroy) plant magic.
creatures as a good cleric turns undead. The other half of the damage dealt by the spell is as normal.

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.

SHARP-SHOOTING [GENERAL] SUPERIOR EXPERTISE [GENERAL]


The deity’s skill with ranged weapons lets it score hits The deity has mastered the art of defense in combat.
others would miss due to an opponent’s cover. Prerequisites: Int 13, Expertise, base attack bonus +6.
Prerequisites: Base attack bonus +3, Point Blank Shot, Benefit: When the deity uses the Expertise feat to
Precise Shot. improve its Armor Class, the number it subtracts from its
Benefit: The deity gains a +2 bonus on its ranged attack attack and adds to its AC can be any number that does not
rolls against targets with some degree of cover. exceed its base attack bonus.
This feat has no effect against foes with zero or total cover. This feat eliminates the +5 maximum for the Expertise feat.

SUBDUAL SUBSTITUTION WIDEN SPELL [METAMAGIC]


[METAMAGIC] The deity can increase the area of its spells.
Benefit: A widened burst, emanation, or spread spell has
The deity can modify a spell that uses energy to deal its area increased by 50%.
damage to deal subdual damage instead. Spells that do not have an area of one of the three sorts
Prerequisites: Any other metamagic feat, Knowledge listed above are not affected by this feat.
(arcana) 5 ranks. A widened spell uses up a spell slot three levels higher than
Benefit: When employing a spell with the acid, cold, the spell’s actual level.
electricity, fire, or sonic designator, the deity can modify
the spell to deal subdual damage instead of the indicated
type of energy damage.
The altered spell uses a spell slot of the spell’s normal level.
SALIENT DIVINE ABILITIES
The altered spell works normally in all respects except the
type of damage dealt.

Prerequisite: Alter Size salient divine ability.


Benefit: As a move-equivalent action, the deity can alter
ALTER FORM [] its form, including clothing and equipment.
The deity can make minor changes to its appearance and The assumed form must be corporeal.
form.
This is an extraordinary ability.
132
The deity’s body can undergo a limited physical This works like the Create Object ability (including the
transmutation, including adding or subtracting one or two required rest period), except that the items last one day per
limbs. rank.
If the form selected has wings, the deity can fly. The deity also can create permanent nonmagical objects as
Likewise, the deity can swim if the form has fins, breathe if using the Create Object ability except that all rest
water if the form has gills, and so on. requirements are doubled and there is no reduction in rest
The deity can remain in the altered form indefinitely, but time for being on an Outer Plane or in the deity’s own
resumes its own form if slain. realm.
Notes: The deity’s attack bonus, Armor Class, and saves do The deity can create temporary magic items or creatures.
not change. This works like the Divine Creation ability (including the
The deity does not gain any of the assumed form’s special required rest period), except that the items or creatures
abilities, attack forms, defenses, ability scores, or created last 1 hour per rank.
mannerisms. This ability cannot create permanent magic items or
The deity can change physical qualities (such as hair color, creatures.
hair texture, skin color, and gender). The deity can reshape a landscape, creating any type of
The deity can use this ability to create disguises, gaining a terrain the deity can imagine.
bonus of +10 on its Disguise checks. Each 10-foot cube of material to be reshaped requires 1
The deity can use its Alter Size ability simultaneously along round of effort, and the deity must rest for one day per 10-
with this one to become taller, shorter, thinner, or heavier. foot cube shaped after the work is completed.
Suggested Portfolio Elements: Nature, secrets, Suggested Portfolio Elements: Any.
thieves.
ALTER SIZE []
ALTER REALITY [] The deity can change size.
The deity can change reality to suit itself. Benefit: As a free action, the deity can assume any size
Prerequisite: Cha 29. from Fine to Colossal.
Benefit: This ability is similar to the wish spell. The deity also can change the size of up to 100 pounds of
The deity merely thinks of something and then makes it so. objects it touches.
Doing this requires at least a standard action. If the deity has a familiar, personal mount, or personal
Notes: The deity can duplicate any spell of 9th level or intelligent weapon, the creature can change size with the
lower as a standard action. deity if the deity touches it, but its weight counts against
The duplicated spell has no material or XP component, and the deity’s weight limit.
the DC of its saving throw (if one is allowed) is 20 + the This is a supernatural ability.
deity’s rank + the deity’s Charisma modifier. Notes: This ability allows the deity to assume any
The deity also can duplicate a spell with any metamagic feat proportions from the size of a grain of sand up or as much
(so long as the metamagic feat is available to characters of as 1,600 feet tall.
20th level or lower). A radical change in size can have great impact on the deity’s
This use of the ability requires the deity to rest for 1 round combat ability.
for each level that the feat would normally add to the spell. The deity’s Strength, Armor Class, attack bonus, and
It still takes a standard action to use this ability, so there is damage dealt with weapons changes according to the size
no point in using the ability to duplicate a quickened spell. the deity assumes, as shown on the accompanying tables.
The deity can render a magical or supernatural effect The deity’s Strength score can never be reduced to less than
permanent. 1 through this ability.
The rest requirement varies with the effect: 10 minutes per Also note that use of this divine ability does not affect all
level of the effect times the number of subjects affected, 10 the deities’ characteristics (such as Dexterity, Constitution,
minutes per total Hit Dice of creatures affected, or 10 etc.).
minutes per 10-foot cube affected. Suggested Portfolio Elements: Any.
Use the highest applicable value.
The deity can create temporary, nonmagical objects.

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.

CREATE OBJECT [] DIVINE ARMOR MASTERY []


The deity can create simple objects out of nothing. The deity is able to move freely in light or medium armor.
Prerequisites: Divine rank 6, Int 29. Prerequisites: Armor Proficiency (light), Armor
Benefit: As a full-round action, the deity can create one or Proficiency (medium).
more simple, nonmagical objects with a total weight of up Benefit: The deity ignores the maximum Dexterity bonus
to 50 pounds per divine rank, or with a total volume of 10 limit for medium or light armor.
cubic feet per rank. Suggested Portfolio Elements: War.
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 BARD []
If the deity’s realm is located on a divinely morphic plane, The deity is the epitome of the bard and has abilities that far
triple the volume and weight the deity can create there. surpass those of mortal bards.
Notes: For purposes of this ability, a simple object can Prerequisite: Bard level 20th.
have no moving parts more complex than a door hinge and Benefit: This ability has several benefits:
must be composed of a single material. • For the deity’s bardic abilities that have a range
The material can be no more valuable than iron (1 sp per (countersong, fascinate, inspire competence, inspire
pound). greatness), that range is a number of miles equal to the
The deity could create a length of rope, a leather sack, a deity’s divine rank.
wooden spoon, or an iron pot. • The deity can use any bardic music inspiration ability as a
The deity could create a knife blade, but not a knife with a standard action.
wooden handle. The inspiration takes effect immediately after the deity
Once created, the objects are permanent and nonmagical. concludes the action.
If the deity has the appropriate Craft skill, the deity can • The deity’s bardic music abilities can affect even those
make a Craft check when creating the item to make it a normally immune to mind-affecting effects.
masterwork item. However, such creatures gain a +10 bonus on their Will
Suggested Portfolio Elements: Crafts, creation. saves to resist such effects.
• The effects of all the deity’s bardic music abilities are
DIVINE AIR MASTERY [] doubled.
Inspire courage grants a +4 morale bonus on saving throws
The deity has mastery over the air. against charm and fear effects and a +2 morale bonus on
Prerequisite: Air domain. attack and damage rolls; inspire competence grants a +4
138
competence bonus on skill checks; and inspire greatness The ray itself is unaffected and can strike a target behind
grants +4d10 Hit Dice, a +4 competence bonus on attack the wall of force or prismatic effect.
rolls, and a +2 competence bonus on Fortitude saves. A divine shield can stop the ray.
The number of allies the deity can affect with inspire Suggested Portfolio Elements: Death, destruction,
competence or inspire greatness doubles. war.
When inspiring competence in multiple allies, the deity
can choose different skills to inspire for different allies.
• The effects of the deity’s bardic music inspiration abilities DIVINE BLESSING []
last for ten times as long as normal after the deity stops The deity can grant exceptional abilities to mortals.
singing. Prerequisite: Selected ability score 40.
This has no effect on inspiration abilities that have no Benefit: Choose one ability: Strength, Dexterity,
duration after the bard stops singing (such as inspire Constitution, Intelligence, Wisdom, or Charisma.
competence). The deity must have a score of at least 40 in the selected
• When any effect that is subject to countersong (any spell, ability.
supernatural ability, or spell-like effect that has the sonic or The deity can grant mortals a +6 enhancement bonus to
language-dependent descriptor) occurs within the deity’s that ability that lasts for one day.
hearing, the deity can attempt a countersong as if it had In a single day and at one time, the deity can affect a
prepared an action to do so. number of creatures equal to its divine rank.
Suggested Portfolio Elements: Art, bards, beauty, Notes: A deity can have this ability multiple times,
dance, love, music, poetry. choosing a different ability score each time.
Suggested Portfolio Elements: Agility, beauty,
DIVINE BATTLE MASTERY [] endurance, knowledge, strength, wisdom.
The deity is the epitome of the fighter, a master of
sophisticated battle techniques. DIVINE CELERITY []
Prerequisites: Fighter level 20th, Combat Reflexes, Int The deity can use a haste effect.
13, Dex 13, Dodge, Expertise, Mobility, Spring Attack, Prerequisite: Dex 29.
Whirlwind Attack, War domain. Benefit: The deity acts as if hasted for a number of
Benefit: The deity can make an unlimited number of minutes per day equal to its divine rank.
attacks of opportunity in one round. The duration of the effect need not be consecutive rounds.
(The deity still can’t make more than one attack of Activating this ability is a free action.
opportunity against a single opponent in a round). Suggested Portfolio Elements: Travel, wind.
As a full-round action, the deity may make one melee attack
at its full base attack bonus against each opponent within
reach. DIVINE CREATION []
The deity does not incur any attacks of opportunity from The deity can create creatures or magic items out of
this action. nothing.
Suggested Portfolio Elements: Justice, vengeance, Prerequisites: Divine rank 16, Int 29, Create Object
war. salient divine ability, Create Greater Object salient divine
ability.
DIVINE BLAST [] Benefit: As a full-round action, the deity can create
mortal creatures or magic items whose total weight is up to
The deity can release part of its personal energy in a ray. 100 pounds per divine rank, or with a total volume of 20
Prerequisite: Cha 29. cubic feet per rank.
Benefit: The deity can use this ability a number of times If the deity uses this ability on a divinely morphic plane or
per day equal to 3 + its Charisma bonus. within its own godly realm, double the volume and weight
The ray created can extend up to one mile per rank (the the deity can create.
deity chooses the length). If the deity’s realm is located on a divinely morphic plane,
Targets the ray strikes take 1d12 points of damage per rank triple the volume and weight the deity can create there.
of the deity, plus 1d12 points of damage per point of Notes: This ability works like the Create Greater Object
Charisma bonus the deity has. ability, except as noted below.
There is no saving throw, but the deity must make a ranged A deity can use this ability to create any kind of creature
touch attack to hit a target. that does not have a divine rank.
The deity can make the ray look, sound, smell, and feel like The deity can create a creature with class levels, but never
anything it desires: a burst of flame, a stroke of lightning, a with more class levels than the deity has itself or the deity’s
blast of wind, or any other phenomenon. divine rank, whichever is lower.
Despite the appearance of the ray, the damage it deals Rest: The deity must convert a considerable amount of its
results directly from divine power and is therefore not own energy into a creature, which always leaves the deity
subject to being reduced by protection from elements and impaired.
similar magic. The deity must rest for 10 minutes ??the creature’s Hit Dice
Notes: The ray destroys a wall of force, prismatic wall, or ??the creature’s Challenge Rating for each creature created,
prismatic sphere it hits (all layers in a prismatic effect are with a minimum of 10 minutes per creature.
destroyed).
139
If the creature has class levels, each level counts as an through stone, dirt, or almost any other sort of earth except
additional Hit Die. metal as easily as a fish swims through water.
For example, if Hades were to use this ability to create five This burrowing leaves behind no tunnel or hole, nor does it
hell hounds, he would have to rest for 600 minutes (10 create any ripple or other signs of its presence.
minutes ??4 HD ??CR 3 = 120 minutes per hell hound ??5 The deity has tremorsense, allowing it to automatically
hell hounds = 400 minutes). sense the location of anything within 10 feet per divine
The deity can create any kind of magic item except an rank that is in contact with the ground.
artifact. The deity has complete control over all things made of
The rest requirement for creating magic items is the same earth (including stone and metal).
as for the Create Greater object ability. It can alter the form of any amount of earth as a free action.
Suggested Portfolio Elements: Crafts, creation, The deity can duplicate the effects of the stone shape, move
supreme. earth, rusting grasp, transmute rock to mud, transmute mud to
rock, and disintegrate spells, with any earth, stone, or metal
object as a target.
DIVINE DODGE [] The deity can also transmute any object made of earth,
The deity can avoid damage by simply not being there stone, or metal into a different kind of earth, stone, or
when the attack hits. metal—such as changing a silver coin to gold.
Prerequisite: Dex 29. The deity can affect any object it can see, but no more than
Benefit: Any physical attack or individually targeted spell one object per round.
directed at the deity has a percent miss chance equal to 50 + Suggested Portfolio Elements: Earth.
the deity’s rank.
Area effects that include the deity have a similar chance to
be ineffective.
DIVINE FAST HEALING []
Notes: The ability is similar to the blink spell, except that The deity heals wounds in a flash.
it is defensive only and the deity does not move to the Prerequisites: Con 29 or the fast healing special quality.
Ethereal Plane, but simply exits from reality for a brief Benefit: The deity gains fast healing of 20 + divine rank.
moment. Lost limbs or body parts reattach instantly when pressed
This ability never interferes with the deity’s own attacks. against the wound on the body.
If an attack overcomes the miss chance, the deity still gets Notes: This ability does not stack with the fast healing
the benefit of a saving throw (if one is allowed). special quality.
Suggested Portfolio Elements: Agility, gambling, Notes: A deity can have this ability multiple times, and its
luck, protection. effects stack.
A deity with two applications of this ability improves its
fast healing by 40 + (divine rank ?2).
DIVINE DRUID [] Suggested Portfolio Elements: Endurance, healing.
The deity is the epitome of the druid and has abilities that
far surpass those of mortal druids.
Prerequisites: Druid level 20th. DIVINE FIRE MASTERY []
Benefit: While in a wild shape, the deity gains all the The deity has mastery over fire.
extraordinary and supernatural abilities of the creature Prerequisites: Fire domain.
whose form it adopts. Benefit: The deity gains a competence bonus on attack
For example, when the deity uses wild shape to change into rolls, damage, and Armor Class equal to its divine rank if
a leopard, it gains the leopard’s pounce, improved grab, and both the deity and its foe are touching fire or using
rake abilities; when the deity changes into a lamia, it gains weapons with the flaming or flaming burst special abilities.
the lamia’s Wisdom drain attack. The deity is immune to the effects of fire and heat.
In addition to animal forms, the deity can take the form of The deity can automatically know the location of any
beasts or magical beasts. corporeal creature within 10 feet per divine rank by sensing
Some deities can assume additional forms, such as plant, the disturbance in the ambient temperature that the
vermin, elemental, or dragon. creature causes.
These are specified in the deity’s description. The deity has complete control over all nonmagical fire and
The deity can assume the form of any animal, beast, or can duplicate the effect of any spell with the fire descriptor
magical beast from Fine to Colossal in size. as a standard action.
Suggested Portfolio Elements: Nature. Suggested Portfolio Elements: Fire.

DIVINE EARTH MASTERY [] DIVINE GLIBNESS []


The deity has mastery over the earth. The deity’s silver-tongued speech can convince others to
Prerequisites: Earth domain. take action.
Benefit: The deity gains a competence bonus on attack Prerequisites: Cha 29, Bluff 40 ranks, Trickery domain.
rolls, damage, and Armor Class equal to its divine rank if Benefit: As a full-round action, the deity can speak and
both the deity and its foe are touching the ground. convince others to take some course of action.
The deity gains a burrow speed commensurate with its size This works like a mass suggestion spell cast at a level equal to
(see Divine Characteristics), as well as the ability to glide 10 + the deity’s divine rank, except that it affects up to (10 +
140
divine rank) creatures, no two of which can be more than Suggested Portfolio Elements: Any.
(10 ??divine rank) feet apart.
The save DC is 10 + the deity’s Charisma modifier + the
deity’s divine rank. DIVINE MONK []
Suggested Portfolio Elements: Commerce, lies, The deity is the epitome of the monk and has abilities that
thieves. far surpass those of mortal monks.
Prerequisites: Monk level 20th.
Benefit: The deity’s unarmed strikes are treated as a
DIVINE INSPIRATION [] magic slashing weapon with an enhancement bonus of +5
The deity can inspire a specific emotional state in others. and the keen, lawful, and vorpal qualities.
Benefit: The deity can enchant creatures to create a If the deity chooses, a particular attack can be bludgeoning
specific emotion. instead of slashing, but the keen and vorpal qualities do not
The deity can affect one creature per divine rank at once, apply to that attack.
and up to the same number each day. Any unarmed attack the deity makes has a base damage of
All must be within the deity’s line of sight when first 2d12.
affected. The deity can use the Deflect Arrows feat to deflect any
The specific effects depend on the emotional state induced. ranged attacks (including spells that require ranged touch
Courage: The enchanted creatures become immune to fear attacks) as if they were arrows.
effects and receive a +2 morale bonus on attack rolls, The deity can deflect any number of attacks in a single
weapon damage rolls, skill checks, and Will saves. round.
Despair: The enchanted creatures are affected as by a symbol When the deity deflects any attack, the attack is reflected
of hopelessness unless they make a successful Will save (DC upon the attacker, using the deity’s base ranged attack
10 + deity’s Charisma modifier + deity’s divine rank). bonus.
The effect lasts one day. When the deity deflects a spell, the spell’s level is added to
Dread: The enchanted creatures must make successful the DC to deflect the attack.
Wisdom checks (DC = the deity’s divine rank) to attack or Suggested Portfolio Elements: Law.
fight.
If the check fails, the creature flees in panic for 1d4 rounds.
If the check succeeds, the creature does not have to check DIVINE PALADIN []
again for 10 minutes. The deity is the epitome of the paladin and has abilities that
The enchanted creatures also suffer a –2 morale penalty on far surpass those of mortal paladins.
attack rolls, weapon damage rolls, skill checks, and Will Prerequisites: Paladin level 20th.
saves. Benefit: The deity’s aura of courage grants a +8 morale
Frenzy: Frenzied creatures spend themselves in drinking, bonus on saving throws against fear effects and extends to
feasting, and dancing unless provoked or incited to all allies within 100 feet of the deity.
violence. The deity’s special mount, if any, gains the celestial
Frenzied creatures turn violent if they are attacked or template.
perceive a threat to their safety. The deity can smite evil three times per day, and gets an
Frenzied creatures receive a +4 morale bonus to Strength extra 3 points of damage per class level on a successful
and Dexterity, a –4 penalty to Wisdom, and a –2 penalty to smite attempt.
AC. Suggested Portfolio Elements: Good, justice, law,
Subjects can attempt Will saves (DC 10 + deity’s Charisma nobility, war.
modifier + deity’s divine rank) to resist the effect.
This is a mind-affecting compulsion.
Hope: The enchanted creatures gain a +4 morale bonus on DIVINE RADIANCE []
saving throws, attack rolls, ability checks, skill checks, and The deity can emit powerful holy light.
weapon damage rolls. Prerequisite: Good alignment, Sun domain.
Rage: The enchanted creatures receive a +4 morale bonus to Benefit: The deity can shed light in a (10 feet ??divine
Strength and Constitution scores, a +2 morale bonus on rank) emanation from its body.
Will saves, and a –2 penalty to AC. This light counters and dispels all darkness effects (unless
They are compelled to fight heedless of danger. created by a deity of higher rank) and causes pain and
Subjects can attempt Will saves (DC 10 + deity’s Charisma damage to undead creatures, who take 2d8 points of
modifier + deity’s divine rank) to resist the effect. damage per round with no save.
This is a mindaffecting compulsion. As a full attack action, the deity can generate up to three
Love and Desire: A love effect causes the target to fall in love rays of scorching light that can strike targets up to a
with the specified creature, seeking every opportunity to be number of miles away equal to the deity’s divine rank.
near that creature and making every effort to win the Each ray deals 1d6 points of damage per 2 divine ranks.
creature’s affection. Undead take 1d12 points of damage per 2 divine ranks.
A desire effect is similar, but the target seeks any
Suggested Portfolio Elements: Good, light, sun.
opportunity to become physically intimate with the
specified creature.
Subjects can attempt Will saves (DC 10 + deity’s Charisma
modifier + deity’s divine rank) to resist the effect.
This is a mind-affecting compulsion effect. 141
Notes: A deity can have this ability multiple times,
DIVINE RAGE [] choosing a different type of event each time.
The deity flies into an awe-inspiring rage when struck by a Suggested Portfolio Elements: Knowledge.
weapon.
Prerequisite: Barbarian level 20th.
Benefit: This ability is similar to the barbarian’s rage DIVINE ROGUE []
ability (and it replaces the barbarian rage ability for the The deity is the epitome of the rogue and has abilities that
deity). far surpass those of mortal rogues.
The deity can activate this ability only after suffering Prerequisites: Rogue level 20th, Dodge, improved
damage from a weapon, and can use it a number of times evasion, defensive roll.
per day equal to its divine rank. Benefit: When struck by an attack from an opponent the
Once used, the ability lasts 1 hour (though the deity can deity has designated as its dodge target, the deity may make
end the rage at will). a Reflex save (DC 10 + damage dealt) to negate all damage
While raging, the deity gains +10 to Strength, +10 to from the attack.
Constitution, and a +5 morale bonus on Will saves. If the deity passes within 5 feet of a trap, the deity is
The deity’s spell resistance and energy resistances each entitled to a Search check to notice it as if the deity were
increase by +10. actively looking for it.
The deity also can take one extra partial action each round. The deity can assess the exact value of any treasure it can
While raging, the deity suffers a –5 penalty to Armor Class see.
and cannot perform acts that require patience and The deity also can immediately determine what any
concentration, such as moving silently, casting spells, and creature is carrying and where each carried item is.
using salient divine abilities. Suggested Portfolio Elements: Thieves.
Suggested Portfolio Elements: Destruction, rage,
strength, war.
DIVINE SHIELD []
DIVINE RANGER [] The deity can use part of its personal energy as barrier that
protects against almost any attack.
The deity is the epitome of the ranger and has abilities that Prerequisites: Cha 29.
far surpass those of mortal rangers. Benefit: As a free action, the deity can create a shield that
Prerequisites: Ranger level 20th, Wis 25, Wilderness lasts 10 minutes and protects the deity’s body and
Lore 40 ranks, Knowledge (nature) 30 ranks. equipment from attacks.
Benefit: Any weapon the deity wields against one of its The shield stops 10 points of damage per rank.
favored enemies is treated as a bane weapon against that Once the shield stops that much damage, it collapses.
creature type. The damage can be from any source, including a divine
Thus, its enhancement bonus is increased by +2 and it deals blast attack.
+2d6 points of damage. The deity can use this ability a number of times per day
The deity can follow tracks at its normal land speed. equal to 3 + its Constitution bonus.
It treats all normal terrain as very soft ground for purposes Notes: The deity can adjust the shield so that it does not
of tracking and ignores DC modifiers for time or weather. block damage the deity ignores anyway.
The deity can track creatures across water, underwater, or For example, if the deity is immune to fire, the deity might
through the air by means of the minute disturbances they want to adjust the shield to ignore fire damage.
make and traces of their passage. The effects of multiple divine shields do not stack.
The table below adds across water, underwater, and air to Suggested Portfolio Elements: Protection.
the list of surfaces found in the Track feat description in the
Player’s Handbook.
DIVINE SKILL FOCUS []
The deity has superlative ability with the selected skill.
Prerequisites: 23 ranks in the selected skill.
Benefit: The deity receives a bonus of 10 + its divine rank
when using the skill.
Notes: This bonus stacks with the divine rank bonus
deities normally receive on checks.
If the selected skill is related to the deity’s portfolio, add the
Suggested Portfolio Elements: Archers, hunting, deity’s rank to the maximum DC for a free action.
nature. For example, any task with a DC of 20 or lower is a free
action for a lesser deity if the action is related to the deity’s
DIVINE RECALL [] portfolio.
If a deity with a rank of 6 has Divine Skill Focus with a skill
The deity has superhuman memory of a particular subject. related to its portfolio, that deity can perform tasks with
Benefit: The deity remembers every event of a certain DCs of 26 or lower as free actions.
type that has ever occurred. A deity can have this ability multiple times, choosing a
The type of event is specified in the deity description. different skill each time.
Suggested Portfolio Elements: Any.
142
The number of spells per day the deity can cast of each spell
DIVINE SNEAK ATTACK [] level above 9th depends on the deity’s key ability score for
The deity’s sneak attacks are devastating. spellcasting classes in which the deity has achieved 20th
Prerequisites: Sneak attack +10d6, crippling strike. level, as shown on Table 2–6: Divine Spellcasting (on the
Benefit: The deity’s sneak attacks deal an additional +3d6 next page).
points of damage. The numbers on that table represent one spell per day at
Any attack of opportunity the deity makes is considered a each spell level above 9th in which it receives bonus spells
sneak attack. from its key ability score, plus bonus spells based on the
The deity can flank or catch flat-footed any opponent key ability score.
whose divine rank does not exceed the deity’s and can The deity can use these slots for spells prepared or cast with
sneak attack that opponent. a metamagic feat, or for lower-level spells.
The deity cannot deal sneak attack damage to opponents For example, a 20th-level wizard/10th-level cleric with an
that are immune to critical hits. Intelligence of 46 and the Divine Spellcasting ability can
Any time the deity inflicts damage with a sneak attack, that cast the following spells above 9th level each day: four 10th-
target suffers damage equal to the deity’s sneak attack level, three 11th-level, three 12th-level, three 13th-level,
bonus damage on the deity’s next turn as well. three 14th level, two 15th-level, two 16th-level, two 17th-
Suggested Portfolio Elements: Thieves. level, and two 18th-level.
The deity does not receive any higher-level cleric spell slots
because it is not a 20th-level cleric.
DIVINE SPELL FOCUS [] If the deity has achieved 20th level in a spellcasting class
The save DC for one school of spells the deity can cast with fewer than nine levels of spells (such as bard, paladin,
increases. or ranger), the deity can also cast one spell per day of each
Prerequisites: Spell Focus, Greater Spell Focus. level between the maximum normal spell level and 9th,
Benefit: The deity chooses one school of magic. plus appropriate bonus spells of each level based on the
The save DC for any spell of that school increases by the deity’s key ability score.
deity’s divine rank. These spells are not shown on Table 2–6.
This bonus overlaps (does not stack with) the bonus from For example, a 20th-level bard with a Charisma of 34 can
Spell Focus or Greater Spell Focus. cast three 7th-level spells, three 8th-level spells, and two
Notes: A deity can have this ability multiple times, 9th-level spells (one spell at each level, plus bonus spells
choosing a different school of magic each time. based on the deity’s Charisma), plus two spells each of 10th
Suggested Portfolio Elements: Magic. through 12th level, as shown on Table 2–6.
The deity also doesn’t incur attacks of opportunity for
casting spells when threatened.
DIVINE SPELLCASTING [] In addition, the deity receives the benefit of the Spell Focus
The deity is an extremely accomplished spellcaster. feat on any spell it casts.
Prerequisites: Spellcaster level 20th. Suggested Portfolio Elements: Magic.
Benefit: The deity can cast spells whose effective level is
above 9th.

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.

INCREASED DAMAGE REDUCTION [] INSTANT MOVE []


The deity is remarkably resistant to physical attacks. The deity can move instantaneously.
Prerequisites: Con 29. Prerequisites: Divine rank 6, Dex 29.
Benefit: The deity’s damage reduction increases by Benefit: As a move action, the deity can travel up to 30
rank/+1. feet per divine rank, as though using the dimension door
For example, Heironeous has a divine rank of 15, which spell, except that the deity never appears within a solid
gives him damage reduction 50/+4. object and can act immediately after teleporting.
With this ability, Heironeous has damage reduction 65/+5. Suggested Portfolio Elements: Travel.
Notes: A deity can have this ability multiple times, and its
effects stack.
A deity with two applications of this ability improves its IRRESISTIBLE BLOWS []
damage reduction by (divine rank ?2)/+2. The deity’s attacks with a specific melee weapon are almost
Suggested Portfolio Elements: Any. impossible to avoid.
Prerequisites: Weapon Focus and Improved Critical
INCREASED ENERGY RESISTANCE [] with the selected melee weapon.
Benefit: When the deity makes a melee attack with the
The deity has resistance to energy beyond the divine norm. chosen weapon against a creature, resolve the attack as a
Benefit: The deity gains resistance of 20 + divine rank to melee touch attack (the weapon blow ignores armor and
acid, cold, electricity, fire, or sonic energy. natural armor bonuses).
Notes: A deity can have this ability multiple times, If the weapon hits, the creature struck must make a
choosing a different form of energy each time. Fortitude save (DC 10 + the deity’s Constitution modifier +
The deity also can have this ability more than once for a the deity’s divine rank) or be stunned for 1d10 rounds.
single type of energy. When the deity strikes an object with the chosen weapon,
When applied to an energy type that the deity already the blow ignores the object’s hardness.
resists, this ability increases the resistance by 20. Notes: A deity can have this ability multiple times,
For example, all deities have cold resistance of 20 + divine choosing a different kind of weapon each time.
rank. Suggested Portfolio Elements: War.
If a deity has Increased Energy Resistance (cold), the deity’s
cold resistance would be 40 + divine rank.
Suggested Portfolio Elements: Any.
147
Benefit: The deity knows the exact moment and
IRRESISTIBLE PERFORMANCE [] circumstances of any mortal creature’s death just by
The deity’s performances have power over creatures far looking at the creature.
beyond what mortal bards can accomplish. Some deities choose to make cryptic comments about the
Prerequisites: Perform 40 ranks. creature’s future demise, while others are saddened by the
Benefit: When the deity sings, plays a musical knowledge.
instrument, tells jokes, recites verse, or engages in any Suggested Portfolio Elements: Death.
other type of performance as a full-round action, the deity
has the option to create any of the following effects.
The deity can use this ability a number of times per day KNOW SECRETS []
equal to its divine rank. No secrets can be kept from the deity.
It affects up to one creature per divine rank within a burst Benefit: The deity can learn a creature’s entire history
with a radius of 10 feet per divine rank, centered on the (including any embarrassing or vital secrets it might know)
deity. just by looking at it.
• Affected creatures become unable to take actions; instead, This ability is similar to the legend lore spell, except that it
they dance, observe the performance with rapt attention, delivers instant results and the subject is allowed a Will
laugh, or applaud at the deity’s option. save (DC 10 + the deity’s Charisma modifier + the deity’s
The affected creatures also suffer a –4 penalty to Armor divine rank) to avoid the effect.
Class, cannot succeed at Reflex saves (except on a roll of Notes: Vecna can draw secrets from up to one creature per
20), and cannot use shields. divine rank at once, but no more than that number each
Creatures can resist this mind effect with a successful Will day.
save (DC 10 + the deity’s Charisma modifier + the deity’s Suggested Portfolio Elements: Knowledge, secrets.
divine rank).
The effects last for as long as the deity performs and for up
to 1 round per divine rank thereafter. LAY CURSE []
• Affected creatures become blissfully calm. The deity can place a debilitating curse on creatures.
They are immune to fear and compulsion effects except for Benefit: This ability works like the bestow curse spell,
those created by deities of higher rank than the performing except that mortals get no save.
deity and any such effects already operating on affected Deities of equal or lesser rank are subject to this ability, but
creatures are countered and dispelled. are allowed Will saves (DC 10 + the deity’s Charisma
This ability also counters and dispels rage effects except for modifier + the deity’s divine rank) to resist.
those created by deities of higher rank than the performing The curse can be removed only by a deity of equal or higher
deity. rank than the cursing deity.
Immunity to fear and compulsion last for as long as the The deity can affect up to one creature per divine rank at
deity performs and for up to 1 round per divine rank once, but no more than that number each day.
thereafter. All must be within the deity’s line of sight when first
• Affected creatures fall asleep. affected.
This works like the sleep spell, except that any living Suggested Portfolio Elements: Evil.
creature can be affected.
Creatures can resist this mind effect with Will saves (DC 10
+ the deity’s Charisma modifier + the deity’s divine rank). LAY QUEST []
Affected creatures sleep for up to 1 hour per divine rank or
The deity can enchant creatures so they are compelled to
until awakened. perform some service of his choosing.
The deity can end the effect at will.
Benefit: This ability works like the geas/quest spell, except
• Affected creatures are so deeply moved that they simply
that it works only on mortals and it can be removed only by
die.
a deity of equal or higher rank than the deity who lays the
Only living creatures with Hit Dice equal to or less than the
quest.
deity’s divine rank are affected.
The deity can affect up to one creature per divine rank at
Creatures can resist the effect with Fortitude saves (DC 10 +
once, but no more than that number each day.
the deity’s Charisma modifier + the deity’s divine rank).
All must be within the deity’s line of sight when first
Once a creature makes a successful save against one of the
affected.
deity’s performances, the creature cannot be affected again
for one day. Suggested Portfolio Elements: Justice, law.
Note: Not all deities with this ability can create all the
mentioned effects, as specified in the deity descriptions. LIFE AND DEATH []
Suggested Portfolio Elements: Art, bards, beauty,
dance, love, music, poetry. The deity can kill a mortal creature almost anywhere.
Likewise, the deity can bestow life upon any dead mortal
being almost anywhere.
KNOW DEATH [] Prerequisites: Divine rank 6, Gift of Life or Hand of
The deity knows when and how creatures will meet their Death salient divine ability.
end. Benefit: The deity designates any mortal and snuffs out
its life.
148
Or the deity can designate any dead mortal and restore it to Prerequisites: Divine rank 6, Cha 29, Divine Blast
life. salient divine ability.
Notes: This ability works across planar boundaries and Benefit: This ability works like the Divine Blast ability,
penetrates any barrier except a divine shield. except that the deity can specify up to five targets per rank,
However, the subject must be in a location the deity can no two of which can be more than one mile apart per rank,
sense, either within the deity’s sense range or in a location or an area.
the deity can perceive through its remote sensing ability. The area can be a cone, burst, spread, or cylinder.
If the deity cannot see the subject, the deity must A cone can be up to 100 feet long per rank.
unambiguously identify the subject in some fashion, such A burst or spread can have a radius of up to 50 feet per rank.
as by reciting the subject’s time and place of birth or death, A cylinder can have a radius of up to 50 feet per rank and a
listing the subject’s notable or infamous deeds, or height of up to 10 feet per rank.
something similar. The deity chooses the attack’s exact form and dimensions.
If the deity chooses to kill a mortal, the ability works like Each use of this ability counts as a use of the deity’s Divine
the destruction spell, except that there is no material Blast ability.
component or saving throw. Suggested Portfolio Elements: Death, destruction,
The mortal cannot be raised or resurrected afterward, war.
except by a deity of equal or higher rank using the Gift of
Life or Life and Death salient divine ability.
If the deity restores life to a mortal, this ability works like MASS LIFE AND DEATH []
the true resurrection spell, except that there is no material The deity can kill large numbers of mortal creatures almost
component and the amount of time the subject has been anywhere.
dead is irrelevant. Likewise, the deity can bestow life upon large numbers of
This ability cannot restore a creature to life against its will, dead mortals almost anywhere.
but it can resurrect an elemental or outsider. Prerequisites: Divine rank 16, Gift of Life or Hand of
It can resurrect a creature whose soul is trapped (as the trap Death salient divine ability, Life and Death salient divine
the soul spell in the Player’s Handbook), provided the soul is ability.
not held by a deity of higher rank than the one using this Benefit: The deity can designate any number of mortals
ability. and snuffs out their lives.
This ability cannot restore life to a creature that has been Or the deity can designate any number of dead mortals and
slain by the Hand of Death, Life and Death, or Mass Life restore them to life.
and Death ability of a deity with a higher rank. Notes: No two mortals affected by a single use of this
Rest: After using either version of this ability, the deity ability can be more than one mile apart per rank of the
must rest for 1 minute per level or Hit Die of the creature deity.
affected. The ability is otherwise identical with the Life and Death
Deities whose portfolio includes death do not have to rest salient divine ability.
after using this ability. Rest: After using either version of this ability, the deity
Suggested Portfolio Elements: Death, supreme. must rest for 1 minute per levels or Hit Dice of the
creatures affected.
LIFE DRAIN [] Suggested Portfolio Elements: Death, supreme.
The deity can create a dark cloud that saps life energy.
Prerequisites: Death domain. MASTER CRAFTER []
Benefit: As a free action, the deity can generate a cloud of The deity’s Craft skills and item creation capabilities are
darkness that rises from its body in a spread with a radius of beyond compare.
10 feet per divine rank and 10 feet high. Prerequisites: 23 ranks in two different Craft skills.
The cloud blocks sight as a deeper darkness spell does, except Benefit: Any object the deity creates is treated as a
that it cannot be countered by light effects (other than masterwork item, but uses the base item price (not the
those cast by deities of higher rank). masterwork price) to determine time and cost required to
Living creatures must make Will saves (DC 10 + the deity’s create it.
Charisma modifier + the deity’s divine rank) or die. Any item the deity creates also has twice the hit points it
Even with a successful save, living creatures still gain two would normally have, and its break DC is increased by +10.
negative levels (the save DC to remove the negative levels These benefits apply to walls, doors, and other components
is the same as the first Will save). of buildings the deity creates, as well as smaller items.
A single creature can be drained by the cloud only once per Suggested Portfolio Elements: Crafts, creation.
day, but the cloud’s darkness remains effective.
Suggested Portfolio Elements: Death, undead.
MIND OF THE BEAST []
MASS DIVINE BLAST [] The deity can make plants and animals sentient, and it can
reduce sentient creatures to animal or plant form.
The deity can release part of its personal energy as an Benefit: The deity can grant humanlike sentience to trees
attack. or animals.
The ability can be used against multiple targets or an area.

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.

CUNNING SIDESTEP [GENERAL] DRAGON FAMILIAR [GENERAL]


You have a better than normal chance to avoid being bull When you are able to acquire a new familiar, you may select
rushed or tripped. a wyrmling dragon as a familiar.
Prerequisites: Improved Unarmed Strike, Clever Prerequisites: Cha 13, Speak Language (Draconic),
Wrestling, size Small or Medium. arcane spellcaster level 7th, ability to acquire a new familiar,
Benefit: When your opponent is larger than Medium, compatible alignment.
you gain a circumstance bonus on any opposed check you Benefit: When acquiring a new familiar, you can choose a
make to avoid being bull rushed, tripped, knocked down, or wyrmling dragon.
pushed. See Dragons as Familiars, page 141, for more information.
The size of the bonus depends on your opponent’s size:

DRAGON HUNTER [GENERAL]


You have made a special study of dragons and know how to
defend against a dragon’s attacks.
Prerequisite: Wis 13.
Benefit: You gain a +2 dodge bonus to Armor Class
154 against attacks made by dragons and a +2 competence
bonus on saving throws against the spells, attacks, and
special abilities of dragons. DRAGONBANE [GENERAL]
Likewise, you gain a +2 competence bonus on any opposed You have made a special study of dragons and are adept at
check (such as a bull rush attempt or a grapple check) you pulling off deliberate attacks that take advantage of a
make against a dragon. dragon’s weak spots.
Prerequisites: Int 13, Dragonfoe, base attack bonus +6.
Benefit: You may use a full-round action to make a single
DRAGON HUNTER BRAVERY attack (melee or ranged) against a dragon with a +4 bonus
[GENERAL] on the attack roll.
Such an attack deals an extra 2d6 points of damage if it hits.
You resist dragons’ frightful presence, and your mere For a ranged attack, the dragon must be within 30 feet to
presence helps others resist as well. gain the bonus to hit and the extra damage.
Prerequisites: Wis 13, Dragon Hunter. Special: The bonus on the attack roll and the extra
Benefit: You and all allies within 30 feet who can see you damage stack with the benefits provided by a weapon with
are treated as having +4 HD for the purposes of the bane (dragons) special ability.
determining your resistance to the frightful presence of In the case of a critical hit, the extra damage dice aren’t
dragons. multiplied.
All creatures so affected also gain a +4 morale bonus on
Will saves made to resist a dragon’s frightful presence.
Your animal companion, familiar, or special mount DRAGONCRAFTER [GENERAL]
automatically succeeds on its Will save to resist the You can make special weapons, armor, and other items
dragon’s frightful presence if you succeed on yours (or if using parts of dragons as materials.
your effective Hit Dice total makes you immune). Prerequisite: Knowledge (arcana) 2 ranks.
Benefit: You can create any dragoncraft item whose
DRAGON HUNTER DEFENSE prerequisites you meet.
Creating a dragoncraft item follows the normal rules for the
[GENERAL] Craft skill (see page 70 of the Player’s Handbook).
Your insight into the tactics and abilities of dragons grants See Dragoncraft Items, page 116, for details.
you awareness of how best to avoid their magical attacks.
Prerequisites: Wis 13, Dragon Hunter. DRAGONDOOM [GENERAL]
Benefit: You gain the evasion ability against the breath
weapons of dragons. You have learned how to place blows against a dragon that
(If a dragon’s breath weapon allows a Reflex save for half deal tremendous damage.
damage, a successful save indicates that you take no Prerequisites: Int 13, Dragonbane, Dragonfoe, base
damage). attack bonus +10.
Also, you gain a bonus equal to 1/2 your character level on Benefit: When you attack a dragon, the critical multiplier
all saving throws you make against the supernatural or of your weapon improves as noted below.
spell-like abilities of dragons.

DRAGON STEED [GENERAL]


You have earned the service of a loyal draconic steed.
Prerequisites: Cha 13, Ride 8 ranks, Speak Language
(Draconic).
Benefit: You gain the service of a dragonnel (see page Special: The benefit of this feat does not stack with any
150) as a steed. other ability or effect that alters a weapon’s critical
It serves loyally as long as you treat it fairly, much like a multiplier.
cohort.
Special: If you have a special mount (such as from the
paladin class feature), this dragonnel replaces your special DRAGONFOE [GENERAL]
mount. You have learned how to how to attack dragons more
See Dragons as Special Mounts, page 139, for details. effectively than most other individuals.
Prerequisite: Int 13.
Benefit: You gain a +2 bonus on attack rolls against
DRAGON WILD SHAPE [GENERAL] dragons and a +2 bonus on caster level checks made to
You can take the form of a dragon. overcome a dragon’s spell resistance.
Prerequisites: Wis 19, Knowledge (nature) 15 ranks, Also, dragons take a –2 penalty on saving throws against
wild shape ability. your spells, spell-like abilities, and supernatural abilities.
Benefit: You can use your wild shape ability to change
into a Small or Medium dragon.
You gain all the extraordinary and supernatural abilities of DRAGONFRIEND [GENERAL]
the dragon whose form you take, but not any spell-like You are a known and respected ally of dragons.
abilities or spellcasting powers. Prerequisites: Cha 11, Speak Language (Draconic).
155
Benefit: You gain a +4 bonus on Diplomacy checks made designed to batter you from above, such as an overrun,
to adjust the attitude of a dragon, and a +2 bonus on Ride trample, power dive, or dragon crush attack.
checks made when you are mounted on a dragon. You cannot use this feat if you are flat-footed or already
In addition, you gain a +4 bonus on saves against the grappled.
frightful presence of good dragons. This feat does not grant you an additional attack of
Special: You can’t select this feat if you have already taken opportunity in a round, so the feat does not help you if you
the Dragonthrall feat. have no attacks of opportunity available.
You gain a special attack modifier based on your opponent’s
size, as shown below.
DRAGONSONG [GENERAL] If your attack hits, you deal triple damage.
Your song or poetics echo the power of the dragonsong, an
ancient style of vocal performance created by dragons in
the distant past.
Prerequisites: Cha 13, Knowledge (arcana) 4 ranks,
Perform 6 ranks, Speak Language (Draconic).
Benefit: You gain a +2 bonus on Perform checks
involving song, poetics, or any other verbal or spoken form
of performance.
In addition, the DC of any saving throw required by mind-
affecting effects based on your song or poetics (such as
bardic music) is increased by +2.
Special: Any extra damage dice your attack deals (such as
from a sneak attack ability or a weapon special ability) are
DRAGONTHRALL [GENERAL] not multiplied by this feat.
You have pledged your life to the service of evil If you score a critical hit with your attack, the extra damage
dragonkind. you deal stacks with the extra damage from this feat.
Prerequisite: Speak Language (Draconic). Add the damage multipliers together according to the
Benefit: You gain a +4 bonus on any Bluff check made standard rule (see Multiplying, page 304 of the Player’s
against a dragon, and a +2 bonus on Ride checks made Handbook).
when you are mounted on a dragon. For example, if your weapon deals double damage on a
You gain a +4 bonus on saves against the frightful presence critical hit, any critical hit you score while also using this
of evil dragons. feat deals quadruple damage.
You take a –2 penalty on saves against enchantment spells
and effects cast by dragons. SENSE WEAKNESS [GENERAL]
Special: You can’t select this feat if you have already taken
the Dragonfriend feat. You can take advantage of subtle weaknesses in your
opponents’ defenses.
Prerequisites: Int 13, Combat Expertise, Weapon
FRIGHTFUL PRESENCE [GENERAL] Focus.
Like a dragon, your mere presence can terrify those around Benefit: Whenever you attack with a weapon with which
you. you have selected the Weapon Focus feat, you may ignore
Prerequisites: Cha 15, Intimidate 9 ranks. up to 5 points of the target’s damage reduction (regardless
Benefit: You gain the use of the frightful presence ability. of the material or enhancement bonus of your weapon) or
Whenever you attack or charge, all opponents within a hardness.
radius of 30 feet who have fewer levels or Hit Dice than you This benefit can’t reduce the effective damage reduction or
become shaken for a number of rounds equal to 1d6 + your hardness of a target to less than 0.
Cha modifier.
The effect is negated by a Will save (DC 10 + 1/2 your
character level + your Cha modifier). EPIC, METABREATH AND
A successful save indicates that the opponent is immune to
your frightful presence for 24 hours. MONSTROUS FEATS
This ability can’t affect creatures with an Intelligence of 3
or lower, nor does it have any effect on dragons.
ADROIT FLYBY ATTACK [GENERAL]
OVERHEAD THRUST [GENERAL] You can make flyby attacks and get out of reach quickly.
Prerequisites: Fly speed 90, Flyby Attack, Hover or
You can deal a nasty attack to anything that tries to crush or Wingover.
run over you. Benefit: When flying and making an attack action, you
Prerequisites: Close-Quarters Fighting, Power Attack, can move both before and after the attack, provided that the
base attack bonus +6. total distance moved is not greater than your fly speed.
Benefit: You can use a slashing or piercing weapon to Your flying movement does not provoke attacks of
make an attack of opportunity against a foe using an attack opportunity from the creatures you attack during the round
when you use this feat.
156
In the following round, foes that failed their saves against
AWAKEN FRIGHTFUL PRESENCE the breath weapon initially take an additional 36 points of
[MONSTROUS] cold damage, and foes that succeeded on their saves take 18
points of cold damage.
You gain frightful presence. A foe can take a full-round action to attempt to remove the
Prerequisites: Cha 11, dragon type. clinging breath weapon before taking any additional
Benefit: You gain the frightful presence special ability damage.
with a radius in feet equal to 5 × 1/2 your racial Hit Dice. It takes a successful Reflex saving throw (same DC as your
The ability takes effect automatically whenever you attack, normal breath weapon) to remove the effect.
charge, or fly overhead. Rolling around on the ground grants a +2 bonus on the
Creatures within the radius are subject to the effect if they saving throw, but leaves the foe prone.
can see you and have fewer Hit Dice than your racial Hit A clinging breath weapon cannot be removed or smothered
Dice. by jumping into water.
A potentially affected creature that succeeds on a Will save A clinging breath weapon can be magically dispelled (DC
(DC 10 + 1/2 your racial HD + your Cha modifier) remains equal to your breath weapon save DC).
immune to your frightful presence for 24 hours. This feat only works on a breath weapon that has
On a failure, creatures with 4 or fewer Hit Dice become instantaneous duration and that deals some kind of
panicked for 4d6 rounds and those with 5 or more Hit Dice damage, such as energy damage (acid, cold, electricity, fire,
become shaken for 4d6 rounds. or sonic), ability damage, or negative levels.
Dragons ignore the frightful presence of other dragons. When you use this feat, add +1 to the number of rounds
Special: If you have both this feat and you have (or later you must wait before using your breath weapon again.
gain) the frightful presence ability, your frightful presence Special: You can apply this feat more than once to the
radius either increases by 50% or increases to 5 feet × 1/2 same breath weapon.
your racial Hit Dice, whichever figure is higher. Each time you do, the clinging breath weapon lasts an
The save DC against your frightful presence also increases additional round.
by 2.

DEVASTATING CRITICAL [EPIC]


AWAKEN SPELL RESISTANCE
Choose one type of melee weapon, such as a claw or bite.
[MONSTROUS] With that weapon, you are capable of killing any creature
You gain spell resistance. with a single strike.
Prerequisites: Con 13, dragon type. Prerequisites: Str 25, Cleave, Great Cleave, Improved
Benefit: You gain innate spell resistance equal to your Critical (chosen weapon), Overwhelming Critical (chosen
racial Hit Dice. weapon), Power Attack, Weapon Focus (chosen weapon).
Special: If your racial Hit Dice increase after you gain this Benefit: Whenever you score a critical hit with the
feat, your spell resistance increases as well. weapon you have chosen, the target must make a Fortitude
If you have this feat and you also have (or later gain) spell save (DC 10 + 1/2 your HD + your character level + your Str
resistance as a racial ability, your spell resistance is equal to modifier) or die instantly.
your new Hit Dice total or your racial spell resistance +2, (Creatures immune to critical hits can’t be affected by this
whichever is higher. feat).
You can take this feat multiple times. Special: You can gain this feat multiple times.
Each time you take the feat, your innate spell resistance Its effects do not stack.
increases by 2. Each time you take the feat, it applies to a new weapon.
For example, an old silver dragon that has taken this feat
twice has spell resistance 30. DIRE CHARGE [EPIC]
You can make a full attack as part of a charge.
CLINGING BREATH [METABREATH] Prerequisite: Improved Initiative.
Your breath weapon clings to creatures and continues to Benefit: If you charge a foe during the first round of
affect them in the round after you breathe. combat (or the surprise round, if you are allowed to act in
Prerequisites: Con 13, breath weapon. it), you can make a full attack against the opponent you
Benefit: Your breath weapon has its normal effect, but charge.
also clings to anything caught in its area. Normal: Without this feat, you may only make a single
A clinging breath weapon lasts for 1 round. attack as part of a charge.
In the round after you breathe, the clinging breath weapon
deals half of the damage it dealt in the previous round.
Creatures that avoid damage from the breath weapon (such
DRACONIC KNOWLEDGE
as creatures with the evasion special quality or incorporeal [MONSTROUS]
creatures) do not take the extra damage. You are attuned to nature and the elements and can draw
For example, an old silver dragon uses its cold breath and on deep wells of knowledge.
deals 72 points of cold damage (or 36 points against a target
Prerequisites: Int 19, true dragon, any three Knowledge
that makes its save). skills.
157
Benefit: This feat works much like the bard’s bardic Prerequisites: Con 19, dragon type, Toughness.
knowledge class feature, except that it relies on the scale Benefit: You gain damage reduction 2/–.
and impact of past events rather than on how many people This stacks with any damage reduction you have from other
already share the information. sources.
You may make a special Draconic Knowledge check (d20 + Damage reduction cannot reduce damage below 0.
your age category + your Int modifier) to see whether you
know some relevant information about an item, event, or
locale. ENLARGE BREATH [METABREATH]
This check will not reveal the powers of a magic item but Your breath weapon is larger than normal.
may give a hint about its general function. Prerequisites: Con 13, breath weapon.
You may not take 10 or take 20 on this check; this sort of Benefit: The length of your breath weapon increases by
information is essentially random. 50% (round down to the nearest multiple of 5).
If you have a Knowledge skill that is related to or applicable For example, an old silver dragon breathing an enlarged
to the information you seek, you receive a +1 bonus on the cone of cold produces a 75-foot cone instead of a 50-foot
draconic knowledge check for every 5 ranks you have in cone.
that Knowledge skill. Cone-shaped breath weapons get wider when they get
The DM determines the Difficulty Class of the check by longer, but line-shaped breath weapons do not.
referring to the table below. When you use this feat, add +1 to the number of rounds
you must wait before using your breath weapon again.

EPIC FORTITUDE [EPIC]


You have tremendously high fortitude.
Benefit: You gain a +4 bonus on all Fortitude saving
throws.

EPIC REFLEXES [EPIC]


You have tremendously fast reflexes.
Benefit: You gain a +4 bonus on all Reflex saving throws.

EPIC WILL [EPIC]


You have tremendously strong willpower.
Benefit: You gain a +4 bonus on all Will saving throws.

EXTEND SPREADING BREATH


[METABREATH]
You can convert your breath weapon into a spread effect
that can be used at range.
Prerequisites: Con 15, breath weapon, Shape Breath,
Spreading Breath, size Small or larger.
Benefit: You can modify your breath weapon so that it
fills a spread centered anywhere within a short distance of
EMBED SPELL FOCUS your head.
[MONSTROUS] The range and size of the spread depends on your size, as
shown below.
You can embed focus components required for your spells
into your body.
Prerequisites: Con 13, dragon type, ability to cast spells.
Benefit: You can embed the focus component for a spell
you know how to cast into your skin or hide and use the
embedded focus anytime you cast the spell.
You can embed a number of focuses equal to your
Constitution score.
Special: The total value of expensive spell focuses a
dragon has embedded in its hide should be considered part When you use this feat, add +2 to the number of rounds
of the dragon’s treasure. you must wait before using your breath weapon again.

ENDURE BLOWS [MONSTROUS] FAST HEALING [EPIC]


158 You are adept at lessening the effects of blows. You heal your wounds very quickly.
Prerequisite: Con 25. Creatures with multiple limbs qualify for this feat as well,
Benefit: You gain fast healing 3, or your existing fast so a creature with three arms and three claw attacks
healing improves by 3. qualifies for this feat.
The benefit of this feat does not stack with fast healing Normal: Without this feat, you attack once with each
granted by magic items or nonpermanent magical effects. natural weapon.
Special: This feat may be taken multiple times. Special: You can take this feat once for each pair of
Its effects stack. natural weapons you have.
For example, a Large true dragon has one bite, two claws,
two wings, and one tail attacks.
HEIGHTEN BREATH [METABREATH] The dragon can take this feat twice, once for its claws and
Your breath weapon is even more deadly than normal. once for its wings.
Prerequisites: Con 13, breath weapon.
Benefit: You can increase the save DC of your breath
weapon by any number up to a maximum equal to your
IMPROVED SNATCH [GENERAL]
Constitution bonus. You can make snatch attacks against bigger opponents than
For each point by which you increase the save DC, add +1 other creatures can.
to the number of rounds you must wait before using your Prerequisite: Snatch.
breath weapon again. Benefit: As the Snatch feat (see page 304 of the Monster
Manual), except that you can grab a creature two size
categories smaller than you with your bite or claw attack.
IMPROVED MANEUVERABILITY
[GENERAL] IMPROVED SPEED [MONSTROUS]
Your maneuverability in flight improves. You are faster than others of your kind.
Prerequisites: Fly speed 150 feet, Hover or Wingover. Prerequisites: Str 13, dragon type.
Benefit: Your maneuverability improves by one category, Benefit: Your fly speed (if you have one) improves by 20
from clumsy to poor, poor to average, or average to good feet.
(see Tactical Aerial Movement, page 20 of the Dungeon All other speeds you have improve by 10 feet.
Master’s Guide).
Special: You can take this feat multiple times.
Each time you take the feat, your maneuverability improves IMPROVED SPELL CAPACITY [EPIC]
by one category (but never becomes better than good). You can prepare spells that exceed the normal limits of
spellcasting.
IMPROVED MULTIATTACK Prerequisite: Ability to cast spells of the normal
maximum spell level in at least one spellcasting class.
[MONSTROUS] Benefit: When you select this feat, you gain one spell slot
You are particularly adept at using all your natural weapons per day of any level up to one level higher than the highest
at once. level spell you can already cast in a particular class.
Prerequisites: Three or more natural weapons, For example, if you select this feat as a 21st-level wizard,
Multiattack. you would gain one wizard spell slot of any spell level up to
Benefit: Your secondary attacks with natural weapons 10th.
have no penalty on the attack roll. You must still have the requisite ability score (10 + spell
You still add only 1/2 your Strength bonus, if any, to level) to cast any spell stored in this slot.
damage dealt. If you have a high enough ability modifier to gain one or
more bonus spells for this spell level, you also gain the
Normal: Without this feat, your secondary natural attacks
bonus spells for this spell level.
are made at a –5 penalty (or a –2 penalty if you have the
Multiattack feat). You must use the spell slot as a member of the class in
which you can already cast spells of the normal maximum
spell level.
IMPROVED RAPIDSTRIKE For instance, a 5th-level ranger/22nd-level sorcerer
couldn’t add a ranger spell slot, because he can’t cast spells
[MONSTROUS] of the normal maximum spell level for rangers.
You can make multiple attacks with a natural weapon. He must add the spell slot to his sorcerer spells.
Prerequisites: Dex 9, one or more pairs of natural Special: You can gain this feat multiple times.
weapons, aberration, dragon, elemental, magical beast, or
plant type, base attack bonus +15, Rapidstrike.
Benefit: If you have a pair of natural weapons, such as
LARGE AND IN CHARGE [GENERAL]
two claws, two wings, or two slams, you can make two or You can prevent opponents from closing inside your reach.
more extra attacks with one of those weapons, the first at a Prerequisites: Natural reach of 10 feet or more, size
–5 penalty and the second and subsequent attacks at an Large or larger.
additional –5, but never more than four extra attacks. Benefit: When you make a successful attack of
opportunity against an opponent that is moving inside your
threatened area, you can force the opponent back to the 5-
159
foot space it was in before it provoked the attack of Each time you do, the lingering breath lasts an additional
opportunity. round.
After you hit with your attack of opportunity, make an You can apply this feat to a breath weapon that also has
opposed Strength check against your opponent. received the Clinging Breath feat, but the resulting breath
You gain a +4 bonus for each size category larger than your clings only to foes caught in the initial breath.
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 MAXIMIZE BREATH [METABREATH]
back 5 feet into the space it just left. You can take a full-round action to use your breath weapon
An opponent you push cannot move any farther in this to maximum effect.
round. Prerequisites: Con 17, breath weapon.
Benefit: If you use your breath weapon as a full-round
action, all variable, numeric effects of the attack are
LINGERING BREATH maximized.
[METABREATH] A maximized breath weapon deals maximum damage, lasts
for the maximum time, or the like.
Your breath weapon forms a lingering cloud. For example, an old silver dragon using a maximized cold
Prerequisites: Con 15, breath weapon, Clinging Breath. breath weapon (damage 16d8) deals 128 points of damage.
Benefit: Your breath weapon has its normal effects, but An old silver dragon using a maximized paralysis gas breath
also remains as a lingering cloud of the same shape and size weapon (duration 1d6+8 rounds) paralyzes creatures for 14
as the original breath weapon. rounds if they fail their saving throws.
This cloud lasts 1 round. The DCs for saving throws against your breath weapon are
Foes caught in the breath weapon’s area when you breathe not affected.
take no additional damage from the lingering breath When you use this feat, add +3 to the number of rounds
weapon, provided they leave the cloud by the shortest you must wait before using your breath weapon again.
available route on their next turn. This feat stacks with the effects of breath weapons
Otherwise, anyone who touches or enters the cloud while enhanced with other metabreath feats, but does not
it lasts takes one-half of the breath weapon’s normal effects; maximize them.
any saving throw the breath weapon normally allows still For example, a maximized breath weapon further enhanced
applies. by the Tempest Breath feat produces the type of wind effect
Damaging breath weapons deal one-half their normal noted in that feat description, but the velocity of the wind
damage, and breath weapons with effects that have is not also maximized.
durations last for half the normal time. Special: You cannot use this feat and the Quicken Breath
If a creature is affected by the same nondamaging breath feat on the same breath weapon at the same time.
weapon twice, the effects do not stack.
For example, an old silver dragon uses this feat on its cold
breath weapon. MULTISNATCH [GENERAL]
Creatures caught in the 50-foot cone take 16d8 points of You can grapple enemies more firmly with only one of your
cold damage, and a DC 31 Reflex save reduces the damage natural attacks.
by half.
Prerequisites: Str 17, Snatch.
The 50-foot cone lingers for 1 round.
While the cone lasts, anyone touching or entering it takes Benefit: When grappling an opponent with only the part
of your body that made the attack, you take only a –10
8d8 points of cold damage, and a DC 31 Reflex save reduces
penalty on grapple checks to maintain the hold.
the cold damage to 4d8 points.
Creatures in the cone when the dragon breathed take no Normal: Without this feat, you take a –20 penalty on
additional damage if they leave by the shortest available grapple checks to maintain a hold with only one part of
route on their next turn. your body.
If the same dragon uses this feat on its paralyzing breath
weapon, a creature caught in the 50-foot cone must make a OVERCOME WEAKNESS
DC 31 Fortitude save or be paralyzed for 1d6+8 rounds.
The 50-foot cone lingers for 1 round. [MONSTROUS]
While the cone lasts, anyone touching or entering it must You can overcome an innate vulnerability through sheer
make a DC 31 Fortitude save or be paralyzed for 1d3+4 willpower.
rounds. Prerequisites: Vulnerability to energy, Iron Will,
Creatures in the cone when the dragon breathed take no Suppress Weakness.
additional damage if they leave by the shortest available Benefit: You can completely suppress your vulnerability
route on their next turn. to a type of energy.
Creatures paralyzed by the initial breath cannot leave the When subjected to an attack based on that type of energy,
cloud, but suffer no additional effects because the you take no extra damage.
paralyzing effects do not stack. Normal: A creature vulnerable to a type of energy takes
When you use this feat, add +2 to the number of rounds half again as much (+50%) damage as normal from that
you must wait before using your breath weapon again. energy type, regardless of whether a saving throw is
Special: You can apply this feat more than once to the allowed, or if the save is a success or failure.
same breath weapon.
160
Special: If you fail in the overrun attempt and are tripped
OVERWHELMING CRITICAL [EPIC] in turn, you are instead knocked down and deal the
Choose one type of melee weapon, such as claw or bite. indicated slam damage to yourself.
With that weapon, you deal more damage on a critical hit.
Prerequisites: Str 23, Cleave, Great Cleave, Improved
Critical (chosen weapon), Power Attack, Weapon Focus QUICKEN BREATH [METABREATH]
(chosen weapon). You can loose your breath weapon with but a thought.
Benefit: When using the weapon you have selected, you Prerequisites: Con 19, breath weapon.
deal +1d6 points of extra damage on a successful critical hit. Benefit: Using your breath weapon is a free action.
If the weapon’s critical multiplier is ×3, add +2d6 points of When you use this feat, add +4 to the number of rounds
extra damage instead, and if the multiplier is ×4, add +3d6 you must wait before using your breath weapon again.
points of extra damage instead. Special: You cannot use this feat and the Maximize
(Creatures immune to critical hits can’t be affected by this Breath feat on the same weapon at the same time.
feat).
Special: You can gain this feat multiple times.
Its effects do not stack. RAPIDSTRIKE [MONSTROUS]
Each time you take the feat, it applies to a new weapon. You can attack more than once with a natural weapon.
Prerequisites: Dex 9, one or more pairs of natural
POWER CLIMB [GENERAL] weapons, aberration, dragon, elemental, magical beast, or
plant type, base attack bonus +10.
If you fly in a straight line, you can gain altitude in flight Benefit: If you have a pair of natural weapons, such as
more easily than others. two claws, two wings, or two slams, you can make one extra
Prerequisites: Str 15, fly speed (average attack with one of those weapons at a –5 penalty.
maneuverability). A creature with multiple limbs qualifies for this feat as well,
Benefit: When flying, you can gain altitude and still such as a creature with three arms and three claw attacks.
move your full speed provided you fly in a straight line. Normal: Without this feat, you attack once with each
Normal: Without this feat, you must move at half speed natural weapon.
to gain altitude (see Tactical Aerial Movement, page 20 of Special: You can take this feat once for each pair of
the Dungeon Master’s Guide). natural weapons you have.
For example, a Large dragon has one bite, two claws, two
wings, and one tail attacks.
POWER DIVE [GENERAL] The dragon can take this feat twice, once for its claws and
You can fall upon an opponent from the sky. once for its wings.
Prerequisites: Str 15, fly speed (average
maneuverability).
Benefit: When flying, you can dive and land on an RECOVER BREATH [METABREATH]
opponent to deal extra damage. You wait less time before being able to use your breath
This is a standard action that can only affect creatures that weapon again.
are smaller than you. Prerequisites: Con 17, breath weapon.
You make an overrun attack, but the opponent cannot Benefit: You reduce the interval between uses of your
choose to avoid you. breath weapon.
If you knock down the target, you may make an additional You wait 1 round less than usual before breathing again, but
slam attack, dealing the indicated damage plus 1-1/2 times always at least 1 round.
your Strength bonus (round down). The feat stacks with the effects of metabreath feats,
This attack is at the usual +4 bonus against prone reducing the total time you must wait to use your breath
opponents. weapon again by 1 round.
Special: If you have multiple heads with breath weapons,
all breath weapons use the reduced interval.

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.

SHOCK WAVE [MONSTROUS] SPELLCASTING HARRIER [EPIC]


Spellcasters you threaten find it difficult to cast defensively.
You can strike the ground with your tail so hard it knocks
other creatures down. Prerequisite: Combat Reflexes.
Prerequisites: Str 13, dragon, size Large or larger, Power Benefit: Any spellcaster you threaten in melee provokes
Attack. an attack of opportunity if he or she tries to cast
Benefit: You may, as a full-round action, strike a solid defensively.
surface with your tail and create a shock wave that radiates You get a +4 bonus on this attack roll.
out from your space and continues for a number of feet
equal to 5 × your racial Hit Dice. SPREADING BREATH
Make a bull rush attack by rolling once regardless of how
many creatures are in the radius. [METABREATH]
Every creature in the radius makes a Strength check and You can convert your breath weapon into a spread effect.
compares it to your roll. Prerequisites: Con 15, breath weapon, Shape Breath,
Those who fail their opposed checks are knocked down. size Small or larger.
Special: Structures and unattended objects at least Benefit: You can modify your breath weapon so that it
partially within the shock wave take damage equal to 1d6 + fills a spread centered on your head instead of taking its
your Strength bonus. normal shape.
The radius of the spread depends on your size, as shown
SNATCH AND SWALLOW below.

[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

(3.5) ancestry and can hurl orbs of lightning.


Prerequisite: Draconic Heritage (blue), sorcerer level
3rd.
Benefit: As a standard action, you can convert an arcane
MAIN SECTION FEATS spell slot into a number of orbs of lightning equal to the
spell’s level, which immediately fly toward the targets you
designate.
ARMOR OF SCALES [CEREMONY] Each orb has a range of 30 feet and requires a ranged touch
attack to hit.
You imbue a target with the protection of a dragon’s hide. On a successful hit, each orb deals a number of points of
Prerequisite: Dragonblood subtype, Knowledge electricity damage equal to 1d6 + your Cha modifier.
(religion) 4 ranks. You can direct any number of orbs at any target within
Benefit: You gain access to ceremonies based on your range, all of them at the same target if desired.
ranks in Knowledge (religion).
Each ceremony provides up to four participants with a
minor natural armor bonus. BRASS DRAGON LINEAGE
The ceremony takes 30 minutes and requires you to mark
defensive runes upon the arms and torso of each participant
[DRACONIC]
with ash from a burned wooden shield of particular quality You have unlocked the power of your brass dragon ancestry
(see below). and can put foes to sleep with ease.
The effect of each ceremony lasts for 24 hours. Prerequisite: Draconic Heritage (brass), sorcerer level
The natural armor bonus gained from this ceremony feat 3rd.
doesn’t stack with a creature’s existing natural armor bonus; Benefit: As a full-round action, you can spend an arcane
use only the higher value. spell slot to cause a living creature within 30 feet to fall
Wyrmling Scales (4 ranks): Each participant gains a +1 natural asleep for 1 round.
armor bonus. A successful Will save (DC 10 + the spell slot’s level + your
This ceremony requires the ashes from a wooden shield of Cha modifier) negates the effect.
any size. If the creature’s Hit Dice equals or exceeds three times the
Adult Scales (12 ranks): Each participant gains a +2 natural spell slot’s level, the effect automatically fails.
armor bonus.
This ceremony requires the ashes from a masterwork
wooden shield of any size. BRONZE DRAGON LINEAGE
Wyrm Scales (18 ranks): Each participant gains a +3 natural [DRACONIC]
armor bonus.
This ceremony requires the ashes from a +1 (or higher) You have tapped into your bronze dragon blood and can
wooden shield of any size. channel arcane energy to repel foes.
Prerequisite: Draconic Heritage (bronze), sorcerer level
3rd.
BLACK DRAGON LINEAGE Benefit: As a swift action, you can spend an arcane spell
slot to force nearby enemies to move away from you.
[DRACONIC] Each opponent within 30 feet of you must begin its next
You have attuned yourself to your black dragon ancestry turn by moving at least 5 feet (1 square) away from you.
and can poison foes with your touch. The direction of movement doesn’t matter, as long as it
Prerequisite: Draconic Heritage (black), sorcerer level takes the foe farther from you than the square in which it
3rd. started.
Benefit: As a standard action, you can convert an arcane Unless the enemy designates the movement as a 5-foot
spell slot into a dangerous poison that you deliver by touch. step, this movement provokes attacks of opportunity as
At any tune before the end of the same turn in which you normal.
activate this ability, you can make a melee touch attack as a A successful Will save (DC 10 + the spell slot’s level + your
swift action. Cha modifier) negates this effect.
The poison renders the target fatigued and deals 1d8 points This is a mind-affecting enchantment (compulsion) effect.
of damage per level of the spell slot converted; 10 rounds
later, the same effect repeats.
Each time, a successful Fortitude save (DC 10 + the spell COPPER DRAGON LINEAGE
slot’s level + your Cha modifier) negates the fatigue and [DRACONIC]
halves the damage.
You have learned to channel the powers of your copper
dragon ancestry to hinder your enemies’ mobility.
Prerequisite: Draconic Heritage (copper), sorcerer level
3rd. 165
Benefit: As a standard action, you can spend an arcane When you declare your draconic heritage, you gain a bonus
spell slot to create a 20-foot-radius burst of magical energy on saving throws against magic sleep and paralysis effects,
centered on you. as well as on saves against spells and abilities with a
All enemies in that area are slowed (as the slow spell) for a descriptor that matches the corresponding energy type.
number of rounds equal to the level of the spell slot unless This bonus equals the number of draconic feats you have.
they succeed on a Fortitude save (DC 10 + the spell slot’s In addition, you gain the corresponding skill as a sorcerer
level + your Cha modifier). class skill.

DOUBLE DRACONIC AURA []


You can project two draconic auras simultaneously.
Prerequisite: Character level 12th, ability to project two
different draconic auras.
Benefit: You can project two draconic auras (see page 86)
simultaneously.
You must activate or dismiss your draconic auras separately.

DRACONIC ARMOR [DRACONIC]


You learn to block damage from successful attacks, Special: With your DM’s permission, you can choose a
lessening the blows with spell energy. draconic heritage associated with a kind of dragon not
Prerequisite: Draconic Heritage, sorcerer level 1st. found in the Monster Manual.
Benefit: Whenever you cast an arcane spell, you gain For details and more options, see Draconic Heritage, page
damage reduction X/magic for 1 round (where X is equal to 102 of Races of the Dragon.
the level of the spell you just cast).
For example, after casting fireball, you would gain DR
3/magic for 1 round.

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.

WORDS OF DRACONIC POWER


[CEREMONY]
You lap into the great tradition of draconic magic to
enhance the words of your allies.
Prerequisite: Knowledge (religion) 4 ranks, Speak
Language (Draconic).
Benefit: You gain access to ceremonies based on your
ranks in Knowledge (religion).
Each ceremony requires 5 minutes, but their forms vary as
described below.
Each ceremony can affect up to six individuals, and the
effects last for 24 hours.
Ancient Tongue (4 ranks): Using a tindertwig, you burn
dragon runes onto a piece of bread (one per participant) and
place it on the participant’s tongue, thereby sharing your
knowledge of the ancient language of dragons.
Each participant gains the ability to speak and understand
the Draconic language.
Potent Words (8 ranks): You write mystic incantations on a
flask of alchemist’s fire (one per participant), making it safe
to consume.
Each participant then drinks the contents of the flask.
When a participant casts a language-dependent spell, his
caster level is increased by 1.
Participants also gain a +1 bonus on saves against language-
dependent spells.
Arcane Syllables (14 ranks): You scribe a single draconic rune
on a pearl worth at least 1,000 gp (one per participant),
which is consumed by the participant.
At any one time during the next 24 hours, the participant
can choose to activate the ceremony’s power as an
immediate action.
This has one of two effects, chosen by the participant.
• If the character is being subjected to a power word spell, he
can treat his current hit points as twice their actual number
for the purpose of determining the effect of the spell.
For example, a character with 55 hit points who activated
this ability in response to a power word kill spell would be
unaffected by the spell (since he would effectively have 110
hit points).
• If the character is capable of casting a power word spell
(that is, he either has such a spell prepared, or he knows
one and has a spell slot available to cast it), he can cast that
power word spell with no additional action required.
Doing this expends the prepared spell or spell slot as
normal.

171
FAVORED IN GUILD BENEFIT
DRAGONS OF (BLOOD OF MORUEME) []
If you have the Favored in Guild feat, you become a scion of

FAERÛN (3.5) Morueme.


Scions gain access to a variety of goods and services that
make their adventuring exploits easier, particularly for
tasks done in the service of the Blood of Morueme.
SIDEBAR FEATS Training, spell access, and shares of the spoils brought in by
the Morueme clan’s actions are all available, as long as the
member continues to contribute to the clan’s hoards.
Scions of Morueme also have access to free spellcasting
BREATH OF UNLIFE [METABREATH] within the clan.
Your breath weapon contains the chill of undeath. Once per month, any scion of Morueme can request a
Prerequisite: Cha 13, energy breath weapon, undead. single spell from a caster of up to two levels higher than the
Benefit: Your energy breath weapon deals half damage of requester.
the normal type and half negative energy damage against Thus a 5th-level scion of Morueme could request a single
living creatures. spell from a 7th-level caster.
Your energy breath weapon deals normal energy damage If any expensive material components are needed to cast
against undead. the spell, the requester must provide those (or the coins to
In addition, you can take other metabreath feats (see purchase them).
Draconomicon) as if you had a Constitution score equal to Spells with XP components are not available through this
your Charisma score. service.
Once per month, as part of the preparation for a mission, a
scion of Morueme receives disposable magic equipment
CREATE SPECTRAL SPAWN [] (scrolls, potions, and wands) equal to 10% of the scion’s
You have the ability to create undead spawn with ties to the expected character wealth (see page 135 of the Dungeon
Plane of Shadow with your energy drain ability. Master’s Guide) from the leadership.
Prerequisite: Energy drain special ability. This benefit most often takes the form of curative magic,
Benefits: Creatures slain with your energy drain ability specialized spells needed for unusually tricky or difficult
arise as spawn under your control with the spectral creature missions, or extra firepower for raids.
template. Occasionally, scions can receive permanent magic
They remain under your control until your death. equipment on loan (usually, with defensive or unusual
properties, such as nondetection, but they are expected to
return these items upon completion of the mission.
EPIC SPELLCASTING [EPIC]
You can create and cast spells that transcend the most
powerful existing spells.
FAVORED IN GUILD BENEFIT
Prerequisite: Spellcraft 24 ranks. Knowledge (arcana) 24 (CHURCH OF TCHAZZAR) []
ranks, ability to cast 9th-level arcane spells.
If you have the Favored in Guild feat, you gain special
OR
treatment in the church.
Spellcraft 24 ranks. Knowledge (religion) 24 ranks, ability
This special status allows followers to keep magic items and
to cast 9th-level divine spells.
information they find on adventures.
OR
Those who gain Tchazzar’s favor are given a pendent
Spellcraft 24 ranks. Knowledge (nature) 24 ranks, ability to
known as the eye of Tchazzar.
cast 9th-level divine spells.
Followers who have not gained Tchazzar’s favor are
Benefit: You can develop and cast epic spells. required to show the dragon any treasure they retrieve.
If you are an arcane spellcaster, you can cast a number of Tchazzar chooses which items he wants to add to his hoard
epic spells per day equal to your ranks in Knowledge and allows them to keep anything else.
(arcana) divided by 10.
If you are a divine spellcaster, you can cast a number of epic
spells per day equal to your ranks in Knowledge (religion) FAVORED IN GUILD BENEFIT (CULT
or Knowledge (nature) divided by 10.
Special: If you meet more than one set of prerequisites, OF THE DRAGON) []
the limit on the number of spells you can cast per day is The Dragon Cult offers little besides protection and
cumulative. kinship to those without the abilities to bring undeath to a
For example, if you are a wizard/cleric, you can cast a dragon.
number of arcane epic spells per day equal to your number Wizards (including specialists) receive one bonus
of ranks in Knowledge (arcana) divided by 10, plus a necromancy spell (of any level they can cast) to add to their
number of divine epic spells per day equal to your number spellbooks at each new wizard level, if they can cast spells
of ranks in Knowledge (religion) or Knowledge (nature) from the school of necromancy.
divided by 10. A wizard attempting to attract a draconic cohort receives a
172 +2 bonus to his Leadership score for that purpose.
A wizard attempting to attract a draconic familiar acts as if Benefit: You can name a dragon quasi-deity as your
he were two levels higher for purposes of the Improved patron deity and still receive your cleric, ranger, or
Familiar feat. blackguard spells normally.
In addition, you can call upon your draconic patron to add a
+1 luck bonus on any one attack roll, saving throw, ability
FAVORED IN GUILD BENEFIT check, skill check, or level check.
(JAEZRED CHAULSSIN) [] Special: You can take this feat only once.
Choosing this feat changes your patron deity from your
Thanks to your training with the Jaezred Chaulssin, you previous deity to a dragon quasi-deity of your choice, and
gain a +4 bonus to the Fortitude DC required to avoid the you take no penalties for making this change.
kill effect of your death attack. If you later choose a different patron deity, you lose the
benefit of this feat, but your new patron can grant you
FAVORED IN GUILD BENEFIT spells just as he or she would for any other cleric.
Tchazzar is currently the only dragon quasi-deity (dragon
(TALONS OF JUSTICE) [] with 12 levels of the dragon ascendant class) active in
None. Faerûn.

FAVORED IN GUILD BENEFIT (THE TRANSDIMENSIONAL BREATH


CONFLUENCE) [] [PSIONIC]
If you have the Favored in Guild feat, you gain the ability to Your breath weapon affects bordering planes.
cast alter self as a spell-like ability once per day. Prerequisite: Cha 13, Ghost Attack, breath weapon.
Your caster level for this ability equals your character level. Benefit: To use this feat, you must expend your psionic
focus (see the Concentration skill description, page 37 of
Expanded Psionics Handbook).
FOLLOWER OF THE SCALY WAY [] When you use your breath weapon, it has its full normal
You are an adherent; of Sammaster’s teachings. effect on incorporeal creatures, creatures on the Ethereal
You hold dragons in high esteem and revere the Sacred Plane or the Plane of Shadow, and creatures within an
Ones (dracoliches). extradimensional space in the breath’s area.
Prerequisite: Speak Draconic, member of the Cult of Such creatures include ethereal creatures, creatures that are
the Dragon. blinking or shadow walking, manifested ghosts, and creatures
within the extradimensional space of a rope trick or portable
Benefits: You receive a +4 bonus on saxes against the
frightful presence of true dragons. hole.
You are immune to the frightful presence and paralyzing
gaze of dracoliches.
Clerics of evil deities can substitute the Dragon domain or
the Scalykind domain for one of their regular domains.

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.

CHOSEN FOE [] DAZZLING FIRE []


The illumination you can bestow on others impedes their
At the expense of attention to other distractions, you focus
ability to fight.
on a single opponent to give you a decided advantage while
Prerequisite: Faerie fire as a spell-like ability.
fighting against him.
Benefit: When you use faerie fire as a spell-like ability, you
Benefit: Once during your turn as a free action, you can
can choose also to render the target of the faerie fire effect
designate a single opponent.
dazzled for its duration.
You gain a +1 insight bonus on attack rolls made against
You also gain one extra daily use of your faerie fire spell-like
that opponent and a +1 insight bonus to AC against attacks
ability.
made by that opponent.
In exchange, you take a –2 penalty on attack rolls against
other creatures and a –2 penalty to AC against attacks made DEAFENING SPELL [METAMAGIC]
by other creatures.
The bonus and penalty last until the start of your next turn. You can modify a spell so it deafens targets.
Special: A fighter can select Chosen Foe as a fighter Benefit: You can alter a spell that deals damage to foes so
bonus feat. that any living creature dealt damage by the spell is also
deafened for 1 round.
The effects from multiple deafening spells do not stack.
A deafening spell uses up a spell slot one level higher than
the spell’s actual level.
174
This is not a magical darkness effect; the fires (or other
DECEPTIVE ILLUMINATION [] sources, such as sunrods) simply go out.
Your innate power to create mobile light is far more precise This ability does not function on any flame larger than that
than others’. of a torch or lantern, so it cannot be used to extinguish a
Prerequisite: Dancing lights as a spell-like ability. burning building or as a defense against fire used as a
Benefit: You can spend a daily use of your dancing lights weapon.
spell-like ability to cast silent image instead. This is the equivalent of a 2nd-level spell.
The illusion lasts for 3 rounds after you cease Mirror Image: You can expend one daily use of dancing lights
concentration, but otherwise functions exactly as the spell. and faerie fire to use mirror image (as the spell, except you
Your caster level equals your class level. gain only 1d4 images).
You gain one extra daily use of your dancing lights spell-like See Invisibility: You can expend one daily use of darkness and
ability. faerie fire to use see invisibility (as the spell, except the
duration is only 1 round per caster level).
Blinding Vanish: You can expend one daily use of dancing
DUTIFUL GUARDIAN [] lights, darkness, and faerie fire to disappear in a blinding flash
You put yourself into harm’s way to protect your allies. of light.
Prerequisite: Constant Guardian. All creatures within a 20-foot-radius burst are blinded for 1
Benefit: Whenever the beneficiary of your Constant round; a successful Fortitude save (DC 14 + your Cha
Guardian feat is attacked, you can take an immediate action modifier) reduces the effect to dazzled for 1 round.
to instantly exchange places with that character. In addition, you become invisible (as the invisibility spell,
Both you and the ally must be able to move into and legally except the duration is 1 round per caster level).
occupy the new space in order for this feat to function.
For example, an incorporeal character inside a solid object
couldn’t exchange places with a corporeal character, nor
HAND CROSSBOW FOCUS []
could a nonflying creature exchange places with an Your hand crossbow attacks gain accuracy and speed.
airborne flying creature. Prerequisite: Proficiency with hand crossbow, base
attack bonus +1.
Benefit: You can reload a hand crossbow as a free action.
FADE INTO DARKNESS [] You also gain a +1 bonus on attack rolls with a hand
By precisely controlling the shadows around you, you crossbow.
render yourself unseen. This bonus does not stack with the bonus from Weapon
Prerequisite: Darkness as a spell-like ability. Focus, but it is the equivalent of Weapon Focus for the
Benefit: You can spend a daily use of your darkness spell- purpose of qualifying for feats, prestige classes, and
like ability as a standard action to gain a +5 competence anything else that requires the feat.
bonus on Hide checks for 10 minutes per caster level. Special: A fighter can select Hand Crossbow Focus as a
This ability does not function in areas of bright fighter bonus feat.
illumination.
You also gain one extra daily use of your darkness spell-like
ability. IMPERIOUS COMMAND []
You strike deep and abiding terror in your foes.
Prerequisite: Cha 15, Intimidate 8 ranks.
FASCINATING ILLUMINATION [] Benefit: If you successfully demoralize a foe in combat,
The lights you create have the power to hypnotize others. the foe cowers in fear for 1 round and is shaken in the
Prerequisite: Dancing lights as a spell-like ability. following round.
Benefit: You can spend a daily use of your dancing lights
spell-like ability to cast hypnotic pattern instead.
Your caster level equals your class level. INSTINCTIVE DARKNESS []
You also gain one extra daily use of your dancing lights spell- After extensive training, you can negate light instinctively.
like ability. Prerequisite: Darkness as a spell-like ability.
Benefit: You can use your darkness spell-like ability as an
immediate action.
GIFT OF THE SPIDER QUEEN [] This does not provoke attacks of opportunity.
You can combine your racial spell-like abilities in new and You also gain one extra daily use of your darkness spell-like
potent ways. ability.
Prerequisite: Drow. Normal: Using darkness requires 1 standard action and
Benefit: As an immediate action, you can activate any of provokes attacks of opportunity.
the following spell-like abilities (using your class level as
your caster level).
You spend one daily use of each spell-like ability used in INTENSIFY DARKNESS []
this combination. By extending your effort, you can expand the area of your
Curtain of Darkness: You can expend one daily use of dancing darkness spell-like ability.
lights and darkness to extinguish all nonmagical light Prerequisite: Darkness as a spell-like ability.
sources within 100 feet.
175
Benefit: If you spend a full-round action to use your Special: A fighter can select Paralyzing Fists as a fighter
darkness spell-like ability, you create deeper darkness instead. bonus feat.
You also gain one extra daily use of your darkness spell-like
ability.
POISON SPELL []
You can mystically transfer a poison to the target of your
KNIGHT OF LOLTH [] Spells.
You have mastered techniques of waging war when Benefit: You can add a contact or injury poison as a
mounted on a monstrous spider (or similar vermin). material component to a melee touch spell you are casting.
Prerequisite: Ride 1 rank, Mounted Combat, Vermin Doing this entails the same risk of poisoning yourself as
Trainer. applying poison to a weapon (DMG 296).
Benefit: When riding monstrous vermin, you do not The target of the spell, in addition to being subject to the
need to make any rolls or checks to remain mounted if your normal effects of the spell, is also exposed to the poison.
mount travels across walls or ceilings (though if you take (A melee touch spell must deal damage to deliver the effect
damage when on a wall or ceiling, the DC of the check to of an injury poison).
remain mounted is 10 rather than 5). The dose of poison used as the component is expended
When your monstrous vermin mount makes a charge when you cast the spell, whether or not the spell or poison
attack, you can spend a standard action to grant it a bonus successfully affects the target.
on the attack roll and damage roll equal to 1/2 your base
attack bonus.
Normal: Riding a creature clinging to a wall or ceiling PSYCHIC REFUSAL []
would require various checks depending on circumstances. Spells that target your mind have difficulty penetrating
your defenses.
Prerequisite: Spell resistance, Iron Will.
MASTER OF POISONS [] Benefit: You gain a +4 bonus to spell resistance against
You are highly trained and adept in the use of toxic mind-affecting spells and abilities.
substances.
Benefit: You can apply poison or oil to a weapon as a swift
action, without provoking attacks of opportunity. RADIANT FLICKER []
In addition, you never risk accidentally poisoning yourself You cloak yourself or another with a nimbus of flickering,
when applying poison to a weapon. bewildering light.
Normal: Applying poison or oil to a weapon is a standard Prerequisite: Dazzling Fire, faerie fire as a spell-like
action that provokes attacks of opportunity. ability.
When applying poison to a weapon, you have a 5% chance Benefit: You can spend a daily use of your faerie fire spell-
of accidentally poisoning yourself. like ability as a standard action to grant the target
concealment from all melee attacks instead.
This effect lasts for 1 round per caster level.
MASTER OF SHADOW [] You also gain one extra daily use of your faerie fire spell-like
You gain extra uses of your drow powers of light and ability.
darkness.
Prerequisite: Drow.
Benefit: You gain one extra daily use of each of your drow REACTIVE RESISTANCE []
spell-like abilities (dancing lights, darkness, and faerie fire). Through extensive practice and meditation, you can lower
In addition, you gain a +2 bonus to your caster level with your spell resistance quickly.
these spell-like abilities. Prerequisite: Spell resistance.
Benefit: You can lower your spell resistance as an
immediate action.
PARALYZING FISTS [] It returns to normal at the start of your next turn.
You can make multiple unarmed attacks to paralyze an Normal: Lowering spell resistance for 1 round is a
opponent in a single round. standard action.
Prerequisite: Wis 15, Improved Unarmed Strike,
Stunning Fist.
Benefit: When two or more of your Stunning Fist attacks SADISTIC REWARD []
succeed in stunning a single foe in the same round, that Your mind and body are fortified by harming others.
creature must make another Fortitude saving throw (DC 10 Prerequisite: Evil.
+ 1/2 your character level + your Wis modifier +1 for each Benefit: If you deal damage to a living creature, you gain
successful Stunning Fist attack). a +1 morale bonus on saves for 1 round.
On a failure, that creature is paralyzed for 1d2 rounds
instead of being stunned for 1 round.
Creatures that are not subject to extra damage from critical SHADOWBORN WARRIOR []
hits and creatures that are immune to stunning cannot be You are adept at fighting in darkness.
paralyzed in this manner. Prerequisite: Blind-Fight, Dodge.
176
Benefit: Whenever you begin combat within an area of
darkness or shadowy illumination, you gain a +2 insight
UMBRAL SPELL [METAMAGIC]
bonus on initiative checks. You add the darkness descriptor to a spell you cast.
When in concealment granted by darkness or shadow, you Benefit: You can alter a burst-, emanation-, or spread-
gain a +1 dodge bonus to AC. shaped spell so that it gains the darkness descriptor.
Special: A fighter can select Shadowborn Warrior as a The altered spell automatically dispels any spells with the
fighter bonus feat. light descriptor of the spell’s level or lower whose effects
overlap or are within the altered spell’s area.
For example, an umbral lightning bolt would dispel any
SPIDER COMPANION [] ongoing light spell of 3rd level or lower in the area of the
Instead of an animal, you bond with a monstrous spider. line.
Prerequisite: Vermin Trainer, animal companion. An umbral spell uses up a spell slot one level higher than
Benefit: You can select a monstrous spider as your animal the spell’s actual level.
companion.
This spider gains all the benefits normally granted to VERMIN TRAINER []
animal companions.
At 1st level, you can select a Tiny, Small, or Medium Your service to the Spider Queen gives you insight into
monstrous spider as your spider companion. training vermin.
A druid of sufficiently high level can select a more Prerequisite: Drow, Handle Animal 4 ranks, Knowledge
powerful creature as her spider companion, applying the (religion) 4 ranks.
indicated adjustment to the druid’s level (in parentheses) Benefit: You can use the Handle Animal skill to handle
for the purpose of determining the spider companion’s and train vermin as if they were animals with Intelligence
characteristics and special abilities. scores of 1.
Normal: Without this feat, only animals and magical
beasts with Intelligence scores of 1 or 2 can be handled and
trained with the Handle Animal skill, and using Handle
Animal on a magical beast is done with a –4 penalty on the
check.
Normal: Spiders are not available as animal companions. Special: The size of vermin directly affects the ability of
the trainer to instruct them (see page 46).
SPIDERFRIEND MAGIC []
Your spells cannot harm your vermin allies.
VERMINFRIEND []
Benefit: Your spells have no effect against vermin allies Thanks to your racial connection to their kind, vermin
(but affect vermin enemies normally). regard you as one of their own.
As a swift action, you can suppress the effect of this feat for Prerequisite: Drow.
1 round. Benefit: Whenever a vermin is about to attack you, you
can attempt a Charisma check (DC 15 +1/4 the vermin’s
HD) as an immediate action.
STAGGERING CRITICAL [] If you succeed, the vermin cannot attack you for 24 hours.
Your critical hits leave your opponents reeling. If you attack a vermin that has been affected by this feat,
Prerequisite: Improved Critical, base attack bonus +12. you lose the feat’s benefit for 24 hours.
Benefit: When you confirm a critical hit with a weapon
for which you have the Improved Critical feat, the target is
also slowed for 1 round.
VERSATILE COMBATANT []
Special: A fighter can select Staggering Critical as a You have learned to combine attacks with the favored
fighter bonus feat. weapons of the drow.
Prerequisite: Dex 15, proficiency with rapier and hand
crossbow.
SURPRISING RIPOSTE [] Benefit: Whenever you are armed with a rapier in your
Through deft maneuvering, you unravel your opponent’s primary hand and a hand crossbow in your offhand, you are
defenses. treated as having the Two-Weapon Fighting feat for the
Prerequisite: Int 13, Combat Expertise, Improved Feint. purpose of calculating attack penalties.
Benefit: If you deal damage to an opponent in the same In addition, you do not provoke attacks of opportunity
round that you successfully feinted against it, it becomes from adjacent opponents when you make ranged attacks
flat-footed. with a hand crossbow.
This effect lasts 1 round or until the opponent’s next turn, Special: A fighter can select Versatile Combat as a fighter
whichever comes first. bonus feat.
Opponents that can’t be caught flat-footed, such as
characters who have uncanny dodge, cannot be affected by
Surprising Riposte.
Special: A fighter can select Surprising Riposte as a
fighter bonus feat.
177
AMBUSH FEATS LOLTH’S BOON [DIVINE]
You can channel negative energy to empower vermin.
Prerequisite: Rebuke undead, drow or Lolth as patron
GLOOM STRIKE [AMBUSH] deity.
Your sneak attacks leave a residue of darkness that clouds Benefit: You can spend two rebuke undead attempts as a
your enemy’s vision. standard action to unleash a 60-foot-radius burst of divine
Prerequisite: Sneak attack +3d6, darkness as a spell-like energy.
ability. Each vermin in the area gains temporary hit points equal to
Benefit: Your sneak attack creates an aura of magical its HD, as well as a +2 profane bonus on melee damage rolls.
darkness that impedes your target’s vision for 3 rounds. These effects last for 5 rounds.
The target takes a –4 penalty on Spot checks and treats all
other creatures as having concealment. LOLTH’S CARESS [DIVINE]
Neither darkvision nor low-light vision pierces this effect,
though the ability to see through magical darkness does. You can channel negative energy to accelerate poisonous
Any spell with the light descriptor suppresses the effect. effects.
Using this feat reduces your sneak attack damage by 2d6. Prerequisite: Rebuke undead, drow or Lolth as patron
deity.
Benefit: You can spend a rebuke undead attempt to speed
SICKENING STRIKE [AMBUSH] up the effects of poison, affecting all creatures within 20
Your sneak attacks leave enemies reeling in pain. feet of you.
Prerequisite: Sneak attack +2d6. Any poisoned creature in the area that has not yet
Benefit: The target of your sneak attack, if it is a living attempted its saving throw against the poison’s secondary
creature, is sickened for 1 round. effect must do so immediately.
Using this feat reduces your sneak attack damage by 1d6. (This takes the place of the saving throw at the end of the
normal poison duration).

TERRIFYING STRIKE [AMBUSH]


PROFANE AGONY [DIVINE]
Your sneak attacks inspire fear.
Prerequisite: Intimidate 4 ranks, sneak attack +2d6. You can channel negative energy to deal terrible pain.
Benefit: The target of your sneak attack is shaken for 1 Prerequisite: Rebuke undead, Death or Destruction
round. domain.
This effect doesn’t stack with any other fear effects, Benefit: You can spend a rebuke undead attempt as a full-
including itself. round action to channel your deity’s displeasure at a single
This is a mind-affecting fear effect. living creature within 30 feet.
Using this feat reduces your sneak attack damage by 1d6. That creature takes 3d6 points of nonlethal damage and is
sickened for 1 round.
A successful Fortitude save (DC 10 + one-half your level +
VENOMOUS STRIKE [AMBUSH] your Cha modifier) negates the damage, but not the
You know where to place your sneak attacks to deliver a sickening effect.
highly effective poisoned strike.
Prerequisite: Poison use, sneak attack +2d6.
Benefit: If you are wielding a poisoned weapon as part of VILE FEATS
your sneak attack, the poison’s save DC increases by 2.
Using this feat reduces your sneak attack damage by 1d6.
UNSPEAKABLE VOW [VILE]
You willingly give yourself to the service of an evil deity or
DIVINE FEATS cause, denying yourself an ordinary life to serve your
unspeakable ends.
Benefit: You gain a +2 profane bonus on Intimidate
DIVINE INTERCESSION [DIVINE] checks.
You can channel divine energy to remove yourself from a
dangerous situation. VOW OF DECADENCE [VILE]
Prerequisite: Turn or rebuke undead, Travel or Trickery
domain. You have taken an unspeakable vow to indulge your every
desire, even at the expense of others around you.
Benefit: You can spend three turn or rebuke undead
attempts to teleport to any point up to 30 feet away within Prerequisite: Unspeakable Vow.
line of sight. Benefit: You cannot overdose when using drugs.
This effect functions as dimension door, except that you can’t If the drug deals variable damage, you always take the
bring along other creatures. minimum amount.
If the drug has a penalty that lasts for a variable amount of
time, it is always for the minimum time described.
178
In addition, you gain a+4 competence bonus on saving If you have 11 or fewer HD, you immediately transform
throws against ingested poisons. into a chwidencha (see page 108), becoming a scuttling
Special: To fulfill your vow, you must consume an thing with no memory of your former self.
intoxicating, stimulating, depressing, or hallucinogenic If you have 12 or more HD, you immediately become a
substance at least once per day. drider.
If you intentionally abstain, you immediately and In both cases, you automatically lose the benefit of this feat
irrevocably lose the benefit of this feat. and may not select a new one to replace it.
You may not take another feat to replace it. If you break your vow because of magical compulsion, or
If you break your vow as a result of magical compulsion, or otherwise unintentionally, you lose the benefit of this feat
otherwise unintentionally, you lose the benefit of this feat until you perform a suitable penance and receive an
until you perform a suitable penance and receive an atonement spell.
atonement spell.
VOW OF VENGEANCE [VILE]
VOW OF THE SPIDER QUEEN [VILE] Filled with hate, you have made an unspeakable vow to visit
You have taken an unspeakable vow to further the interests vengeance on those whom you believe wronged you and
of the Spider Queen at all costs. your people.
Prerequisite: Caster level 6th, rebuke undead, Whether the affront is real or imagined, you settle for
Unspeakable Vow, Verminfriend. nothing less than the extermination of your enemy.
Benefit: This unspeakable vow grants a variety of Prerequisite: Unspeakable Vow.
supernatural benefits, but at a terrible price. Benefit: Choose one creature type or subtype from those
You gain immunity to poison. given on Table 3–14: Ranger Favored Enemies, PH 47.
When using the Verminfriend feat, you gain a +5 insight You gain a +2 profane bonus on damage rolls against these
bonus on the Charisma check, and you can prevent any creatures, as well as a +4 profane bonus on rolls to confirm
single vermin within 30 feet from attacking you. critical threats against them.
If you succeed, the affected vermin cannot attack you for 24 Special: To fulfill your vow, you must kill at least one
hours. creature of the selected type each month.
Also, you can expend a rebuke undead attempt to rebuke or When facing these creatures, you cannot retreat and you
command vermin. must fight until you or all the creatures of your chosen foe
This ability functions like rebuke undead, except that it are killed.
affects vermin. You can take prisoners, but they must die within 1 week of
Finally, you develop horrid glands in your mouth that allow capture.
you to spit a wad of toxic fluid. If you intentionally break any portion of this vow, you
Your glands produce enough poison to spit a number of immediately and irrevocably lose the benefit of this feat.
times per day equal to 3 + your Con bonus (if any). You may not take another feat to replace it.
Treat this as a ranged touch attack with a range increment If you break your vow as a result of magical compulsion, or
of 10 feet. otherwise unintentionally, you lose the benefit of this feat
A direct hit deals 1d6 points of acid damage and forces the until you perform a suitable penance and receive an
target to succeed on a Fortitude save (DC 10 + 1/2 your atonement spell.
level + your Con modifier) or take 1d4 points of Strength
damage.
Ten rounds later, the target must succeed on a second save VRIL FEATS
against the same DC or take an additional 1d4 points of
Strength damage.
Every creature within 5 feet of the target takes 1 point of DAZING SHRIEK []
acid damage from the splash. Your shriek dazes enemies in addition to dealing damage.
Special: To fulfill your vow, you must not cause harm to Prerequisite: Vril, base attack bonus +3.
any vermin. Benefit: Creatures that take damage from your shriek
You may not deal lethal damage or ability damage to such must succeed on a Fortitude save (DC 10 +1/2 your
creatures through spells or weapons, though you can deal character level + your Con modifier) or be dazed for 1
nonlethal damage. round.
You may not target them with death effects, disintegrate, or
other spells that have the immediate potential to cause
death or great harm. GREAT SHRIEK []
You also may not use nondamaging spells to incapacitate or
weaken vermin so your allies can kill them. You can daze and deafen opponents with your piercing
In addition, once per week, you must perform a horrid shriek.
ritual that involves opening yourself to the maddening Prerequisite: Vril, Dazing Shriek, base attack Bonus +9.
presence of the Spider Queen. Benefit: Creatures that take damage from your shriek
The ritual takes 8 hours, and at the end of this time you take must succeed on a Fortitude save (DC 10+ 1/2 your
1d8 points of Wisdom damage. character level + your Con modifier) or be dazed for 1d4
Wisdom damage can be healed normally. rounds and deafened for 1 minute.
If you intentionally break this vow or fail to perform the
profane ritual, Lolth finds you wanting. 179
You must declare this attempt before you roll your attack,
IMPROVED SKINSHIFT [] and the attempt is wasted for the round if the attack misses.
Your can better protect yourself against certain types of If the attack hits, your summoned creatures gain a +2
weapons. morale bonus on attack rolls and damage rolls against that
Prerequisite: Vril, character level 5th. enemy until the start of your next turn.
Benefit: The damage reduction you gain from your
skinshift ability increases to 10.
EILSERVS SCHOOL [STYLE]
You have learned the fighting techniques of House
SUDDEN SHRIEK [] Eilservs, which utilize magic staffs in combat.
You can use your shriek ability quickly when performing Prerequisite: Spellcraft 2 ranks, Two-Weapon Fighting,
other actions. Weapon Focus (quarterstaff), base attack bonus +6.
Prerequisite: Vril, base attack bonus +2. Benefit: When you strike a creature with a magic staff,
Benefit: You can use your shriek ability as a swift action. you gain a bonus on damage rolls equal to +1 per 10 charges
Normal: Using your shriek ability usually requires a remaining in the staff (rounded up).
standard action. If you strike a foe with both ends of a magic staff in the
same round, you can immediately activate one of the spells
from the staff as a swift action.
VRIL DROW SLAYER [] The spell must target or be centered either on you or the
You despise drow and have learned how to fight them and target struck (or on any corner of your or your target’s
their ilk more effectively. space, in the case of an area spell).
Prerequisite: Vril, base attack bonus +4. This feat doesn’t let you activate a magic staff that you
Benefit: You are no longer take a –4 penalty on Fortitude wouldn’t otherwise be able to activate.
saves against drow and spiderkind poison. Staffs without charges (such as a simple +1 quarterstaff) gain
In addition, you gain a+1 morale bonus on attack rolls no benefit from this feat.
against drow and creatures related to drow (including Normal: Activating a spell trigger item is a standard
driders, szarkai, and scorrow [Secrets of Xen’drik]) and action.
spiderkind, and a +4 dodge bonus to Armor Class against
these creatures.
INLINDL SCHOOL [STYLE]
You have learned House Inlindl’s fighting techniques,
WEAPON STYLE FEATS which focus on using light weapons and shields.
Prerequisite: Int 13, Combat Expertise, Shield
Proficiency, Weapon Finesse.
ALEVAL SCHOOL [STYLE] Benefit: At the start of your turn, you can choose to
sacrifice your shield bonus to AC in exchange for a bonus
You have learned House Aleval’s fighting techniques,
allowing you to deal damage that weakens your enemy’s on melee attack rolls equal to one-half that bonus.
This bonus applies only on attacks made with light
physical or mental state.
weapons (or other weapons to which Weapon Finesse
Prerequisite: Spellcraft 2 ranks, Weapon Finesse, base
applies).
attack bonus +4, sneak attack +2d6 or sudden strike +2d6.
This effect lasts until the start of your next turn.
Benefit: When you deal sneak attack or sudden strike
damage, you can sacrifice 1d6 points of this extra damage to
bestow a –2 penalty on one of the target’s three saving SHI’QUOS SCHOOL [STYLE]
throws (your choice) for 1 round.
You have learned the mobile fighting style of House
You can use this feat once per round.
Shi’Quos.
Prerequisite: Dex 13, Dodge, Mobility, Spring Attack,
DESPANA SCHOOL [STYLE] base attack bonus +6.
You have learned House Despana’s fighting techniques, Benefits: If you deal damage with a charge attack or
Spring Attack against an opponent at a lower elevation than
which involve teaming up against an enemy with
summoned creatures. you, the target also falls prone unless it succeeds on a
Reflex save (DC 10 + 1/2 your level + your Dex modifier).
Prerequisite: Power Attack, Weapon Focus (light mace,
heavy mace, or warmace), base attack bonus +5, ability to
cast any summon monster spell. STEAL AND STRIKE [STYLE]
Benefit: As long as you and a monster you summoned
You are a master of the style of fighting that involves using
threaten the same foe, you are considered to be flanking
that foe even if you don’t have an ally on the foe’s opposite a rapier and a kukri at the same time.
With it, you can rob an opponent of its weapon and strike
side.
swiftly when it is vulnerable.
In addition, once per round you can declare that a melee
attack you make with a mace, heavy mace, or warmace Prerequisite: Combat Expertise, Improved Disarm,
against a flanked enemy is intended to open the enemy’s Two-Weapon Fighting, Weapon Focus (kukri), Weapon
defenses. Focus (rapier).

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.

VAE SCHOOL [STYLE]


You have learned House Vae’s fighting style.
Prerequisite: Int 13, Combat Expertise, Improved Trip,
Weapon Focus (spiked chain or whip), base attack bonus
+7.
Benefit: Once per round, when you deal damage to a flat-
footed foe (or a foe you flank) with a whip or a spiked chain,
you can also initiate a trip attack (as if you had hit with a
touch attack). POWERFUL CHARGE []
If you fail to trip when using this special attack, your A creature with this feat can charge with extra force.
opponent cannot attempt to trip you in turn. Prerequisite: Medium or larger, base attack bonus +1.
You must declare this attempt before you roll your attack, Benefit: When the creature charges, if its melee attack
and the attempt is wasted for the round if the attack misses. hits, it deals an extra 1d8 points of damage (if it is Medium
You must have Weapon Focus with the weapon you are size).
using for this feat. For Large creatures, the extra damage is 2d6 points; for
In other words, having Weapon Focus (whip) does not Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6.
allow you to use the Vae School feat with a spiked chain, or This feat works only when the creature makes a charge.
vice versa. It does not work when the creature is mounted.
Normal: You must make a trip attack separately from a If the creature has the ability to make multiple attacks after
normal attack. a charge, it can apply this extra damage to only one of those
If you fail to trip the foe, he can attempt to trip you in turn. attacks.
Special: A fighter can select Powerful Charge as one of
XANIQOS SCHOOL [STYLE] his fighter bonus feats.
You have learned the fighting style of House Xaniqos,
which favors aggressive crossbow maneuvers.
Prerequisite: Dex 13, Dodge, Mobility, Point Blank
Shot, Shot on the Run, base attack bonus +6.
Benefit: If you have moved at least 10 feet toward your
target since the start of your turn, your crossbow attacks
deal an extra 1d6 points of damage against that target in this
round.
This feats benefit doesn’t apply when you are mounted.
In addition, reloading your crossbow does not provoke
attacks of opportunity.

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.

Leadership Score: A character’s Leadership score equals


his level plus any Charisma modifier.
In order to take into account negative Charisma modifiers,
Table 2–25: Leadership allows for very low Leadership
scores, but the character must still be 6th level or higher in
order to gain the Leadership feat and thus attract a cohort.
Outside factors can affect a character’s Leadership score, as
detailed in Table 2–26: Leadership Modifiers.
Cohort Level: The character can attract a cohort of up to
this level.
182
Normal: Without this feat, you may only take the shape
of a Small, Medium, or Large air, earth, fire, or water
DUNGEON elemental.

IMPROVED FAVORED ENEMY [EPIC]


MASTER’S GUIDE 1 Prerequisites: Five or more favored enemies.
Benefit: Add +1 to the bonus on Bluff, Listen, Sense
3.5 (3.5) Motive, Spot, and Survival checks and damage rolls against
all your favored enemies.
Special: This feat may be taken multiple times.
Its effects stack.
EPIC FEATS
IMPROVED METAMAGIC [EPIC]
FAMILIAR SPELL [EPIC] You can cast spells using metamagic feats more easily than
Your familiar can cast a spell. normal.
Prerequisite: Int 25 (if your spellcasting is controlled by Prerequisites: Four metamagic feats, Spellcraft 30
Intelligence) or Cha 25 (if your spellcasting is controlled by ranks.
Charisma). Benefit: The spell slot you must use to cast a metamagic
Benefit: Choose one spell you know of 8th level or lower, spell is one level lower than normal (to a minimum of one
such as chain lightning or circle of death. level higher than normal).
Your familiar can now cast this spell once per day as a spell- For instance, you could cast a quickened spell as a spell of
like ability as a caster of a level equal to your caster level. three levels higher than normal rather than four levels
You cannot bestow a spell upon your familiar if the spell higher.
normally has a material component cost of more than 1 gp, This feat has no effect on a metamagic feat that requires a
or any XP cost. spell slot one level higher than normal or does not require a
Special: You can gain this feat multiple times. higher-level slot.
Each time you take the feat, you can give your familiar a Special: You can gain this feat multiple times.
new spell-like ability, or another daily use of the same spell- The effects stack, though you can’t lower the level of any
like ability. metamagic spell’s slot to less than one level higher than
normal.
GREAT SMITING [EPIC]
Your smite attacks are much more powerful than normal.
IMPROVED SNEAK ATTACK [EPIC]
Prerequisites: Cha 25, smite ability (from class feature Your sneak attacks are more deadly than normal.
or domain granted power). Prerequisite: Sneak attack +8d6.
Benefit: Whenever you make a successful smite attack, Benefit: Add +1d6 to your sneak attack damage.
add twice the appropriate level to damage (rather than just Special: This feat may be taken multiple times.
your level). Its effects stack.
Special: You may select this feat multiple times.
Its effects stack.
(Remember that two doublings equals a tripling, and so IMPROVED SPELL CAPACITY [EPIC]
forth). You can prepare spells that exceed the normal limits of
spellcasting.
Prerequisite: Ability to cast spells of the normal
IMPROVED ELEMENTAL WILD maximum spell level in at least one spellcasting class.
SHAPE [EPIC] Benefit: When you select this feat, you gain one spell slot
per day of any level up to one level higher than the highest
You can take the form of a larger variety of elementals than level spell you can already cast in a particular class.
normal. For example, if a 21st-level wizard selected this feat, she
Prerequisites: Wis 25, ability to wild shape into an would gain one wizard spell slot of any level up to 10th.
elemental. The character must have the requisite ability score (10 +
Benefit: Your ability to wild shape into an elemental is spell level) in order to cast a spell stored in such a slot.
expanded to include all elemental creatures (not just air, If the character has a high enough ability modifier to gain
earth, fire, and water elementals) of any size that you can one or more bonus spells for this spell level, she also gains
take when wild shaping into an animal. those bonus spells for this spell level.
For instance, if you are normally capable of taking the This feat can’t grant spellcasting ability to a class that
shape of an animal of Huge size, you can now wild shape doesn’t have spellcasting ability.
into a Huge elemental creature. A character must use the spell slot in a class of which she
You gain all extraordinary and supernatural abilities of the can already cast the maximum normal spell level.
elemental whose form you take.

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.

PLANAR TURNING [EPIC]


You can turn or rebuke outsiders.
Prerequisites: Wis 25, Cha 25, ability to turn or rebuke Improved familiars otherwise use the rules on page 52 of
undead. the Player’s Handbook, with two exceptions.
Benefit: You can turn or rebuke outsiders as if they were If the creature’s type is something other than animal, its
undead. type does not change; and improved familiars do not gain
the ability to speak with other creatures of their kind
An outsider has effective turn resistance equal to half its
spell resistance (round down). (although many of them already have the ability to
If you can turn undead, you turn (or destroy) all evil communicate).
outsiders and rebuke (or command) all nonevil outsiders. The list in the table above presents only a few possible
If you can rebuke undead, you rebuke (or command) all improved familiars.
evil outsiders and rebuke (or command) all nonevil Almost any creature of the same general size and power as
outsiders. those on the list makes a suitable familiar.
Nor is the master’s alignment the only possible
184 categorization.
For instance, improved familiars could be assigned by the
master’s creature type or subtype, as shown below.

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:

Other modifiers may apply when the character tries to


attract a cohort:

Followers have different priorities from cohorts.


When the character tries to attract a new follower, use any
of the following modifiers that apply.

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.

ABOMINABLE FORM [VILE,


DEFORMITY]
You revel in the ruination of your flesh, drawing power
from your disturbing deformities.
Prerequisite: Willing Deformity.
Benefit: Living creatures with fewer Hit Dice than you
that can see your undisguised form are afflicted by disgust. Power: Whenever you use Dark Speech in this manner, you
Each such creature must succeed on a Will save (DC 15 + 2 take 1d4 points of Charisma damage.
for each deformity feat you possess) or become shaken for a By incorporating the Dark Speech into the verbal
number of rounds equal to your Constitution modifier component of a spell, you increase its effective caster level
(minimum 1 round). by 1.
Special: Your ghastly appearance grants you a +2 By using it during the creation of an evil magic item, you
circumstance bonus on Intimidate checks. increase its caster level by 1 without increasing the cost.
Corruption: As a full-round action, you can whisper vile
words at an inanimate object and reduce its hardness by
APOSTATE [VILE] half.
Your hatred of the gods cloaks you with potent resistance This use does not drain you, but you cannot use the ability
against their works. more than once on a single object.
Prerequisite: Wis 15. Dark Unity: You can use the Dark Speech to establish a hive
Benefit: You gain a profane bonus equal to one-half your mind in any swarm of vermin or animals with an
character level on saving throws against divine spells. Intelligence score of 2 or lower.
You cannot voluntarily fail a saving throw against a divine Thereafter, you can give the swarm one command as per
spell, even if the spell is harmless. the suggestion spell (caster level equals your Hit Dice).
Special: If you are a divine spellcaster with a code of Whenever you infuse a swarm in this manner, you take 1d4
conduct (such as a paladin), selecting this feat violates your points of Constitution damage.
code of conduct regardless of your alignment. Normal: Attempting to utter a word of Dark Speech
always ends in immediate death for a speaker who is not
trained in its dark power.
CHOSEN OF EVIL [VILE] It is impossible for an unwilling creature to use the Dark
Your naked devotion to wickedness causes dark powers to Speech, because the language’s pronunciation is so
take an interest in your well-being. exacting.
Prerequisites: Con 13, any other vile feat. Special: You gain a +4 circumstance bonus on saving
Benefit: As an immediate action, you can take 1 point of throws made when someone uses the Dark Speech against
Constitution damage to gain an insight bonus equal to the you.
number of vile feats you have, including this one. Special: If you cannot take ability damage, you cannot
Until the end of your next turn, you can apply this bonus select this feat.
on one attack roll, saving throw, ability check, or skill
check.
191
DARK WHISPERS [VILE] DEFORMITY (MADNESS) [VILE,
By whispering foul utterances in the Dark Speech, you can DEFORMITY]
drive your enemies insane.
Prerequisite: Dark Speech. You revel in madness, embracing your hallucinations,
Benefit: In addition to the basic uses of the Dark Speech, erratic behavior, and deviant cravings.
you can whisper words of incredible wickedness to form Your mind cannot be touched by outside influences.
grotesque visions in the minds of those who hear you. Prerequisite: Willing Deformity.
All living creatures within a 30-foot radius that can hear Benefit: You take a permanent –4 profane penalty to your
your words must make Will saves (DC 10 + 1/2 your Wisdom score to become immune to all mind-affecting
character level + your Cha modifier). spells and abilities.
On a failure, creatures with fewer Hit Dice than you are As an immediate action, you can derive clarity from your
staggered for 1d10 rounds; those with as many or more Hit madness to add a bonus equal to one-half your character
Dice are confused for 1 round. level to a single Will save.
This is a mind-affecting, supernatural effect. Make this decision before determining the results of the
Whenever you use Dark Speech in this manner, you take 1 saving throw.
point of Charisma damage. You must wait 1 minute before you can take this action
Special: You gain a +2 circumstance bonus on saving again.
throws made when someone uses the Dark Speech against
you. DEFORMITY (PARASITE) [VILE,
This bonus stacks with the +4 circumstance bonus from
Dark Speech. DEFORMITY]
Special: If you cannot take ability damage, you cannot You invite parasites into your body in exchange for a
select this feat. greater hardiness against diseases and poisons.
Prerequisite: Willing Deformity.
DEFORMITY (EYES) [VILE, Benefit: As an immediate action, you can negate any
disease or poison affecting you.
DEFORMITY] On your next turn, you can take only a move action or a
You have either drilled a hole in your forehead trying to standard action as the agitated parasites wriggle in your
add a third eye, or you have supernaturally scarred one of flesh.
your regular eyes.
Prerequisite: Willing Deformity. ENEMY OF GOOD [VILE]
Benefit: As a supernatural ability, you can use see
invisibility for 1 minute per day. You draw power from your unholy devotion.
Special: You take a –2 penalty on Spot and Search checks. Prerequisites: Chosen of Evil, Evil Brand.
Benefit: Whenever you cast a spell or use a spell-like
ability against a creature of the good subtype or a creature
DEFORMITY (FACE) [VILE, that radiates an aura of good, the save DC, if any, increases
by 2.
DEFORMITY]
Because of intentional self-mutilation, you have a hideous
face. EVIL’S BLESSING [VILE]
Prerequisite: Willing Deformity. Entities of utter evil and villainy have a stake in your
Benefit: You gain a +2 circumstance bonus on Intimidate survival.
checks and a +2 deformity bonus on Diplomacy checks Prerequisite: Cha 13.
dealing with evil creatures of a different type. Benefit: As a standard action, you gain a profane bonus
on saving throws equal to your Charisma bonus (minimum
+1).
DEFORMITY (GAUNT) [VILE, This bonus lasts for 5 rounds.
DEFORMITY] During any round in which you deal at least 1 point of
damage to a creature of the good subtype or a creature that
Through intentional starvation and macabre operations, radiates an aura of good, this bonus is doubled.
you are grossly underweight.
You have a skeletal appearance, and your weight is now half
normal for creatures of your kind. FILTHY OUTBURST [VILE]
Prerequisite: Willing Deformity. You shriek a phrase in the Dark Speech to deafen or
Benefit: You gain a +2 bonus to Dexterity and a –2 torment those around you.
penalty to Constitution. Prerequisites: Base Will save +7, Dark Speech.
Furthermore, you gain a +2 circumstance bonus on Escape Benefit: As a swift action, you loose a blistering torrent of
Artist checks and Intimidate checks. foul curses and wicked insults in the Dark Speech.
All living creatures within 60 feet that can hear you must
succeed on Will saves (DC 10 + 1/2 your character level +
192
your Cha modifier) or become deafened for a number of
rounds equal to your character level. MURDEROUS INTENT [VILE]
As long as an affected creature is deafened, it takes a –4 Your favored enemies fear your savagery and inhumanity.
profane penalty on saving throws to resist evil spells or Prerequisites: Base attack bonus +9, favored enemy
spell-like abilities. (any one).
Whenever you use Dark Speech in this manner, you take Benefit: Choose one creature of a type or subtype you
1d6 points of Charisma damage. have selected as a favored enemy.
Special: If you cannot take ability damage, you cannot As a full-round action, you can make a single melee attack
select this feat. against the chosen creature.
If you deal at least 1 point of damage, that creature must
make a Will save (DC 10 + 1/2 your character level + your
HARVESTER OF SOULS [VILE] Cha modifier).
When you deliver a killing blow, you destroy both the flesh On a failure, it is overcome with dread and can take only a
and the soul. move action or a standard action on its next turn.
Prerequisite: Base attack bonus +11. You automatically confirm any critical threats made against
Benefit: Whenever you use the coup de grace action to a favored enemy.
kill a creature, that creature cannot be restored to life by
any means short of a miracle or wish spell until you are slain.
You gain 2 temporary hit points per Hit Die of the slain REFLEXIVE PSYCHOSIS [VILE,
creature. DEFORMITY]
These temporary hit points last for up to 1 hour.
In the face of adversity, you withdraw into the haunted
corridors of your mind.
INSANE DEFIANCE [VILE] Prerequisite: Deformity (Madness).
You adopt insanity as a shield to turn effects that target Benefit: As an immediate action, you can gain damage
your mind against those around you. reduction 5/– for 1 round.
Prerequisite: Base Will save +5. After using this ability, you are confused until the end of
your next turn.
Benefit: As an immediate action, whenever you are the
target of a mind-affecting spell or spell-like ability, you can
take 1 point of Wisdom damage to retarget the effect to SLAVE TO EVIL [VILE]
another creature of your choice within the effect’s range.
The new target takes a –4 circumstance penalty on its You have pledged your soul to an elder evil.
saving throw, if any, against that effect. You gain benefits that grow more powerful as your master’s
Special: If you cannot take ability damage, you cannot sign intensifies.
select this feat. Prerequisite: Chosen of Evil.
Benefit: You gain an aura of evil as if you were an evil
outsider (see detect evil, PH 218).
LICHLOVED [VILE] Whenever you are the target of an evil spell, decrease all
By repeatedly consorting with the undead, you gain dread variable numeric effects of the spell to their minimum
powers. possible values.
In addition, your abilities increase with the intensity of
Prerequisite: Evil Brand.
your master’s sign.
Benefit: Mindless undead see you as an undead creature. All effects are cumulative.
Becoming more and more like an actual undead creature, Faint: You gain a +2 profane bonus on saves against divine
you gain a +1 circumstance bonus on saving throws against spells.
mind-affecting spells and abilities, poison, sleep, paralysis, Moderate: You gain a +1 insight bonus on attack rolls and
stunning, and disease. damage rolls against divine spellcasters.
Strong: You gain spell resistance equal to 11 + your character
MASTER’S WILL [VILE] level against divine spells.
If you already have spell resistance, it increases by 5 against
The elder evil you serve is fickle in its rewards and divine magic.
punishments. Overwhelming: All divine spells cast within 30 feet of you
Prerequisites: Chosen of Evil or undead type, Evil are impeded, meaning that a divine spellcaster must
Brand. succeed on a Spellcraft check (DC 20 + spell level) or lose
Benefit: As an immediate action, you can beseech the the spell or spell slot with no effect.
elder evil for assistance.
Roll 1d20.
If the result of the die roll is an odd number, you gain a +8 THRALL TO DEMON [VILE]
bonus on one attack roll, saving throw, ability check, or You formally become a supplicant to a demon lord.
skill check for 1 round. In return for your obedience, you gain a small measure of
If the result is even, you take 1 point of damage for each Hit that demon lord’s power.
Die or character level you possess. Prerequisite: Chaotic evil alignment.
You must make the decision to use this ability before
Benefit: Once per day, while performing an evil act, you
making an attack roll, save, or check. can call upon your demonic patron and gain a +1 luck 193
bonus on any one attack roll, saving throw, ability check, An affected spellcaster whose Wisdom is reduced to half
skill check, or level check. normal or lower by this effect is affected as if by an insanity
spell (PH 244) while within the area of this malefic
property.
VILE KI STRIKE [VILE] This ability is always active.
You can focus evil power into your unarmed strike.
Prerequisite: Cha 15, Improved Unarmed Strike.
Benefit: Each time you deal damage with your unarmed DISCORD AND WOE []
strike, you deal an extra 1 point of vile damage. The presence of an elder evil that has this property incites
violence and suffering.
Benefit: Each round as a standard action, an elder evil can
VILE MARTIAL STRIKE [VILE] force a single living creature it can see that is within the
You can focus evil power into your weapon blows. area of this malefic property to make a Will save (DC 10 +
Prerequisite: Cha 15, Weapon Focus with the specified 1/2 elder evil’s HD + elder evil’s Cha modifier).
weapon. On a failure, the creature’s alignment changes to match that
Benefit: Each time you deal damage with a specific kind of the elder evil, and the target immediately enters a killing
of weapon, you deal an extra 1 point of vile damage. rage.
Special: You can take this feat more than once, selecting a This frenzy functions as a barbarian’s rage ability, except
different weapon each time. that the affected creature must attack the closest creature
each round it remains enraged.
The raging creature takes 1 point of vile damage each round
VILE NATURAL ATTACK [VILE] until it is killed or it manages to end the effect.
You can focus evil power into your natural attacks. An affected creature is entitled to a new Will save each
Prerequisite: Natural attack that deals at least 1d8 points round to break free from the rage.
of damage, base attack bonus +5. If it succeeds, its alignment reverts to normal, but the
Benefit: Each time you deal damage with your natural creature might suffer other consequences of the frenzy,
attack, you deal an extra 1 point of vile damage. such as violating a code of conduct.

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.

POWER LUNGE [GENERAL]


Your ferocious attacks may catch an opponent unprepared.
Prerequisites: Base attack bonus +3, Power Attack.
Benefit: A successful attack roll during a charge allows
you to inflict double your normal Strength modifier in
addition to the attack’s damage.
You provoke an attack of opportunity from the opponent
you charged.

RECKLESS OFFENSIVE [GENERAL]


You lower your guard in order to make a telling attack.
Prerequisites: Base attack bonus +2 or higher, Power
Attack.
Benefit: On your action, before making attack rolls for a
round, you may choose to take a –4 penalty on your AC
during the round to gain a +2 competence bonus on all
melee attacks in the same round.
The penalty to AC and bonus on melee attacks apply only
your next action.
You cannot use Reckless Offensive with ranged attacks.

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.

EPIC INSPIRATION [EPIC] EPIC LEADERSHIP [EPIC]


Your bardic music provides greater inspiration than You attract more powerful cohorts and followers than
normally possible. normally possible.
Prerequisites: Cha 25, Perform 30 ranks, bardic music Prerequisites: Cha 25, Leadership, Leadership score 25.
class feature. Benefit: You attract a cohort and followers as shown on
Benefit: All bonuses granted by your bardic music Table 1–33: Epic Leadership.
inspiration abilities are doubled. Normal: Without this feat, you must use Table 2–25:
For example, your inspire courage ability now grants a +4 Leadership in the DUNGEON MASTER’s Guide to
morale bonus on saving throws against charm and fear determine your cohort and followers.
effects and a +2 morale bonus on attack and damage rolls;

EPIC PROWESS [EPIC]


You gain great skill in combat.
Benefit: Gain a +1 bonus on all attacks.
Special: A character can gain this feat multiple times.
Its effects stack.

EPIC REFLEXES [EPIC]


You have tremendously fast reflexes.
Benefit: You gain a +4 bonus on all Reflex saving throw.

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.

EPIC SPELL PENETRATION [EPIC]


Your spells are tremendously potent, breaking through
spell resistance with ease.
Prerequisites: Greater Spell Penetration*, Spell
Penetration.
Benefit: You get a +6 bonus on caster level checks to beat
a creature’s spell resistance.
This overlaps (does not Stack with) the bonuses from Spell
Penetration and Greater Spell Penetration.
* 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.

EXCEPTIONAL DEFLECTION [EPIC]


You can deflect any type of ranged attack.
Prerequisites: Dex 21, Wis 19, Deflect Arrows,
Improved Unarmed Strike.
Benefit: You can deflect any ranged attacks (including
spells that require ranged touch attacks) as if they were
arrows.
If deflecting a spell, add the spell level to the DC to deflect
the attack.

EXTENDED LIFE SPAN [EPIC]


You are exceptionally long-lived.
Benefit: Add one-half the maximum result of your race’s
maximum age modifier to your normal middle age, old, and
venerable age categories.
For example, a human who took this feat would reach
middle age at 58 years (rather than 38), old age at 73 years
(instead of 53), and venerable age at 90 years (instead of 70).
EPIC TOUGHNESS [EPIC] Calculate the character’s maximum age using the new
You are preternaturally tough. venerable number.
Benefit: You gain +20 hit points. This feat can’t lower your current age category (for instance,
Special: A character can gain this feat multiple times. if you’re already middle age but the feat pushes the middle
Its effects stack. age category to above your current age, you don’t revert to
adulthood).
Special: You can gain this feat multiple times.
EPIC WEAPON FOCUS [EPIC] Its effects stack.
Choose one type of weapon, such as greataxe.
You are especially good at using this weapon.
Prerequisite: Weapon Focus in the weapon to be FAMILIAR SPELL [EPIC]
chosen. Your familiar can use one of your spells as a spell-like
Benefit: Add a +2 bonus to all attack rolls you make using ability.
the selected weapon. Prerequisite: Int 25 (if your spellcasting is controlled by
Special: You can gain this feat multiple times. Intelligence) or Cha 25 (if your spellcasting is controlled by
Its effects do not stack. Charisma).
Each time you take the feat, it applies to a different type of Benefit: Choose one arcane spell you know of 8th level or
weapon. lower, such as chain lightning or circle of death.
Your familiar can now use this spell once per day as a spell-
like ability, at a caster level equal to your caster level.
EPIC WEAPON SPECIALIZATION You cannot bestow a spell to your familiar if the spell
[EPIC] normally has a material component cost of more than 1 gp
or an XP cost.
Choose one type of weapon, such as greataxe. Special: You can gain this feat multiple times.
You deal extraordinary damage wielding this weapon. Each time you take the feat, you can give your familiar a
Prerequisites: Epic Weapon Focus, Weapon Focus, different spell-like ability or another daily use of the same
Weapon Specialization (all in the weapon to be chosen). spell-like ability.
Benefit: Add +4 to all damage you deal using the selected
weapon.
If the weapon is a ranged weapon, the damage bonus only FAST HEALING [EPIC]
applies if the target is within 30 feet. You heal your wounds very quickly.
Special: You can gain this feat multiple times. Prerequisite: Con 25.
Its effects do not stack. Benefit: You gain fast healing 3, or your existing fast
Each time you take the feat, it applies to a different type of healing increases by 3.
weapon. This feat does not stack with fast healing granted by magic
items or nonpermanent magical effects.
Special: This feat may be taken multiple times.
Its effects stack.
203
Special: You can gain this feat multiple times.
FINE WILD SHAPE [WILD] [EPIC] Its effects stack.
You can wild shape into animals of Fine size.
Prerequisite: Ability to wild shape into a Diminutive
creature. GREAT SMITING [EPIC]
Benefit: You can use your wild shape to take the shape of a Your smite attacks are much more powerful than normal.
Fine animal. Prerequisites: Cha 25, smite ability (from class feature
Normal: Without this feat, you cannot wild shape into an or domain granted power).
animal smaller than Tiny size. Benefit: Whenever you make a successful smite attack,
add twice the appropriate level to damage (rather than just
your level).
FORGE EPIC RING [ITEM CREATION] Special: You may select this feat multiple times.
[EPIC] Its effects stack.
Remember that two doublings equals a tripling, and so
You can craft magic rings of epic power. forth.
Prerequisites: Forge Ring, Knowledge (arcana) 35
ranks, Spellcraft 35 ranks.
Benefit: You can forge magic rings that exceed the GREAT STRENGTH [EPIC]
normal limits for such items (as stated in this book and in Your muscle and physical power are greater than normal.
the DUNGEON MASTER’s Guide). Benefit: Your Strength increases by 1 point.
For instance, you could craft a ring of protection that granted
Special: You can gain this feat multiple times.
a deflection bonus of greater than +5 or an item that
Its effects stack.
required prerequisite spells of higher than 9th level.
See Chapter 4: Epic Magic Items for examples of epic rings.
GREAT WISDOM [EPIC]
GARGANTUAN WILD SHAPE [WILD] Your willpower and insight are greater than normal.
Benefit: Your Wisdom increases by 1 point.
[EPIC] Special: You can gain this feat multiple times.
You can wild shape into animals of Gargantuan size. Its effects stack.
Prerequisite: Ability to wild shape into a Huge animal.
Benefit: You can use your wild shape to take the shape of a
Gargantuan animal.
GROUP INSPIRATION [EPIC]
Normal: Without this feat, you cannot wild shape into an You can inspire competence or greatness in more than one
animal greater than Huge size. ally simultaneously.
Prerequisite: Perform 30 ranks, bardic music class
feature.
GREAT CHARISMA [EPIC] Benefit: The number of allies you can affect with your
Your powers of persuasion and leadership are greater than inspire competence or inspire greatness bardic music
normal. ability doubles.
Benefit: Your Charisma increases by 1 point. When inspiring competence in multiple allies, you can
Special: You can gain this feat multiple times. choose different skills to inspire for different allies.
Its effects stack. Special: A character can gain this feat multiple times.
Its effects stack.
Remember that two doublings equals a tripling, and so
GREAT CONSTITUTION [EPIC] forth.
Your health and endurance are greater than normal.
Benefit: Your Constitution increases by 1 point. HINDERING SONG [EPIC]
Special: You can gain this feat multiple times.
Its effects stack. Your bardic music interferes with opposing spellcasters.
Prerequisite: Deafening Song, Perform 27 ranks, bardic
music class feature.
GREAT DEXTERITY [EPIC] Benefit: You can use song or poetics to hinder enemy
Your agility and coordination are greater than normal. spellcasters within a 30-foot spread from you.
Benefit: Your Dexterity increases by 1 point. To successfully cast a spell within this area, a spellcaster
Special: You can gain this feat multiple times. must make a Concentration check as if she were casting
Its effects stack. defensively, and all such checks have a penalty equal to half
your level.
You can choose to exclude any characters from this effect
GREAT INTELLIGENCE [EPIC] (usually your allies).
Your powers of reason and learning are greater than You may sing, play, or recite a hindering song while taking
normal. other mundane actions, but not magical ones (see the bard’s
Benefit: Your Intelligence increases by 1 point. inspire courage ability for more details).
204
You may keep up the hindering song for a maximum of 10
rounds. IMPROVED AURA OF COURAGE
Using the hindering song counts as one of your uses of [EPIC]
song or poetics for the day.
Your aura of courage is stronger than normal.
Prerequisite: Cha 25, aura of courage class ability.
HOLY STRIKE [EPIC] Benefit: Your aura of courage grants a +8 morale bonus
Your attacks deal great damage to evil creatures. on saving throws against fear effects.
Prerequisites: Smite evil class feature, any good
alignment. IMPROVED AURA OF DESPAIR
Benefit: Any weapon you wield is treated as a holy
weapon (it deals +2d6 points of damage against creatures of [EPIC]
evil alignment). Your aura of despair is wider than normal.
This ability doesn’t stack with similar abilities (for instance, Prerequisite: Cha 25, aura of despair class ability.
if the weapon is already a holy weapon). Benefit: Your aura of despair causes a –4 morale penalty
In addition, the weapon is considered blessed, which on all saving throws.
means it has special effects on certain creatures.

IMPROVED COMBAT CASTING


IGNORE MATERIAL COMPONENTS
[EPIC]
[EPIC]
You can cast spells while threatened without fear of being
You need not use any material components in casting your attacked.
spells. Prerequisites: Combat Casting, Concentration 25 ranks.
Prerequisites: Eschew Materials*, Spellcraft 25 ranks, Benefit: You don’t incur attacks of opportunity for
ability to cast 9th-level arcane or divine spells. casting spells when threatened.
Benefit: You may cast your spells without any material
components.
This feat does not affect the need for a focus or divine focus. IMPROVED COMBAT REFLEXES
* This feat is presented in the Nonepic Feats section at the
end of this chapter. [EPIC]
You can respond to any number of opponents who let their
defenses down.
IMPROVED ALIGNMENT-BASED Prerequisites: Dex 21, Combat Reflexes.
CASTING [EPIC] Benefit: There is no limit to the number of attacks of
opportunity you can make in one round.
Your spells of a particular alignment are more powerful (You still can’t make more than one attack of opportunity
than normal. against a single person in a round).
Prerequisites: Access to domain of Chaos, Evil, Good,
or Law, alignment must match domain chosen, ability to
cast 9th-level divine spells. IMPROVED DARKVISION [EPIC]
Benefit: Select an alignment-based domain (Chaos, Evil, Your ability to see in the dark is greater than normal.
Good, or Law) to which you have access.
Prerequisite: Darkvision.
You cast spells with that alignment descriptor at +3 caster
Benefit: The range of your darkvision doubles.
level.
This feat does not stack with darkvision granted by magic
Special: This benefit overrides (does not stack with) the
items or nonpermanent magical effects.
granted powers of the Chaos, Evil, Good, and Law domains.
Special: This feat may be taken multiple times.
You may select this feat multiple times.
Its effects do not stack. Its effects stack.
Remember that two doublings equals a tripling, and so on.
Each time you take the feat, it applies to a different
alignment-based domain to which you have access.
IMPROVED DEATH ATTACK [EPIC]
IMPROVED ARROW OF DEATH Prerequisites: Death attack class feature, sneak attack
+5d6.
[EPIC] Benefit: Add +2 to the DC of your death attack.
Prerequisites: Dex 19, Wis 19, Point Blank Shot, Precise Special: This feat may be taken multiple times.
Shot, arrow of death class feature. Its effects stack.
Benefit: Add +2 to the DC of your arrows of death.
This feat may be taken multiple times.
Its effects stack. IMPROVED ELEMENTAL WILD
SHAPE [WILD] [EPIC]
You can take the form of a greater variety of elementals
than normal. 205
Prerequisites: Wis 25, ability to wild shape into an For example, if you select this feat at 21st level, you could
elemental. use metapsionic feats in conjunction with other powers so
Benefit: Your ability to wild shape into an elemental is that you could spend a total of 22 power points on any
expanded to include all elemental creatures (not just air, single power.
earth, fire, and water elementals) of any size that you can However, in order to manifest the power, your key ability
take when using wild shape to become an animal. score must be equal to or higher than the total power point
For instance, if you are normally capable of using wild shape cost minus 2.
to become a Huge animal, you can now wild shape into a You must use this feat as a member of the class in which
Huge elemental creature. you can already manifest powers of the normal maximum
You gain all extraordinary and supernatural abilities of the level.
elemental whose form you take. For instance, a 5th-level psychic warrior/22nd level psion
Normal: Without this feat, you may only wild shape into a couldn’t advance her power point cost limit in psychic
Small, Medium-size, or Large air, earth, fire, or water warrior, because she can’t manifest powers of the normal
elemental. maximum level for a psychic warrior.
But she could advance her power cost limit for her psion
powers.
IMPROVED FAVORED ENEMY [EPIC] Additionally, you gain 19 power point when first taking
Prerequisite: Five or more favored enemies. this feat.
Benefit: Add +1 to the bonus on Bluff, Listen, Sense Normal: Without this feat, a power altered by
Motive, Spot, and Wilderness Lore checks and damage rolls metapsionic feats cannot cost more power points than the
against all your favored enemies. manifester’s level minus 1 (minimum 1).
Special: This feat may be taken multiple times. Special: You can gain this feat multiple times.
Its effects stack. Each time this feat is gained, your power point cost limit is
increased by an additional +2 and you gain a number of
power points equal to you previous benefit + 2.
IMPROVED HEIGHTEN SPELL [EPIC] The Psionics Handbook has information on creating and
You can cast a spell at any level above its own. playing psionic characters.
Prerequisites: Heighten Spell, Spellcraft 20 ranks.
Benefit: As Heighten Spell, but there is no limit to the IMPROVED MANYSHOT [EPIC]
level to which you can heighten the spell.
Normal: Without this feat, a spell can only be heightened You can fire even more arrows as a single attack against a
to a maximum of 9th level. nearby target.
Prerequisites: Dex 19, base attack bonus +21,
Manyshot*, Point Blank Shot, Rapid Shot.
IMPROVED KI STRIKE [EPIC] Benefits: As Manyshot, but the number of arrows you
You can strike opponents with great damage reduction. can fire is limited only by your base attack bonus (two
Prerequisites: Wis 21, Ki strike +3. arrows, plus one arrow for every 5 points of base attack
Benefit: Add +1 to the effective enhancement bonus of bonus above +6).
your unarmed attacks. Special: Regardless of the number of arrows you fire, you
Special: You can gain this feat multiple times. only apply precision-based damage (such as sneak attack
Its effects stack. damage or the ranger’s favored enemy bonus) once.
If you score a critical hit, only one of the arrows deals
critical damage (your choice); all others deal normal
IMPROVED LOW-LIGHT VISION damage.
Normal: With the Manyshot feat, you are limited to a
[EPIC] maximum of four arrows fired (when your base attack
The range of your low-light vision is greater than normal. bonus is +16 or higher).
Prerequisite: Low-light vision. * This feat is presented in the Nonepic Feats section at the
Benefit: The range of your low-light vision doubles. end of this chapter.
This feat does not stack with low-light vision granted by
magic items or nonpermanent magical effects. IMPROVED METAMAGIC [EPIC]
Special: This feat may be taken multiple times.
Its effects stack. You can cast spells using metamagic feats more easily than
Remember that two doublings equals a tripling, and so on. normal.
Prerequisites: Four metamagic feats, Spellcraft 30
tanks.
IMPROVED MANIFESTATION [EPIC] Benefit: The spell slot modifier of all your metamagic
You can manifest psionic powers more powerful than the feats is reduced by one level, to a minimum of +1.
normal limits of manifestation. For instance, you could cast a quickened spell as a spell of
Prerequisite: Ability to manifest powers of the normal three levels higher rather than four levels higher.
maximum level in at least one psionic class. This feat has no effect on metamagic feats whose spell slot
Benefit: When you select this feat, your metapsionic modifier is +1 or less.
power point cost limit is increased by +2. Special: You can gain this feat multiple times.
206
The effects stack, though you can’t reduce any metamagic Benefit: When you select this feat, you gain one spell slot
feat’s spell slot modifier to less than +1. per day of any level up to one level higher than the highest-
level spell you can already cast in a particular class.
For example, if you select this feat as a list-level wizard, you
IMPROVED SNEAK ATTACK [EPIC] would gain one wizard spell slot of any spell level up to
Your sneak attacks are more deadly than normal. 10th.
Prerequisite: Sneak attack +8d6. You must still have the requisite ability score (10 + spell
Benefit: Add +1d6 to your sneak attack damage. level) in order to cast any spell stored in this slot.
Special: This feat may be taken multiple times. If you have a high enough ability modifier to gain one or
Its effects stack. more bonus spells for this spell level, you also gain the
bonus spells for this spell level.
You must use the spell slot as a member of the class in
IMPROVED SPELL CAPACITY [EPIC] which you can already cast spells of the normal maximum
You can prepare spells that exceed the normal limits of spell level.
spellcasting. For instance, a 5th-level ranger/22nd-level sorcerer
Prerequisite: Ability to cast spells of the normal couldn’t add a ranger spell slot, because he can’t cast spells
maximum spell level in at least one spellcasting class. of the normal maximum spell level for ranger.
He must add the spell slot to his sorcerer spells.
Special: You can gain this feat multiple times.

Prerequisite: Must have spell resistance from a feat,


class feature, or other permanent effect.
IMPROVED SPELL RESISTANCE Benefit: Your spell resistance increases by +2.
[EPIC] Special: You can gain this feat multiple times.
Its effects stack.
Your innate resistance to magical effects increases.
207
While singing, the bard can fight but cannot cast spells,
IMPROVED STUNNING FIST [EPIC] activate magic items by spell completion (such as scrolls),
Prerequisite: Dex 19, Wis 19, Improved Unarmed or activate magic items by command word (such as wands).
Strike, Stunning Fist. Each ally to be inspired gains a +4 competence bonus to the
Benefit: Add +2 to the DC of your stunning attack. same ability score, which you must choose before you
Special: This feat may be taken multiple times. begin inspiring.
Its effects stack. For instance, you could grant all allies a bonus to Strength,
or all allies a bonus to Constitution, but you couldn’t grant
some allies a bonus to Strength and some a bonus to
IMPROVED WHIRLWIND ATTACK Constitution with the same performance.
[EPIC] Inspire excellence is a supernatural, mind-affecting ability.
Using this feat counts as one of your uses of song or poetics
You become a blurry whirlwind of attacks, striking out at for the day.
all enemies near your position. Special: This feat is treated as a bardic music inspiration
Prerequisites: Int 13, Dex 23, Dodge, Expertise, ability for purposes of feats that affect such abilities.
Mobility, Spring Attack, Whirlwind Attack.
Benefit: As a full-round action, you may make one melee
attack at your full base attack bonus against each opponent INSTANT RELOAD [EPIC]
that you threaten. Choose one type of crossbow, such as heavy crossbow, You
Normal: When using only the Whirlwind Attack feat, can fire that type of crossbow as fast as a bow.
you can only attack opponents within 5 feet of you Prerequisite: Quick Draw, Rapid Reload*, Weapon
(regardless of the extent of the area you threaten). Focus (crossbow type to be selected).
Benefit: You may fire the selected type of crossbow at
INCITE RAGE [EPIC] your full normal attack rate.
Effectively, you can reload your crossbow as fast as an
Prerequisites: Cha 25, greater rage class feature. archer can reload a bow.
Benefit: When you enter a rage, you can incite a Reloading your crossbow does not provoke attacks of
barbarian rage in any or all allies within 60 feet. opportunity.
(Any ally who doesn’t wish to become enraged is Special: You can gain this feat multiple times.
unaffected). Its effects do not stack.
The ally gains +4 to Strength, +4 to Constitution, and a +2 Each time you take the feat, it applies to a different type of
morale bonus on Will saves, but takes a –2 penalty to AC, crossbow.
for as long as you remain raging. * This feat is presented in the Nonepic Feats section at the
The rage of affected allies lasts a number of rounds equal to end of this chapter.
3 + their Constitution modifier, regardless of whether they
remain within 60 feet of you.
This is otherwise identical with normal barbarian rage INTENSIFY SPELL [METAMAGIC]
(including the fatigue at its end).
Special: This is a mind-affecting effect.
[EPIC]
You can cast spells with exceptionally great effect.
Prerequisites: Empower Spell, Maximize Spell,
INFINITE DEFLECTION [EPIC] Spellcraft 30 ranks, ability to cast 9th-level arcane or divine
You can deflect an infinite number of projectiles. spells.
Prerequisites: Dex 25, Combat Reflexes, Deflect Benefit: All variable, numeric effects of an intensified
Arrows, Improved Unarmed Strike. spell are maximized, then doubled.
Benefit: You may perform any number of deflections An intensified spell deals twice maximum damage, cures
each round. twice the maximum number of hit points, affects twice the
See the Deflect Arrows feat in the Player’s Handbook. maximum number of targets, and so forth, as appropriate.
For example, an intensified horrid wilting spell would deal
16 points of damage per caster level (up to a maximum of
INSPIRE EXCELLENCE [EPIC] 400 points of damage at 25th level).
You can improve the abilities of your comrades through Saving throws and opposed rolls (such as the one you make
your performance. when you cast dispel magic) are not affected.
Prerequisite: Perform 30 ranks, bardic music class An intensified spell uses up a spell slot seven levels higher
feature. than the spell’s actual level.
Benefit: You can use song or poetics to grant a bonus to You can’t combine the effects of this feat with any other
one ability score to your allies. feat that affects the variable, numeric effects of a spell, such
To be affected, an ally must hear the bard sing for 1 full as Empower Spell or Maximize Spell.
round.
The effect lasts as long as the bard sings and for 5 rounds KEEN STRIKE [EPIC]
after the bard stops singing (or 5 rounds after the ally can
no longer hear the bard). Your unarmed strikes become as sharp as blades.
Prerequisites: Str 23, Wis 23, Improved Critical
208 (unarmed strike), ki strike +3.
Benefit: Your unarmed strike is considered to be a Benefit: You suffer no reduction in rank when riding an
slashing keen weapon (and thus threatens a critical hit on a unfamiliar mount.
19–20). You don’t take a penalty on Ride checks when riding a
(At your option, any unarmed strike can do bludgeoning mount without a saddle (bareback).
damage instead, but it loses the keen quality). You never need to make a Ride check to control a mount in
This ability doesn’t stack with similar abilities (for instance, combat (and even controlling a mount not trained for
if some other effect has already granted your unarmed combat doesn’t require an action).
strikes the keen special ability). Normal: Without this feat, your rank is reduced by 2 or 5
when riding a different mount from what you are familiar
with, you take a –5 penalty on Ride checks without a
LASTING INSPIRATION [EPIC] saddle, and you must make a Ride check to control a mount
Your songs continue to inspire allies long after your words in combat (and controlling a light horse, pony, or heavy
have faded. horse in combat requires a move-equivalent action).
Prerequisite: Perform 25 ranks, bardic music class
feature.
Benefit: The effects of your bardic music inspiration LEGENDARY TRACKER [EPIC]
abilities last for ten times as long as normal after you stop You can track prey across or through the water, or even
singing. through the air.
This feat has no effect on inspiration abilities that have no Prerequisites: Wis 25, Track, Knowledge (nature) 30
duration after you stop singing (such as inspire ranks, Wilderness Lore 30 ranks.
competence). Benefit: You can track creatures across water,
underwater, or through the air by the minute disturbances
they make and traces of their passage.
LEGENDARY CLIMBER [EPIC] This adds the surfaces of water, underwater, and air to the
You can climb rapidly much more easily than a normal list of surfaces found under the Track feat in the Player’s
person. Handbook:
Prerequisites: Dex 21, Balance 12 ranks, Climb 24
ranks.
Benefit: You can ignore any check penalties applied for
accelerated climbing or rapid climbing.
Normal: Without this feat, you take a –5 penalty on
Climb checks when attempting to cover your full speed in
climbing distance in a round, or a –20 penalty when
attempting to cover twice your speed in climbing distance
in a round.
LEGENDARY WRESTLER [EPIC]
LEGENDARY COMMANDER [EPIC] You are exceptionally proficient at grappling.
You attract and lead great armies of followers through sheer Prerequisite: Str 21, Dex 21, Improved Unarmed Strike,
force of personality. Escape Artist 15 ranks.
Prerequisites: Cha 25, Epic Leadership, Leadership, Benefit: You gain a +10 bonus on all grapple checks.
Diplomacy 30 ranks, must rule own kingdom and have a Special: A monk can qualify for this feat without having
stronghold. the Improved Unarmed Strike feat.
Benefit: Multiply the number of followers of each level
that you can lead by 10. LINGERING DAMAGE [EPIC]
Thus, a Leadership score of 25 would allow you to lead
1,350 1st-level followers, 130 2nd-level followers, and so Your sneak attacks continue to deal damage even after you
forth. strike.
This has no effect on cohorts. Prerequisite: Sneak attack +8d6, crippling strike class
feature.
Benefit: Any time you deal damage with a sneak attack,
LEGENDARY LEAPER [EPIC] that target takes damage equal to your sneak attack bonus
You can jump much farther than normal for your size. damage on your next turn as well.
Prerequisite: Jump 24 ranks.
Benefit: The distance of your jumps is not restricted by MAGICAL BEAST WILD SHAPE
your height.
[WILD] [EPIC]
LEGENDARY RIDER [EPIC] You can wild shape into magical beast form.
Prerequisites: Wis 25, Beast Wild Shape, Knowledge
You can ride any mount without penalty (even bareback) (nature) 27 ranks, wild shape 6/day.
and can control any mount in combat. Benefit: You can use your normal wild shape ability to
Prerequisite: Ride 24 ranks. take the form of a magical beast.
209
The size limitation is the same as your limitation on animal Prerequisites: Dex 15, Dodge, Mobility, Spring Attack,
size. defensive stance 5/day class feature.
You gain all supernatural abilities of the magical beast Benefit: While in a defensive stance, you may take one 5-
whose form you take. foot adjustment each round without losing the benefits the
stance.
Normal: Without this feat, you can’t move while in a
MASTER STAFF [EPIC] defensive stance.
You can activate a staff without using a charge.
Prerequisite: Craft Staff, Spellcraft 15 ranks.
Benefit: When you activate a staff, you can substitute a MULTISPELL [EPIC]
spell slot instead of using a charge. You can cast an additional quickened spell in a round.
The spell slot must be one you have not used for the day, Prerequisites: Quicken Spell, ability to cast 9th-level
though you may lose a prepared spell to emulate a wand arcane or divine spells.
charge (you may not lose prepared spells from your school Benefit: You may cast one additional quickened spell in a
of specialty, if any). round.
The spell slot lost must be equal to or higher in level than Special: You can gain this feat multiple times.
the specific spell stored in the staff, including any level- Its effects stack.
increasing metamagic enhancements.
You cannot emulate a charge for a staff function that does
not match a specific spell. MULTIWEAPON REND [EPIC]
For example, you might want to save the charges on your You can rend opponents when fighting with more than two
staff of power because you do not want to go to the trouble of limbs.
crafting another when the charges run out, and also Prerequisites: Dex 15, base attack bonus +9, three or
because it allows you more options—you can memorize more hands, Multidexterity, Multiweapon Fighting.
more utilitarian spells, trusting to the offensive power of Benefit: If you hit an opponent with two or more
your staff if conflict arises. weapons (wielded in different hands) in the same round,
You can use this feat to lose a 3rd-level prepared slot in you may automatically rend the opponent.
order to active lightning bolt from the staff, but you can’t use This rending deals additional damage equal to the base
this feat to emulate a charge used for doubling the staff’s damage of the smallest weapon that hit plus 1 1/2 times
melee damage (because that power doesn’t match a specific your Strength modifier.
spell). You can only rend once per round, regardless of how many
successful attacks you make.
MASTER WAND [EPIC] For example, if you wield three weapons simultaneously
you hit with any two of the three weapons in the same
You can activate a wand without using a charge. round, you would automatically rend your opponent for the
Prerequisite: Craft Wand, Spellcraft 15 ranks. appropriate damage.
Benefit: When you activate a wand, you can substitute a Special: This feat replaces the Two-Weapon Rend feat for
spell slot instead of using a charge. creatures with more than two arms.
The spell slot must be one you have not used for the day,
though you may lose a prepared spell to emulate a wand
charge (you may not lose prepared spells from your school MUSIC OF THE GODS [EPIC]
of specialty, if any). You can use your bardic music to influence creatures
The spell slot lost must be equal to or higher in level than immune to mind-affecting effects.
the spell stored in the wand, including any level-increasing Prerequisites: Cha 25, Perform 30 ranks, bardic music
metamagic enhancements. class feature.
For example, if lightning bolt is on your class list and you Benefit: Your bardic music can affect even those
find a wand of lightning bolt with 3 charges, you can expend normally immune to mind-affecting effects.
unused spell slots instead of charges, thus extending the However, such creatures gain a +10 bonus on their Will
life of the wand. saves to resist such effects.

MIGHTY RAGE [EPIC] NEGATIVE ENERGY BURST [DIVINE]


Your rage becomes even more powerful than normal.
Prerequisites: Str 21, Con 21, greater rage class feature. [EPIC]
Benefit: When you rage, you gain a +8 bonus to Strength You can use your rebuke/command undead ability to
and Constitution and a +4 morale bonus on Will saves. unleash a burst of negative energy.
(These bonuses replace the normal rage bonuses). Prerequisites: Cha 25, ability to rebuke or command
undead, ability to cast inflict critical wounds, any evil
alignment.
MOBILE DEFENSE [EPIC] Benefit: You can use one rebuke or command undead
You can adjust your position while maintaining a defensive attempt to unleash a wave of negative energy in a 60-
stance. footburst.

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.

PERFECT MULTIWEAPON FIGHTING PERMANENT EMANATION [EPIC]


[EPIC] One of your personal emanation spells becomes
permanent.
A creature with three or more hands can fight with a Prerequisites: Spellcraft 25 ranks, ability to cast the
weapon in each hand. spell to be made permanent.
The creature is allowed its full number of attacks with each Benefit: Designate any one of your spells whose area is an
extra weapon. emanation from you, such as detect magic.
211
This spell effect is permanent (though you can dismiss or Prerequisites: Wis 25, Cha 25, ability to turn or rebuke
restart it as a free action). undead.
Effects that would normally dispel your spell instead Benefit: You can turn or rebuke outsiders as if they were
suppress it for 2d4 rounds. undead.
Special: This feat may be taken multiple times. An outsider has effective turn resistance equal to half its
Each time, you select a different spell to become spell resistance (round down).
permanent. If you can turn undead, you turn (or destroy) all evil
outsiders and rebuke (or command) all nonevil outsiders.
If you can rebuke undead, you rebuke (or command) all
PLANAR TURNING [EPIC] evil outsiders and turn (or destroy) all nonevil outsiders.
You can turn (or rebuke) outsiders.

automatically destroys undead with Hit Dice equal to or


less than your effective cleric level minus 20).
PLANT WILD SHAPE [WILD] [EPIC] For example, a 22nd-level cleric would automatically turn
You can wild shape into plant form. any nearby wights or wraiths and would automatically
Prerequisites: Beast Wild Shape, Knowledge (nature) 24 destroy any Medium-size skeletons or zombies that came
ranks, wild shape 6/day. near him, but would have to turn nightshades and the like
Benefit: You can use your normal wild shape ability to normally.
take the form of a plant. Just as with normal turning, you can’t affect undead that
The size limitation is the same as your limitation on animal have total cover relative to you.
size.
RANGED INSPIRATION [EPIC]
POLYGLOT [EPIC] You can use your bardic music at a greater range than
You can speak, read, and write all languages. normal.
Prerequisites: Int 25, Speak Language (five languages). Prerequisite: Bardic music class feature, Perform 25
Benefit: You can speak all languages. ranks.
If you’re literate, you can also read and write all languages Benefit: Double the range of any bardic music ability that
(not including magical script). has a range.
For instance, you can use countersong to protect creatures
within 60 feet of you (rather than 30 feet); you can fascinate
POSITIVE ENERGY AURA [EPIC] a creature up to 180 feet away; and you can inspire
You automatically turn (or even destroy) lesser undead. competence or greatness in an ally up to 60 feet away.
Prerequisites: Cha 25, ability to turn undead, ability to (If the creature must hear the bard to be affected by the
cast dispel evil. ability, that requirement doesn’t change regardless of any
Benefit: Every undead creature that comes within 15 feet extended range the bard’s ability may have).
of you is automatically affected as if you had turned it. Special: A character can gain this feat multiple times.
This doesn’t cost a turning attempt, and you don’t have to Its effects stack.
roll turning damage (it automatically affects all undead in a Remember that two doublings equals a tripling, and so
15-foot burst), but it only turns undead with Hit Dice equal forth.
to or less than your effective cleric level minus 10 (and
212
RAPID INSPIRATION [EPIC] SCRIBE EPIC SCROLL [ITEM
You can inspire your allies with bardic music more quickly CREATION] [EPIC]
than normal.
Prerequisite: Perform 25 ranks, bardic music class You can scribe scrolls of epic power.
feature. Prerequisites: Scribe Scroll, Knowledge (arcana) 24
Benefit: You can use any of your bardic music inspiration ranks, Spellcraft 24 ranks.
abilities as a standard action. Benefit: You can scribe scrolls that exceed the normal
The inspiration takes effect immediately after you conclude limits for such items (as stated in this book and in the
the action. DUNGEON MASTER’s Guide).
For instance, you could scribe a scroll with spells of greater
than 9th level, or a scroll with a caster level greater than
REACTIVE COUNTERSONG [EPIC] 20th.
You can use countersong as a reaction to a sonic or Even this feat does not allow you to scribe a scroll with an
language-dependent magical attack. epic spell (see Chapter 2: Epic Spells).
Prerequisite: Combat Reflexes, Perform 30 ranks, bardic Such magic defies the power of the written word and thus
music class feature. cannot be scribed into scroll form.
See Chapter 4: Epic Magic Items for examples of epic
Benefit: You can begin a countersong at any time, even
scrolls.
when it isn’t your turn (much like a wizard who has readied
a counterspell action), though you don’t have to ready an
action to do so. SELF-CONCEALMENT [EPIC]
Thus, you could use the countersong as a reaction to a sonic
or language-dependent magical attack. When in combat, your form becomes blurry and indistinct,
You can’t use Reactive Countersong at the same time you making it difficult to land a blow against you.
are using another bardic music ability (though you could Prerequisites: Dex 30, Hide 30 ranks, Tumble) 30 ranks,
stop the other bardic music ability to begin Reactive improved evasion.
Countersong if so desired). Benefit: Attacks against you have a 10% miss chance (the
Normal: Without this feat, you can only use countersong equivalent of one-quarter concealment).
on your turn. You lose this benefit whenever you would lose your
Dexterity bonus to AC.
Special: This feat may be taken multiple times.
REFLECT ARROWS [EPIC] Each time it is taken, the miss chance increases by 10% to a
You reflect ranged attacks back upon the attacker. maximum of 50% after it has been taken five times.
Prerequisites: Dex 25, Deflect Arrows, Improved
Unarmed Strike. SHATTERING STRIKE [EPIC]
Benefit: When you deflect an arrow or other ranged
attack, the attack is reflected back upon the attacker at your You can shatter objects with your unarmed strike.
base ranged attack bonus. Prerequisites: Epic Weapon Focus (unarmed strike),
Weapon Focus (unarmed strike), Concentration 25 rank, ki
strike +3.
RIGHTEOUS STRIKE [EPIC] Benefit: When using an unarmed strike to attempt to
Your unarmed strikes are particularly damaging to chaotic break an object with sudden force (rather than by dealing
creatures. normal damage), make a Concentration check rather than a
Strength check.
Prerequisites: Wis 19, Improved Unarmed Strike,
Stunning Fist, any lawful alignment. The break DC remains the same.
Using Shattering Strike is a full-round action that incurs
Benefit: Your unarmed strike is treated as a lawful
attacks of opportunity.
weapon (it deals +2d6 points of damage against creatures of
You can’t use Shattering Strike to escape bonds (unless you
chaotic alignment).
are so bound as to allow you to make an unarmed strike
This ability doesn’t stack with similar abilities (for instance,
against your bindings, such as when you are bound by a
if some other effect has granted the lawful ability to your
length of chain).
unarmed strike).

RUINOUS RAGE [EPIC] SNEAK ATTACK OF OPPORTUNITY


While in a rage, you can deal tremendous damage to [EPIC]
objects. Whenever your opponent lets his guard down, you can
Prerequisites: Str 25, Power Attack, Sunder, rage 5/day. make a sneak attack.
Benefit: While in a rage, you ignore the hardness of any Prerequisites: Sneak attack +8d6, opportunist class
object you strike. feature.
Also, double your Strength bonus for the purposes of any Benefit: Any attack of opportunity you make is
Strength check made to break an object with sudden force considered a sneak attack.
rather than by dealing normal damage (including bursting
bindings, such as ropes or manacles).
213
SPECTRAL STRIKE [EPIC] SPONTANEOUS DOMAIN ACCESS
You can strike incorporeal creatures as if they were solid. [EPIC]
Prerequisites: Wis 19, ability to turn or rebuke undead.
Benefit: Your attacks deal damage normally against Select a domain of spells you have access to.
incorporeal creatures. You can spontaneously convert spells into spells of this
Normal: Without this feat, even attacks that can damage domain.
an incorporeal creature have a 50% chance to deal no Prerequisites: Wis 25, Spellcraft 30 ranks, ability to cast
damage. 9th-level divine spells.
Benefit: You may spontaneously convert any prepared
cleric spell (except a domain spell) into a domain spell of
SPELL KNOWLEDGE [EPIC] the same level in the selected domain, just as a cleric
You add two additional arcane spells to your repertoire. channels energy to convert spells into cure spells.
Prerequisite: Ability to cast spells of the maximum Special: You can gain this feat multiple times.
normal spell level of an arcane spellcasting class. Each time you take the feat, it applies to a different domain.
Benefit: You learn two new arcane spells of any level up
to the maximum level you can cast. SPONTANEOUS SPELL [EPIC]
This feat does not grant any additional spell slots.
Select a spell you can cast.
Special: You can gain this feat multiple times.
You can spontaneously convert spells of that spell’s level
into that spell.
SPELL OPPORTUNITY [EPIC] Prerequisite: Spellcraft 25 ranks, ability to cast the
maximum normal spell level of at least one spellcasting
You can cast a touch spell as an attack of opportunity.
class.
Prerequisites: Combat Casting, Combat Reflexes,
Quicken Spell, Spellcraft 25 ranks. Benefit: You may spontaneously convert any prepared
spell of the selected spell’s level into the selected spell, just
Benefit: Whenever you are allowed an attack of as a cleric channels energy to convert spells into cure spells.
opportunity, you may cast (and attack with) a touch spell as
your attack of opportunity. Special: You can gain this feat multiple times.
Each time you take the feat, it applies to a different spell.
This incurs attacks of opportunity just as if you had cast the
spell normally.
Normal: Without this feat, you can only make a melee STORM OF THROWS [EPIC]
attack as an attack of opportunity.
You become a flurry of thrown weapons, targeting all
nearby opponents.
SPELL STOWAWAY [EPIC] Prerequisite: Dex 23, Point Blank Shot, Quick Draw,
Rapid Shot.
Choose a spell-like ability you possess or a spell you can
cast. Benefit: As a full-round action, you may throw a light
You gain the benefits of this magic whenever it is used near weapon at your full base attack bonus at each opponent
you. within 30 feet.
All light weapons thrown need not be the same type; for
Prerequisites: Spellcraft 24 ranks, caster level 12th.
instance, a human could throw a mix of daggers, darts, and
Benefit: You are attuned to the magic you chose. throwing axes.
If another spellcaster within 300 feet of you uses this
magic, you also immediately gain the magic’s effect as if it
had been used on you by the same caster. SUPERIOR INITIATIVE [EPIC]
You must have direct line of effect to the spellcaster in
order to gain the benefit of the attuned magic (though you You can react even more quickly than normal in a fight.
do not have to know the spellcaster is present, and you can Prerequisite: Improved Initiative.
be flat-footed). Benefit: You get a +8 bonus on initiative checks.
The magic’s duration, effect, and other specifics are This bonus overlaps (does not stack with) the bonus from
determined by its original caster’s level. Improved Initiative.
Special: You can gain this feat multiple times.
Its effects do not stack. SWARM OF ARROWS [EPIC]
Each time you take the feat, it applies to a different spell or
spell-like ability. You can fire a veritable storm of arrows at nearby
opponents.
Prerequisites: Dex 23, Point Blank Shot, Rapid Shot,
SPELLCASTING HARRIER [EPIC] Weapon Focus (type of bow used).
Spellcasters you threaten find it difficult to cast defensively. Benefit: As a full-round action, you may fire an arrow at
Prerequisite: Combat Reflexes. your full base attack bonus at each opponent within 30 feet.
Benefit: Any spellcaster you threaten in melee takes a
penalty on Concentration checks made to cast defensively TENACIOUS MAGIC [EPIC]
equal to 1/2 your level.
Choose one of your spells or spell-like abilities.
214
That magic cannot be dispelled, only suppressed. You can only rend once per round, regardless of how many
Prerequisites: Spellcraft 15 ranks. successful attacks you make.
Benefit: Choose one spell you know or spell-like ability For example, when wielding a longsword and a short sword
you possess, such as improved invisibility or stoneskin. simultaneously, if you hit with the longsword and the short
Whenever the chosen form of magic would otherwise end sword in the same round, you would automatically rend
due to a dispel effect, the magic is instead only suppressed your opponent for 1d6 plus 1 1/2 times your Strength
for 1d4 rounds. modifier in points of damage.
The magic still ends when its duration expires, but the
suppressed rounds do not count against its duration.
You can dismiss your own spell or spell-like ability (if UNCANNY ACCURACY [EPIC]
dismissible) or dispel your own tenacious magic normally. You can ignore anything less than total cover or total
Special: You can gain this feat multiple times. concealment when using ranged weapons.
Each time you take the feat, it applies to a different spell or Prerequisites: Dex 21, Point Blank Shot, Precise Shot,
spell-like ability. Spot 20 ranks.
Benefit: When throwing or shooting a ranged weapon,
you can ignore any cover bonus to the target’s AC (up to a
TERRIFYING RAGE [EPIC] maximum of nine-tenths cover) or any miss chance
While in a rage, you panic your opponents. conferred by the target’s concealment (up to a maximum of
Prerequisites: Intimidate 25 ranks, rage 5/day. nine-tenths concealment).
Benefit: While you are raging, any enemy that views you If the target has total concealment or total cover, the AC
must make a Will save opposed by your Intimidate check bonus or miss chance applies normally.
or become panicked (if they have fewer Hit Dice than you)
or shaken (if they have Hit Dice equal to or up to twice
yours) for 4d6 rounds. UNDEAD MASTERY [DIVINE] [EPIC]
You can command a greater number of undead than
normal.
THUNDERING RAGE [EPIC] Prerequisites: Cha 21, ability to rebuke or command
Your rage attacks can cause thunderous roars that can undead.
deafen opponents. Benefit: You may command up to ten times your level in
Prerequisites: Str 25, rage 5/day. HD of undead.
Benefit: Any weapon you wield while in a rage is treated
as a thundering weapon (see the DUNGEON MASTER’s
Guide). UNHOLY STRIKE [EPIC]
The DC of the Fortitude save to resist deafness is equal to Your attacks deal great damage to good creatures.
10 + 1/2 your level. Prerequisites: Smite good class feature, any evil
This ability does not stack with similar abilities (for alignment.
instance, if the weapon is already a thundering weapon). Benefit: Any weapon you wield is treated as a unholy
weapon (it deals +2d6 points of damage against creatures of
good alignment).
TRAP SENSE [EPIC] This ability doesn’t stack with similar abilities (for instance,
You can sense nearby traps even if not actively searching if the weapon is already an unholy weapon).
for them.
Prerequisites: Search 25 ranks, Spot 25 ranks, ability to
find traps as a rogue. VERMIN WILD SHAPE [WILD] [EPIC]
Benefit: If you pass within 5 feet of a trap, you are You can wild shape into vermin form.
entitled to a Search check to notice it as if you were actively Prerequisites: Beast Wild Shape, Knowledge (nature) 24
looking for it. ranks, wild shape 6/day.
Benefit: You can use your normal wild shape ability to
take the form of a vermin.
TWO-WEAPON REND [EPIC] The size limitation is the same as your limitation on animal
You can rend opponents when fighting with two weapons. size.
Prerequisites: Dex 15, base attack bonus +9,
Ambidexterity, Improved Two-Weapon Fighting, Two-
Weapon Fighting. VORPAL STRIKE [EPIC]
Benefit: If you hit an opponent with a weapon in each Your unarmed strikes can behead your opponents.
hand in the same round, you may automatically rend the Prerequisites: Str 25, Wis 25, Improved Critical
opponent. (unarmed strike), Improved Unarmed Strike, Keen Strike,
This deals additional damage equal to the base damage of Stunning Fist, ki strike +3.
the smaller weapon plus 1 1/2 times your Strength Benefit: Your unarmed strike is considered to be a
modifier. slashing vorpal weapon.
Base weapon damage includes an enhancement bonus on (At your option, any unarmed strike can do bludgeoning
damage, if any. damage instead, but it loses the vorpal quality).
215
This ability doesn’t stack with similar abilities (for instance, The creature can make up to three attacks per round with
if some other effect has already granted your unarmed each extra weapon.
strikes the vorpal quality). Prerequisites: Dex 19, three or more hands, Improved
Multiweapon Fighting, Multiweapon Fighting, Multi-
Dexterity, base attack bonus +15.
WIDEN AURA OF COURAGE [EPIC] Benefit: You may make up to three extra attacks with
Your aura of courage is wider than normal. each extra weapon you wield, albeit at a –10 penalty.
Prerequisite: Cha 25, aura of courage class ability. Special: This feat replaces the Greater Two-Weapon
Benefit: Your aura of courage extends to all allies within Fighting feat originally presented in Masters of the Wild) for
100 feet of you. creatures with more than two arms (and functions
identically to that feat if you have fewer than three arms).
WIDEN AURA OF DESPAIR [EPIC]
Your aura of despair is wider than normal. GREATER SPELL FOCUS [GENERAL]
Prerequisite: Cha 25, aura of despair class ability. Choose a school of magic, such as illusion.
Benefit: Your aura of despair extends to all allies within Your spells of that school are far more potent than normal.
100 feet of you. Prerequisite: Spell Focus in the school selected.
Benefit: Add +4 to the Difficulty Class for all saving
throws against spells from the school of magic you select to
ZONE OF ANIMATION [DIVINE] focus on.
[EPIC] This benefit overlaps (does not stack with) the bonus from
Spell Focus.
You can channel negative energy to animate undead. Special: You can gain this feat multiple times.
Prerequisite: Cha 25, Undead Mastery, ability to rebuke Its effects do not stack.
or command undead. Each time you take the feat, it applies to a different school
Benefit: You can use a rebuke or command undead of magic.
attempt to animate corpses within range of your rebuke or
command attempt.
You animate a total number of HD of undead equal to the GREATER SPELL PENETRATION
number of undead that would be commanded by your
result (though you can’t animate more undead than there [GENERAL]
are available corpses within range). Your spells are especially potent, defeating spell resistance
You can’t animate more undead with any single attempt more readily than normal.
than the maximum number you can command (including Prerequisite: Spell Penetration.
any undead already under your command). Benefit: You get a +4 bonus on caster level checks to beat
These undead are automatically under your command, a creature’s spell resistance.
though your normal limit of commanded undead still This benefit overlaps (does not stack with) the bonus from
applies. Spell Penetration.
If the corpses are relatively fresh, the animated undead are
zombies.
Otherwise, they are skeletons. GREATER TWO-WEAPON FIGHTING
[GENERAL]
NONEPIC FEATS You are a master at fighting two-handed.
Prerequisites: Improved Two-Weapon Fighting, Two-
Weapon Fighting, Ambidexterity, base attack bonus +15.
ESCHEW MATERIALS [METAMAGIC] Benefit: In addition to the standard extra attack you get
with an off-hand weapon and the second attack with the
You can cast spells without material components. off-hand weapon provided by Improved Two-Weapon
Prerequisites: Any other metamagic feat. Fighting, you get a third attack with the off-hand weapon,
Benefit: A spell cast with Eschew Materials can be cast albeit at a –10 penalty (see Table 8–2: Two-Weapon
with no material components. Fighting Penalties in the Player’s Handbook).
Spells without material components are not affected. Special: A ranger who meets only the base attack bonus
Spells with material components with a cost of more than 1 prerequisite and the Improved Two-Weapon Fighting
gp are not affected. prerequisite can gain this feat, but can only use it when
An eschewed spell uses up a spell slot of the same level as wearing light armor or no armor.
the original spell. This feat can be taken as one of a fighter’s bonus feats.

GREATER MULTIWEAPON FIGHTING


[GENERAL]
A creature with three or more hands can fight with a
weapon in each hand.
216
Normal: With only Multiweapon Fighting, you can only
IMPROVED COUNTERSPELL get a single attack with each extra weapon.
[GENERAL] Special: This feat replaces the Improved Two-Weapon
Fighting feat for creatures with more than two arms.
You understand the nuances of magic to such an extent that
you can counter your opponent’s spells with great
efficiency. MANYSHOT [GENERAL]
Benefit: When counterspelling, instead of using the exact
You can fire multiple arrows as a single attack against a
spell you are trying to counter, you may use a spell of the
nearby target.
same school that is one or more levels higher than the
target spell. Prerequisites: Dex 15, base attack bonus +6, Point Blank
Shot, Rapid Shot.
Benefits: As a standard action, you may fire two arrows at
IMPROVED MULTIATTACK a single opponent within 30 feet.
Both arrows use the same attack roll to determine success
[GENERAL] (with a –4 penalty on the roll) and deal normal damage.
The creature is particularly adept at using all its natural For every 5 points of base attack bonus above +6, you may
weapons at once. add one additional arrow to this attack, to a maximum of
Prerequisite: Three or more natural weapons, four arrows at base attack bonus +16 or higher.
Multiattack. However, each arrow after the second adds a cummulative
Benefit: The creature’s secondary attacks with natural –2 penalty to the attack roll (–6 for three arrows, –8 for
weapons have no penalty. four).
They still add only one-half the creature’s Strength bonus, if Special: Regardless of the number of arrows you fire, you
any, to damage dealt. apply precision-based damage (such as sneak attack damage
Normal: Without this feat, the creature’s secondary or the ranger’s favored enemy bonus) once.
natural attacks have a –5 penalty (or a –2 penalty if it has If you score a critical hit, only one of the arrows deals
the Multiattack feat). critical damage (your choice); all others deal normal
damage.

IMPROVED FLYBY ATTACK


RAPID RELOAD [GENERAL]
[GENERAL] You reload a crossbow more quickly than normal.
The creature can attack on the wing with increased Prerequisites: Base attack bonus +2, proficiency with
mobility. the crossbow used.
Prerequisite: Fly speed, Flyby Attack, Dodge, Mobility. Benefit: You can reload a hand crossbow or light
Benefit: When flying, the creature can take a move action crossbow as a free action that provokes an attack of
(including a dive) and another partial action at any point opportunity.
during the move. You may reload a heavy crossbow as a move-equivalent
If this partial action is an attack, the creature provokes no action that provokes an attack of opportunity.
attacks of opportunity by moving through areas threatened You can use this feat once per round.
by its target. Normal: Loading a hand crossbow or light crossbow is a
The creature cannot take a second move action during a move-equivalent action, and loading a heavy crossbow is a
round when it makes a flyby attack. full-round action.
Normal: Without this feat, the creature takes a partial
action either before or after its move.
Even with the Flyby Attack feat, the creature provokes
attacks of opportunity by moving through areas threatened
SIDEBAR FEATS
by the target of its flyby attack.
ENHANCE ITEM [ITEM CREATION]
IMPROVED MULTIWEAPON You can increase the minimum DC for saving throws of
magic items you create.
FIGHTING [GENERAL] Prerequisite: Any other item creation feat.
A creature with three or more hands can fight with a Benefit: Choose any item creation feat you already know.
weapon in each hand. When you create an item with that feat, adjust the DC for
The creature can make up to two attacks per round with saving throws required by the magic item, if any, by your
each extra weapon. key ability modifier.
Prerequisites: Dex 15, three or more hands, Normal: When a character creates a magic item, she uses
Multiweapon Fighting, Multidexterity, base attack bonus the minimum key ability score necessary to imbed a spell of
+9. a given level, and the associated modifier to adjust the DC
Benefit: In addition to the single extra attack you get for saving throws, regardless of her actual key ability score,
with each extra weapon from Multiweapon Fighting, you which could be higher.
get a second attack with each extra weapon, albeit at a –5 Special: You can gain this feat multiple times.
penalty. Each time you take the feat, it applies to a different item
creation feat that you already know. 217
In addition, the character gains a +10 bonus to skill checks
made to craft poisons.
EPIC INSIGHTS (3.0) Normal: Without this feat, a character cannot craft the
epic poisons described in this article.
Special: This feat should be added to the epic bonus feat
list of the assassin class.
NEW BOOK OF VILE
VILE DEATHSTRIKE [EPIC, VILE]
DARKNESS EPIC AND VILE Creatures slain by the character’s attack can be raised only
FEATS on holy ground.
Prerequisites: Evil alignment, Vile Martial Strike (or
Vile Ki Strike or Vile Natural Attack).
AUTOMATIC VILE SPELL [EPIC, Benefit: Any creature that dies as a result of the
character’s weapon or natural weapon attack can be raised
METAMAGIC] or otherwise returned to life by magic cast only within the
The character’s lesser spells inflict wounds tainted with area of a consecrate or hallow spell.
foul evil.
Prerequisites: Violate Spell, Spellcraft 27 ranks, ability VILE SMITE [EPIC, VILE]
to cast 9th-level arcane or divine spells, any evil alignment.
Benefit: The character can cast all 0-, 1st-, 2nd-, and 3rd- Your smite attack channels especially potent evil power.
level spells as violated spells without using higher-level Prerequisites: Cha 25, evil alignment, smite ability
slots (see the Violate Spell metamagic feat in the Book of Vile (from class feature or domain granted power), Power
Darkness). Attack, Unholy Strike, Vile Martial Strike (or Vile Ki Strike
The character can choose not to apply this effect to any or Vile Natural Attack).
spell as a free action as the spell is being cast (for instance, if Benefit: All extra damage inflicted by your smite attack is
her target is resistant to evil spells). considered vile damage (see the Book of Vile Darkness).
Special: The character can gain this feat multiple times.
Each time the character takes the feat, the spells of the
character’s next three lowest spell levels can be violated NEW COMBATANT EPIC
with no adjustment to their spell slots.
Thus, a wizard who took this feat twice could cast her 0- FEATS
through 6th-level spells as violated spells with no
adjustment to their spell slots.
This feat doesn’t increase the casting time for those spells ARMED DEFLECTION []
that normally become full-round actions when cast in You can deflect arrows or other ranged weapons with your
metamagic form (including bard spells, sorcerer spells, and melee weapon.
spontaneously cast spells, such as an evil cleric’s inflict Prerequisites: Dex 21, Int 13, Wis 15, Epic Weapon
spells). Focus, Expertise, Weapon Focus.
Benefit: When wielding a weapon with which you have
EPIC EVIL BRAND [EPIC, VILE] selected the Epic Weapon Focus feat, once per round when
you normally would be hit with a ranged weapon, you can
The character is physically marked forever as a mighty make a Reflex saving throw (DC 20; if the ranged weapon
servant of evil. has a magical bonus to attack, the DC increases by that
Prerequisites: Cha 19, Epic Reputation, Evil Brand. amount).
Benefit: Evil creatures automatically recognize the If you succeed, you deflect the weapon.
symbol now emblazoned on the character as a sign of her You must be aware of the attack and not flat-footed.
incredible dark power and reputation for evil. Attempting to deflect a ranged weapon doesn’t count as an
She gains a +6 circumstance bonus on Diplomacy and action.
Intimidate checks made against evil creatures (this stacks Exceptional ranged weapons, such as spell effects or
with the bonus from the Evil Brand feat). boulders hurled by giants, can’t be deflected.
Furthermore, all evil creatures within 30 feet of her gain a Special: This feat can be substituted for the Improved
+2 profane bonus to saves. Unarmed Strike and Deflect Arrows feats for the purpose
of qualifying for another feat, such as Exceptional
EPIC POISON CRAFTER [EPIC] Deflection.
To employ other feats that have such prerequisites, you
The character knows secrets of poison crafting best left must be wielding a weapon with which you have selected
forgotten by mortals. the Epic Weapon Focus feat.
Prerequisites: Alchemy 30 ranks or Craft
(poisonmaking) 30 ranks.
Benefit: The character can craft the epic poisons COMBAT INSIGHT []
described below. Your keen intellect allows you to place melee attacks where
218 they will inflict the most damage.
Prerequisites: Int 19, Epic Prowess, Expertise, base
attack bonus +15. NEW DEFENDERS OF THE
Benefit: When wielding a melee weapon, add your
Intelligence modifier rather than your Strength modifier to
the weapon’s damage rolls.
FAITH EPIC AND DIVINE
FEATS
EPIC COMBAT EXPERTISE []
You have extraordinary talent at using your combat skill for DIVINE INFUSION [DIVINE] [EPIC]
defense.
Prerequisites: Int 19, Epic Prowess, Expertise, base You can channel divine energy into your body and mind to
attack bonus +21. temporarily transform yourself into a half-celestial or half-
fiend.
Benefit: When you use the attack action or full attack
This means you gain wings that allow you to fly at twice
action in melee, you can take a penalty equal to or less than
your land speed (good maneuverability), receive a +1 to
one-half your base attack bonus (rounded down) on your
natural armor, can cast daylight or darkness at will, and can
attack and add the same number to your AC.
smite evil or good once each day.
The modifiers to attack rolls and AC last until your next
turn. Prerequisites: Con 21, Knowledge (the planes) 30
The bonus to your AC is a dodge bonus. ranks, ability to turn or rebuke creatures.
Benefit: Spend one of your turn/rebuke undead attempts
to infuse your mind and body with potent energies pulled
MIGHTY SUNDER [] directly from the realm of your deity.
You deal extra damage when attacking objects. You use a standard action to channel your energy, during
which time you transform.
Prerequisites: Str 25, Power Attack, Sunder, Epic
For a number of rounds equal to your Charisma modifier
Prowess.
(minimum of 1 round), you gain either the half-celestial (if
Benefit: When attacking an object, you can double any you channel positive energy) or the half-fiend (if you
bonus damage derived from Strength. channel negative energy) template.
When attempting to break an object with sudden force You gain the native subtype while you’re an outsider.
rather than dealing regular damage, you gain a +4 bonus to The spell-like abilities of the half-celestial or half-fiend are
your Strength check. based on your Intelligence and Hit Dice.
Daily use limits apply per day, not per use of this feat.
WIELD OVERSIZED WEAPON []
You can use larger than normal weapons with ease. ENHANCE TURNING [EPIC]
Prerequisites: Str 25, Epic Prowess, base attack bonus You affect more Hit Dice of undead than normal when you
+21. channel energy.
Benefit: You can treat any weapon as if it were one size Prerequisites: Cha 19, Extra Turning, Heighten
category smaller than normal for the purpose of wielding it Turning, ability to turn or rebuke creatures.
in combat. Benefit: When you channel energy to turn, rebuke,
For instance, a halfling with this feat could wield a command, or destroy undead, you roll turning damage
longsword as a one-handed weapon, or a human could twice and add the results together to determine the total
wield an ogre’s Huge greatclub as a two-handed weapon. number of Hit Dice of undead you affect.
Normal: You can wield weapons of your size or smaller Using Enhance Turning is a full-round action.
only.
Special: You can’t use this feat in conjunction with
Weapon Finesse. EPIC DIVINE MIGHT [DIVINE]
For instance, a halfling with this feat couldn’t apply the
effects of Weapon Finesse while wielding a short sword, [EPIC]
even though this feat enables him to otherwise treat it as a You can channel energy to greatly increase the damage you
light weapon. deal in combat.
Prerequisites: Cha 21, Str 21, Divine Might, Power
Attack, ability to turn or rebuke creatures.
Benefit: Spend one of your turn/rebuke undead attempts
to add twice your Charisma bonus to your weapon damage
for a number of rounds equal to twice your Charisma
modifier.
The effects of this feat stack with those granted by Divine
Might.

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).

EPIC DIVINE VENGEANCE [DIVINE]


[EPIC]
You can channel energy to gain an additional attack against
undead in melee.
Prerequisites: Dex 21, Divine Vengeance, Extra You automatically get a result of double normal maximum
Turning, ability to turn or rebuke creatures. for turning damage.
Benefit: Spend one of your turn/rebuke undead attempts Normal: You determine the effect of your turning check
to gain the ability to make one additional attack each round according to Table 8–9 on page 159 of the Player’s Handbook
at your highest base attack bonus with any melee or ranged and roll turning damage normally.
weapon.
This additional attack must be directed at an undead
creature. INVOKE DIVINE WRATH [DIVINE]
The effects of this feat last for a number of rounds equal to [EPIC]
your Charisma modifier (with a minimum of 1 round with
the extra attack). You can channel energy directly from your deity to cause
devastating damage to your enemies.
Prerequisites: Knowledge (religion) 26 ranks, Extra
EPIC DIVINE VIGOR [DIVINE] [EPIC] Turning, ability to cast gate, ability to turn or rebuke
You impart amazing Constitution and enhanced speed to a creatures, ability to smite.
number of allies. Benefit: As a full-round action, you can spend one of your
Prerequisites: Cha 19, Divine Vigor, Extra Turning, turn/rebuke undead attempts to blast a single creature
Great Constitution, ability to turn or rebuke creatures. within 60 feet with divine energies channeled directly from
Benefit: Spend one of your turn/rebuke undead attempts your deity.
to increase your base land speed by 30 feet and gain a +6 The targeted creature must make a successful Fortitude
sacred bonus to your Constitution. saving throw (DC = 10 + half your turning class level + your
You can impart these bonuses to a number of creatures you Charisma modifier) or take 1d8 points of damage per two
are touching, as long as the total number of creatures class levels.
enhanced does not exceed your Charisma modifier. Although damage done by Invoke Divine Wrath looks like
These enhancements last for a number of minutes equal to a blast of fire in a color associated with your deity, the
your Charisma modifier. damage itself is divine in nature and penetrates all forms of
damage reduction and energy resistance.

IGNORE TURN RESISTANCE [EPIC] MULTITURNING [EPIC]


Your ability to affect undead with channeled energy is
powerful enough to penetrate resistance to turning. You may turn undead more than once per round.
Prerequisites: Cha 19, Empower Turning, Extra Prerequisites: Cha 19, Extra Turning, Quicken Turning,
Turning, ability to turn or rebuke creatures. ability to turn or rebuke creatures.
Benefit: Whenever you attempt to turn, rebuke, control, Benefit: You can attempt to turn or rebuke undead one
or destroy undead, their turn resistance (if any) is additional time each round, as long as you use Quicken
effectively reduced by a number equal to your Charisma Turning or Reactive Turning for any additional attempts.
modifier (to a minimum turn resistance of +0) for that You can use this feat only when you attempt to turn or
attempt only. rebuke undead.
You cannot use it when you attempt to power another feat.
Normal: You can turn undead only once per round, even
if you have the Quicken Turning feat.
220
Special: The benefits of this feat stack.
The number of times you can turn undead in a round
increases by +1 each time you take this feat.

SPELLCHANNELING [DIVINE] [EPIC]


You can imbue spells you cast with additional power by
channeling energy.
Prerequisites: Concentration 24 ranks, ability to turn or
rebuke creatures, ability to cast spells of the normal
maximum spell level in at least one spellcasting class.
Benefits: You can spend one of your turn/rebuke undead
attempts any time you cast a divine spell.
If you use this on a spontaneous spell, it takes a full-round
action to cast (and an extra full-round action if the spell
already has a casting time of a full round or longer).
If you choose to use this feat, make a turning check.
The result indicates the actual caster level that the spell
resolves at.
If the turning check indicates that the spell resolves at a
caster level lower than your actual caster level, the spell
instead resolves at your caster level.
NEW EPIC INSIGHT
SPELL SIPHONING [DIVINE] [EPIC] COMPILATION EPIC FEATS
You can cast spells using your ability to channel energy.
Prerequisites: Knowledge (arcana) 24 ranks, Spellcraft
24 ranks, ability to turn or rebuke creatures, ability to cast ARMED DEFLECTION [EPIC]
9th-level divine spells. You can deflect arrows or other ranged weapons with your
Benefits: You can spend one of your turn/rebuke undead melee weapon.
attempts to cast spontaneously any divine spell you can Prerequisites: Dex 21, Int 13, Wis 15, Combat
normally prepare. Expertise, Epic Weapon Focus, Weapon Focus.
When you attempt to spell siphon a spell, make a turning Benefit: When wielding a weapon with which you have
check and consult the following table to determine the selected the Epic Weapon Focus feat, once per round when
maximum spell level you can attempt to spell siphon. you normally would be hit with a ranged weapon, you can
Once you determine the highest level spell you can make a Reflex saving throw (DC 20; if the ranged weapon
spontaneously cast and have selected which spell you wish has a magical bonus to attack, the DC increases by that
to cast, you can cast the spell just as if you had prepared it. amount).
You must supply any material components or foci the spell If you succeed, you deflect the weapon.
normally requires. You must be aware of the attack and not flat-footed.
Spell Siphoning is at least full-round action. Attempting to deflect a ranged weapon doesn’t count as an
If the spell you siphon has a casting time of a full-round action.
action or longer, it takes an extra full-round action to cast Exceptional ranged weapons, such as spell effects or
the spell. boulders hurled by giants, can’t be deflected.
You can apply metamagic feats to this spell, as long as the Special: This feat can be substituted for the Improved
spell’s effective level is not greater than the highest level Unarmed Strike and Deflect Arrows feats for the purpose
spell possible set by the turning check. of qualifying for another feat, such as Exceptional
Each metamagic feat you apply, however, adds another full- Deflection.
round action to the casting time for the spell. To employ other feats that have such prerequisites, you
must be wielding a weapon with which you have selected
the Epic Weapon Focus feat.

AUTOMATIC VILE SPELL [EPIC,


METAMAGIC]
The character’s lesser spells inflict wounds tainted with
foul evil.
Prerequisites: Violate Spell, Spellcraft 27 ranks, ability
to cast 9th-level arcane or divine spells, any evil alignment.
Benefit: The character can cast all 0-, 1st-, 2nd-, and 3rd-
level spells as violated spells without using higher-level

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.

COMBAT INSIGHT [EPIC]


Your keen intellect allows you to place melee attacks where
they will inflict the most damage.
Prerequisites: Int 19, Combat Expertise, Epic Prowess, EPIC COMBAT EXPERTISE [EPIC]
base attack bonus +15. You have extraordinary talent at using your combat skill for
Benefit: When wielding a melee weapon, add your defense.
Intelligence modifier rather than your Strength modifier to Prerequisites: Int 19, Combat Expertise, Epic Prowess,
the weapon’s damage rolls. base attack bonus +21.
Benefit: When you use the attack action or full attack
CHOSEN WEAPON SPECIALIZATION action in melee, you can take a penalty equal to or less than
one-half your base attack bonus (rounded down) on your
[EPIC] attack and add the same number as a dodge bonus to your
You deal more damage when wielding your deity’s chosen AC.
weapon. The modifiers to attack rolls and AC last until your next
Prerequisites: War domain, Epic Prowess, Weapon turn.
Focus with deity’s chosen weapon.
Benefits: You gain a +2 bonus on weapon damage when EPIC COUNTERSPELL [EPIC]
wielding your deity’s chosen weapon.
You can counterspell any number of spells each round.
Prerequisites: Combat Reflexes, Improved
DIVINE SPELL PENETRATION [EPIC] Counterspell, Improved Initiative, Quicken Spell, Reactive
Choose a component of your alignment. Counterspell, Spellcraft 30 ranks.
Your divine spells of that alignment are more capable of Benefit: Any number of times per round, you can
defeating spell resistance. counterspell an opponent’s spell even if you have not
Prerequisites: Wis 21, Improved Alignment-Based readied an action to do so.
Casting, domain of chosen alignment, alignment matching This counterspell doesn’t count against your later actions.
chosen component, ability to cast 9th-level divine spells. You can even use this feat when flat-footed.
Benefits: When casting spells of the chosen alignment, Normal: Without this feat, you must ready an action each
you gain a +4 bonus on caster level checks to defeat spell round you wish to use a counterspell.

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.

NEW MASTERS OF THE QUICKEN WILD SHAPE [WILD]


WILD SHAPECHANGERS [EPIC]
You can change forms using wild shape as a free action.
SIDEBAR FEATS Prerequisites: Automatic Quicken Spell, Quicken Spell,
Knowledge (nature 30 ranks), wild shape 8 times/day.
Benefit: The act of changing forms using the wild shape,
CREATE EPIC INFUSION [ITEM greater wild shape, or epic wild shape abilities is now a free
action for you.
CREATION] [EPIC] You can change forms only once per round, and you cannot
You can create infusions of epic power. also cast a quickened spell or use another quickened ability
Prerequisites: Create Infusion, Knowledge (nature) 24 during a round when you use quickened wildshape.
ranks, Spellcraft 24 ranks.
Benefit: You can create infusions (see Masters of the Wild
for full details on infusions) that exceed the normal limits NEW MINIATURES
for such items.
For instance, you could create an infusion with spells HANDBOOK EPIC FEATS
greater than 9th level, or with a caster level greater than
20th.
Even this feat does not allow you to create an infusion from GLOOM AURA [EPIC]
an epic spell. Your aura has a hint of the supernatural and generates
Such magic defies the power of nature and thus cannot be shadowy light and darkness that can hinder your enemies.
contained in an herb or plant.
Prerequisite: Con 25, Intimidate 30 ranks, Lasting Aura.
Benefit: Your aura radiates shadows and darkness; this is
IMBUE WILD SHAPE [WILD] [EPIC] a supernatural effect.
You can choose to activate this feat as a free action
Your touch can grant other creatures the ability to use wild whenever you activate an aura.
shape. All creatures in the reach of your aura gain concealment.
Prerequisites: Knowledge (nature) 24 ranks, Spellcraft Undead within a Gloom Aura are treated as 4 Hit Dice
24 ranks, epic wild shape 3/day. higher than their actual Hit Dice in regard to attempts to
Benefit: As a full-round action, you can expend one of turn, rebuke, destroy, or command undead.
your uses of epic wild shape for the day to grant a creature Special: You cannot activate a Gloom Aura if you have a
the wild shape ability. Radiant Aura in effect.
You must touch the creature. A Gloom Aura is suppressed by any spell of 4th-level or
The recipient can use the druid wild shape ability once a higher that has the Light descriptor.
day as a druid of its own level (maximum 20th). Areas in which a Radiant Aura and a Gloom Aura overlap
Though you expend a daily use of your epic wild shape cancel each other out, but the standard bonuses for the aura
ability, you imbue the recipient with the nonepic version of continue to function normally.
the ability only.
The recipient retains the ability until you revoke it or until
the recipient dies. LASTING AURA [EPIC]
You can revoke the gift any time as a free action, and you The effects of your auras last 1 minute.
need not see or touch the recipient, or even be on the same
Prerequisite: Intimidate 24 ranks, must know at least 5
plane.
marshal major auras.
So long as the recipient retains the wildshape ability, you
lose one daily use of your epic wildshape ability. Benefit: When you use an aura power, its affects linger
on your allies even after they leave the aura’s range.
You use this feat as a free action whenever you project an
aura.
Allies within range who can hear you gain the aura’s effects
for as long as you maintain the aura and they remain within
229
range, but they continue to benefit for 1 minute after the
aura’s effects end or they move out of range. NEW ORIENTAL
Allies that enter the aura’s range after you project it still
gain the aura’s benefits, but it has no lingering effect on
them (though you can use this feat again to project a new
ADVENTURES EPIC FEATS
lingering aura that affects them).
Special: This feat stacks with the Widen Aura feat, but EPIC ANCESTRAL DAISHO []
not with the Gloom Aura or Radiant Aura feats.
Your ancestral weapon gains the capacity for even greater
power.
MULTIAURA [EPIC] Prerequisites: Samurai level 21, Wis 19.
Benefit: The maximum weapon bonus that you can
You can maintain more auras than normal.
awaken in your ancestral daisho increases by +1 (such as
Prerequisite: Cha 25, Lasting Aura. from +10 to +11).
Benefit: You can maintain up to two minor auras and one Also, your ancestral daisho’s maximum enhancement
major aura simultaneously. bonus increases by +1 (such as from +5 to +6).
Activating a minor aura remains a swift action, so you still You must still make an appropriate sacrifice to awaken this
need 2 rounds to activate two minor auras. bonus, as shown on the table below.
Your second minor aura activated must be of a different For instance, to increase a +5 flaming katana of speed to a +6
aura than one that is already active. flaming katana of speed, the samurai must sacrifice 2,220,000
Normal: You can maintain one minor and one major aura gp.
simultaneously. The samurai must spend one day per 10,000 gp sacrificed in
the shrine or temple.
RADIANT AURA [EPIC] He must spend at least 8 hours each of these days kneeling
before his ancestors and his weapons, not stopping to eat or
Your aura generates visible light that can dazzle and daze rest.
your enemies.
Prerequisite: Con 25, Intimidate 30 ranks, Lasting Aura.
Benefit: Your aura radiates visible light equal to that
generated by a daylight spell; this is a supernatural effect.
You can choose to activate this feat as a free action
whenever you activate an aura.
All enemies within reach of your aura that have fewer Hit
Dice than your marshal levels are automatically dazzled and
take a –1 penalty on attack rolls, Search checks, and Spot
checks.
Additionally, upon first being exposed to your radiant aura,
an enemy must make a Fortitude save (DC = 10 + half your
marshal levels + your Charisma modifier) or become dazed
for 1 round, during which time they can take no actions but
have no penalty to their AC.
A creature can become dazed by your aura once per day.
Undead within a Radiant Aura are treated as 4 Hit Dice
lower than their actual Hit Dice in regard to attempts to
turn, rebuke, destroy, or command undead.
Special: You cannot activate a Radiant Aura if you have a
Gloom Aura in effect.
A Radiant Aura is suppressed by any spell of 4th-level or
higher that has the Darkness descriptor.
Areas in which a Radiant Aura and a Gloom Aura overlap
cancel each other out, but the standard bonuses for the aura
continue to function normally.
EPIC KI FRENZY []
Your ki frenzy grants you even greater power and agility.
WIDEN AURA [EPIC] Prerequisite: Ki frenzy 6/day, Wis 21.
Your auras are much larger than normal. Benefits: Your ki frenzy grants you a +4 bonus to
Prerequisite: Lasting Aura. Strength and Dexterity and increases your speed by 20 feet.
Benefit: Your aura can affect all allies within 120 feet Normal: Without this feat, ki frenzy grants only a +2
(including yourself) who can hear you. bonus to Strength and Dexterity and a speed increase of 10
Normal: Your aura can affect all allies within 60 feet feet.
(including yourself) who can hear you.
EPIC SPELL SECRET []
Choose a single spell that you know.
230
You can apply one of your metamagic feats to that spell You can also transport other creatures, but if you do, there
without altering the spell’s level. is a chance of error (as teleport).
Prerequisite: Wu jen level 21, Spellcraft 27 ranks, three Activating this ability requires a standard action.
or more metamagic feats. You can use plane shift with perfect accuracy (self and
Benefits: You choose a spell that you know, which personal equipment only).
becomes permanently modified as though affected by any You can also transport other creatures, but you then suffer
one of your metamagic feats. the inaccuracies normally incurred when using this spell.
The spell’s level does not change, and once the choice of Activating this ability requires a standard action.
spell and modification are chosen, they cannot be changed.
You can apply this feat’s effect to a spell already modified by
a spell secret, but you can’t apply Epic Spell Secret to the ELDRITCH SCULPTOR [EPIC]
same spell more than once. You control and shape your eldritch blasts like a master
sculptor.
Prerequisites: One invocation from the least, lesser,
IMPROVED ELEMENT FOCUS [] greater, and dark blast shape invocation categories,
The spells of your specialized element are even more Spellcraft 24 ranks.
powerful than normal. Benefit: You can use two eldritch blasts per round as a full
Prerequisite: Shugenja level 21, Spellcraft 24 ranks, Cha attack action, rather than the normal limit of one.
25. You can apply eldritch essences to both blasts.
Benefits: The spells of your chosen element focus are If you possess the Lord of All Essences feat, you can imbue
treated as if you had the Greater Spell Focus feat; that is, each blast with two eldritch essences.
their save DC is increased by a total of +4 (including the Activating this ability is part of the action to use an eldritch
benefit from Spell Focus). blast.
The area and range of all your eldritch blasts is doubled.
Activating this ability is part of the action to use an eldritch
NEW SWORDFIGHTERS blast.
If you imbue your eldritch blast with the eldritch spear blast
SIDEBAR FEATS shape, the range increases to 500 feet.
If you are using the hideous blow invocation, you no longer
suffer attacks of opportunity for invoking this power in
IMPROVED IAIJUTSU FOCUS [EPIC] melee and all attacks of opportunity you make can include
hideous blow.
The maximum bonus damage you gain for using Iaijutsu If you imbue your eldritch blast with the eldritch chain blast
Focus increases. shape, you may start the chain up to 120 feet away from you
Prerequisite: Iaijutsu Focus 27 ranks. and the maximum distance between each target increases
Benefit: The extra damage you inflict when you make an to 60 feet.
Iaijutsu Focus check no longer has a maximum die cap. The area of the eldritch doom blast shape increases to 40 feet
The progression of extra damage continues indefinitely, from you.
increasing by +1d6 for every 5 points over a result of 10 you The range of your eldritch cone increases to 120 feet.
receive on the check. You gain +2 bonus on attack rolls to hit an opponent with
For example, an Iaijutsu Focus check of 76 would inflict your eldritch blast.
+14d6 points of damage. This is an extraordinary ability.
Normal: Without this feat, the most extra damage you Normal: A warlock can use only one eldritch blast per
can gain with an Iaijutsu Focus check is +9d6. round.
Using the hideous blow blast shape provokes attacks of
opportunity and cannot be used as part of an attack of
NEW WARLOCK EPIC FEATS opportunity.

DARK TRANSIENT [EPIC] EPIC ELDRITCH BLAST [EPIC]


Your powers of mobility are so potent that you can travel Your eldritch blasts are unstoppably powerful.
between dimensions with a thought. Prerequisites: Eldritch blast 9d6.
Prerequisites: Knowledge (the planes) 24 ranks, fell Benefit: When you take this invocation, the damage dealt
flight, flee the scene, path of shadow. by your eldritch blast increases by 1d6.
Benefit: Your flight speed (from the fell flight invocation) Special: You can gain this feat multiple times.
increases by 30 feet and its maneuverability increases to Its effects stack.
perfect.
Using this ability is part of the casting of the fell flight
invocation. EPIC EXTRA INVOCATION [EPIC]
You have achieved mastery over the powers of You learn an additional invocation.
transdimensional travel. Prerequisites: Ability to use dark invocations, Spellcraft
You can transport great distances with a single thought (as 24 ranks
greater teleport, self and personal equipment only).
231
Benefit: You can learn one additional invocation from the Prerequisites: Spellcraft 24 ranks, breath of the night,
list available to you, including dark invocations. chilling tentacles, stony grasp, wall of perilous flame.
Special: You can gain this feat multiple times. Benefit: As a full-round action, you can summon a single
Each time, you gain an extra invocation of any grade (least, creature from the summon monster I–IX list that is an
lesser, greater, or dark). elemental or has the air, earth, fire, or water subtype.
The monster serves you for a number of rounds equal to
your caster level.
EPIC FIENDISH RESILIENCE [EPIC] Activating this ability requires a standard action.
You can make your blood boil with the strength of the You can use dominate monster on elementals and creatures
Nine Hells. with the air, earth, fire, or water subtype.
Prerequisites: Fiendish resilience that grants fast This effect lasts for a number of days equal to your caster
healing 5. level.
Benefit: When you use your fiendish resilience ability, Activating this ability requires a standard action.
you gain fast healing 25 for 5 minutes. You gain energy resistance 10 to acid, cold, electricity, fire,
Activating this ability is a free action. and sonic.
This is a supernatural ability. If you have energy resistance from the warlock class, your
Special: You can gain feat multiple times. resistance to those two elements increases by 10.
Each time you take the feat, you gain an additional use of This is an extraordinary ability.
the fiendish resilience ability, and the fast healing granted Elementals and creatures with the earth, air, fire, or water
by the feat increases by 5.. subtype view you as one of their kind.
These creatures react to you as if their attitude is two steps
better than the situation otherwise warrants.
LORD OF ALL ESSENCES [EPIC] This is an extraordinary ability.
You have mastered the art of enhancing your eldritch blast
with multiple essences.
Prerequisites: One least, lesser, greater, and dark
MORPHEME SAVANT [EPIC]
eldritch essence invocation, Spellcraft 24 ranks. Your words are charged with supernatural power.
Benefit: When you use the eldritch blast ability, you can Prerequisites: Baleful utterance, beguiling influence,
apply two eldritch essence invocations simultaneously. warlock’s call, word of changing.
You could choose to fire an eldritch blast with both the Benefit: You can use power word blind, power word kill, or
repelling blast and noxious blast eldritch essences. power word stun.
This also allows you to apply the same effect twice, though Activating this ability requires a standard action.
this is not beneficial in the case of all eldritch essences. When you use your warlock’s call ability, you no longer
The effects of each essence are resolved separately. suffer the chance of taking 1d10 points of damage from the
If you imbue your eldritch blast with two different types of recipient.
damage, half of the damage (rounded down) is dealt by each In addition, you can imbue your sending with a suggestion (as
source. demand).
You must choose which essences you will use in The casting time of warlock’s call is 1 minute.
conjunction with your eldritch blast before you start your Using this ability is part of the casting of the warlock’s call
action. invocation.
If you possess the Eldritch Sculptor feat, you can apply two You can communicate as if under the effects of a constant
eldritch essence invocations to both your eldritch blasts in a tongues spell.
single round. This is a supernatural ability.
Activating this ability is part of the action to use an eldritch When you use your beguiling influence invocation, the bonus
blast. granted on your Bluff, Diplomacy, and Intimidate checks is
For example, if Morthos is fighting an outsider he has equal to double your Charisma bonus or +6, whichever is
never encountered, he can choose to imbue his eldritch blast greater.
with both hellrime blast and brimstone blast. Using this ability is part of the casting of the beguiling
He rolls 10d6 damage, dealing half fire and half cold influence invocation.
damage. It is an extraordinary ability.
If the outsider happened to be immune to cold, but not fire, Normal: The warlock’s call invocation has a casting time of
it would still take damage from the half that dealt fire 10 minutes and does not allow suggestions to be imbued.
damage. The warlock’s call invocation allows the recipient to deal 10
In addition, the DC of all eldritch essence invocations you points of damage to you.
use increases by 2. The beguiling influence invocation grants you a bonus on
This is an extraordinary ability. Bluff, Diplomacy, and Intimidate checks equal to your
Normal: A warlock can apply only one eldritch essence to Charisma modifier.
an eldritch blast.
PARAGON VISIONARY [EPIC]
MASTER OF THE ELEMENTS [EPIC] Your powers of perception are beyond mortal ken.
You have achieved mastery of the four elements—air, Prerequisites: Spellcraft 24 ranks, dark foresight, devil’s
earth, fire, and water. sight, see the unseen, voidsense.
232
Benefit: You can see through illusions, magical darkness, This is a supernatural ability.
shapechangers, and other effects (as true seeing). You radiate an aura that makes it difficult for anyone within
This is a supernatural ability. 30 feet to manipulate incarnum.
You are automatically aware of all spells or magical effects Any creature within 30 feet must succeed on a
you see. Concentration check (DC 10 + your caster level + your
Simply by looking at a creature, you can determine if it is a Charisma bonus) or be unable to shape a soulmeld, bind a
divine or arcane caster, whether it has any spell-like soul meld or magic item to a chakra, or invest or reallocate
abilities, and the highest spell or spell-like abilities it essentia.
knows. You can choose to exempt allied creatures from the effects
This is a supernatural ability. of this aura.
When you use the voidsense invocation, you gain blindsight This is a supernatural ability.
60 feet. You are immune to the soulless aura and consume soul
You receive a bonus on all Listen, Sense Motive, and Spot abilities of soul eaters.
checks equal to double your Wisdom modifier or +6, This is an extraordinary ability.
whichever is greater. When you use the drain incarnum or steal incarnum
This is an extraordinary ability. invocations, the amount of incarnum damage or drain is
Normal: The voidsense invocation grants blindsense 30 doubled.
feet. Using this ability is part of the casting of the casting of
those invocations.
The DCs of all saving throws for your incarnum-related
SHADOWMASTER [EPIC] invocations increase by 2.
You have walked the path of shadows, and now you have Every point of essentia invested in this invocation increases
mastered its secrets. the DC of your incarnum-related invocations by 1.
Prerequisites: Spellcraft 24 ranks, beshadowed blast, dark Once the amount of essentia invested is chosen, it cannot
discorporation, darkness, enervating shadow. be altered and remains invested for 24 hours.
Benefit: You can create streaking masses of shadow If the invocation is dispelled during this time, the essentia
around your form, providing you with a 50% miss chance investment remains in place, taking effect once again when
against all attacks (as displacement). you activate the invocation.
Activating this ability requires a standard action. Activating this ability requires a standard action.
You can use material from the Plane of Shadows to create You can communicate telepathically with any creature
quasireal illusions, mimicking sorcerer and wizard within 100 feet that has a language.
conjuration spells of 8th level or lower (as shades). This is a supernatural ability.
The illusions deal 80% damage to nonbelievers, and You gain 3 points of essentia when you take this feat.
nondamaging effects are 80% likely to work against
nonbelievers. VERMINLORD []
Activating this ability requires a standard action.
You are immune to all spells with the shadow subtype and You have unparalleled insight into the ways of vermin.
to effects that involve the use of shadows (such as the Prerequisites: Spellcraft 24 ranks, spiderwalk, summon
breath weapon of a shadow dragon). swarm, tenacious plague.
This is an extraordinary ability. Benefit: You can summon ten swarms of centipedes (as
creeping doom).
You add your Charisma modifier to the poison save DC of
SOULEATER INCARNATE [EPIC] the swarm.
You have mastered the fusion of invocation and incarnum. The attacks of any centipede swarms summoned are treated
Prerequisites: Knowledge (the planes) 24 ranks, drain as magic weapons for the purpose of overcoming damage
incarnum, incarnum blast, incarnum shroud, steal incarnum. reduction.
Benefit: By studying the unique qualities of the They also bypass damage reduction based on your
mysterious souleater, you have learned a variety of secret alignment.
powers. If you are a chaotic good warlock, your swarms bypass
When using this feat, you consume the soul of any creature chaotic, good, and magic damage reduction.
that dies within 30 feet of you. Activating this ability requires a standard action.
For 10 minutes following the death, you gain +10 When you use the summon swarm and tenacious plague
temporary hit points and a +1 bonus on attack rolls and invocations, the summoned creatures bypass damage
saving throws. reduction in the way listed above.
Bonuses from multiple deaths stack. Using this ability is part of the casting of those invocations.
At the end of the 10 minutes, the soul is permanently You can also control the actions of vermin creatures.
consumed. This functions as dominate monster, but it affects vermin
The creature that was consumed can be raised only via a only.
miracle, true resurrection, or wish. This lasts for a number of days equal to your caster level.
If the creature was slain by your incarnum blast invocation, Activating this ability requires a standard action.
the bonus and duration of the hit points, attack, and save Vermin view you as one of their kind.
bonuses are doubled. A vermin will never attack you willingly, unless you
You can choose not to consume the soul of a creature. provoke it or its kin.
This is an extraordinary ability. 233
Shield of the Godless (12 ranks): In a sharp voice, you speak the
reversed names of thirteen good deities, denying their
EXEMPLARS OF EVIL existence and imbuing your allies with wards of unbelief.
Each participant gains a +4 morale bonus on saving throws
against divine spells.
(3.5) The participants also gain damage reduction 5/– against
smite attacks made against them.
In addition, if any participant is affected by a divine spell,
all participants within 60 feet gain a +2 morale bonus on
MAIN SECTION FEATS attack rolls and damage rolls for 1 round.

BELOVED OF DEMONS [VILE] DIVINE DENIAL []


The tanar’ri reward you with unholy vitality whenever you You harden your will against the power of the deities.
defeat their enemies. Prerequisites: Knowledge (religion) 9 ranks, Iron Will.
Prerequisites: Evil, caster level 6th, Knowledge (the Benefit: Whenever you are the target of a divine spell,
planes) 6 ranks, Evil Brand, Power Attack. you gain a +2 bonus on saving throws to resist the spell.
Benefit: Whenever you strike a lawful or good creature If the spell does not allow a saving throw, you can make a
and reduce it to the dying or dead condition, you gain a Will save against the spell’s DC as if it allowed a save.
number of temporary hit points equal to 1/2 your class If you succeed, you negate the effect of the spell.
level.
Temporary hit points gained from this feat disappear after 1 EMBODY ENERGY []
minute.
As an immediate action, you can sacrifice up to 5 temporary You can sacrifice prepared spells to shroud your body in a
hit points to gain damage reduction 5/good for 1 round. particular type of energy.
Prerequisites: Energy Substitution, Spell Focus
(conjuration).
BLESSING OF THE GODLESS Benefit: You can sacrifice a spell that has an energy
descriptor that matches the energy type you selected for
[CEREMONY, VILE] Energy Substitution.
You invoke the dreadful power of darkness and evil to fill By doing so, you wreathe your body with the energy for 1
your allies with terrible power. round per level of the spell sacrificed.
Prerequisites: Evil, Knowledge (religion) 6 ranks. You are immune to the energy generated, and your natural
Benefit: You gain access to ceremonies based on your attacks and attacks made with weapons deal an extra 1d6
ranks in Knowledge (religion). points of damage of the appropriate type.
Each ceremony allows you to provide up to five allies with Creatures that attempt to grapple you or that successfully
malevolent energy. attack you with a natural weapon or an unarmed strike take
Each rite takes 6 minutes to perform, and requires unholy 1d6 points of damage for each hit or round of sustained
water and the dung of an evil creature (see below). contact.
Each participant stands at one of five points, forming a Special: You can select this feat multiple times.
pentagram with you in the center. Each time, it applies to a new type of energy that you have
The effects of each ceremony last for 24 hours unless selected for the Energy Substitution feat.
otherwise noted.
Dark Pact (6 ranks): You spew the hateful words of true
wickedness, investing the malevolence of the Lower Planes EVASIVE MANEUVERS []
in the gathering. You can vanish into the confusion created by area spells.
You create a pool of reserve hit points equal to your class Prerequisites: Caster level 11th, evasion, Cunning
level × the number of participants. EvasionPH2, Spell Focus (illusion), ability to cast invisibility.
Henceforth, all participants can draw a number of hit Benefit: Once per encounter, if you are caught within an
points equal to their class level from this pool as an area attack whose damage you completely avoid due to
immediate action. evasion or improved evasion, you can cast a prepared or
These reserve hit points can only be used to recover lost hit known invisibility spell as an immediate action.
points, so any drawn in excess of the character’s maximum
hit point total are wasted.
When the pool is depleted, the effects of the ritual end. EVIL BRAND [VILE]
Anoint the Wicked (9 ranks): Your filthy words imbue your You are physically marked forever as the servant of an evil
allies with an incredible sense of purpose, enough to power greater than yourself.
quench any misgivings. The symbol is unquestionable in its perversity, depicting a
Each participant gains a +4 morale bonus on checks made depravity so unthinkable that all who see it know beyond a
to oppose Intimidate checks and on saving throws against doubt that you serve an evil patron.
spells and spell-like effects that have the fear descriptor. Benefit: Evil creatures automatically recognize the
symbol now emblazoned upon you as a sign of your utter
depravity and your discipleship to a powerful creature of
234
evil, although the brand does not necessarily reveal your remaining attacks you have in the round to force the target
patron’s identity. to make a Fortitude save (DC 10 + 1/2 your level + your Cha
You gain a +2 circumstance bonus on Diplomacy and modifier).
Intimidate checks made against evil creatures. If the target fails the save, he dies instead of becoming
disabled, and all creatures within 30 feet must succeed on
Will saves against the same DC or become sickened for 1
FELL CONSPIRACY [CEREMONY] round.
You forge a connection with a target to ease Special: You can use this feat only if you have still have
communications and to keep you apprised of developments one or more attacks left in a round after reducing your
in the field. target to 0 or fewer hit points.
Prerequisites: Wis 13, Knowledge (religion) 4 ranks.
Benefit: You gain access to ceremonies based on your
ranks in Knowledge (religion). HELLSWORN [VILE]
These ceremonies forge a link between participants who You have made a pact with a foul devil from the Nine Hells.
work toward a common cause. In exchange, you can channel the power of that dreadful
During each ceremony, all participants huddle together plane.
and speak in hushed tones, conveying the dark purpose of Prerequisites: Evil, Knowledge (the planes) 9 ranks,
the conspiracy. Evil Brand, Weapon Focus.
Each ceremony takes 20 minutes, and its effects last for 24 Benefit: You gain the extraplanar subtype.
hours. Your native plane is now the Nine Hells of Baator, and you
Common Cause (4 ranks): You confide in each ally, can select one of the following infernal gifts.
whispering your plans into his ear. Hell’s Fury: Once per round, as a free action, you can
Once you have finished, you nick each other’s ears with a designate a single target that you can see.
sharp blade (no damage). Your melee attacks and ranged attacks against that target—
Henceforth, each participant can cast the message spell at if made with a weapon for which you have the Weapon
will at your caster level. Focus feat—deal an extra 1d6 points of unholy damage.
This ceremony requires a masterwork dagger. Brimstone Caress: When casting spells or spell-like effects
Conspiratorial Bond (8 ranks): You concoct a paste of potent that have the evil descriptor, your caster level increases by
herbs and apply it to the eyes and ears of all participants, 1.
including yourself. Once per encounter, you can increase the save DC of any
While doing so, you intone a resonating, rhythmic spell you cast by 1.
incantation. If the spell deals damage, half the damage dealt is unholy.
All participants gain a +2 bonus on Listen checks and Spot Special: If you are slain, your soul is dragged to the Nine
checks for every other participant in range. Hells of Baator.
In addition, all participants within 100 feet can You cannot be restored to life by any means short of a
communicate telepathically. miracle or wish spell.
This ceremony requires rare herbs worth 50 gp.
Inviolate Link (12 ranks): Using a concoction of blood and
hair from each participant mixed with rare herbs and MAIMING STRIKE []
diamond dust, you paint an eye onto the forehead of each You can make dreadful attacks that disfigure your
ally. opponents.
As long as they remain within 100 feet of you, none of you Prerequisites: Evil, sneak attack +2d6.
can be caught flat-footed unless all of you are, and none of Benefit: Whenever you make a successful sneak attack on
you can be flanked unless all of you are. a target creature, you can reduce your extra damage and
This ceremony requires a bit of blood and hair from each deal Charisma damage instead.
participant, rare herbs worth 50 gp, and diamond dust For every 2 dice of extra damage that you sacrifice, your
worth 100 gp. attack deals 1 point of Charisma damage.

GENEROUS SACRIFICE [] MASK OF GENTILITY []


You can relieve your afflictions by donating them to an ally. You cunningly hide your true motives and nature behind a
Prerequisites: Evil, Con 15. facade of camaraderie and gentility.
Benefit: Whenever you gain one or more negative levels, Prerequisites: Cha 15, Bluff 9 ranks, Disguise 9 ranks.
you can transfer some or all of them to a willing creature Benefit: If you are subjected to a divination spell that
that you touch. normally would reveal your alignment, your alignment
registers as neutral.
GRUESOME FINISH [] In addition, if someone tries to use the Sense Motive skill
to get a hunch about your purpose or nature, she must
You deliver a terrifying blow to finish off a victim and succeed on a DC 30 check to obtain an accurate impression.
strike fear into the hearts of your enemies. Normal: Getting a hunch requires a DC 20 Sense Motive
Prerequisite: Base attack bonus +6. check.
Benefit: Whenever you make a full attack and reduce an
opponent to 0 or fewer hit points, you can give up any
235
The level of the slot used must be equal to or greater than
PROTEUS [] the level of the spell you intend to cast.
You are a master of masking your features behind a myriad
of disguises.
Prerequisites: Caster level 10th, Spell Focus (illusion).
Benefit: You can sacrifice a prepared spell to cast any EXPANDED
lower-level illusion (glamer) spell.
In addition, you can cast a prepared illusion (glamer) spell
as an immediate action by sacrificing another spell of the PSIONICS
same level.

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.

METAMORPHIC TRANSFER OPPORTUNITY POWER


[PSIONIC] [METAPSIONIC]
You can gain a supernatural ability of a metamorphed form. You can make power-enhanced attacks of opportunity.
Prerequisite: Wis 13, manifester level 5th. Benefit: To use this feat, you must expend your psionic
Benefit: Each time you change your form, such as focus (see the Concentration skill description, page 37).
through the metamorphosis power, you gain one of the new When you make an attack of opportunity, you can use any
form’s supernatural abilities, if it has any. power you know with a range of touch, if you have at least
You gain only three uses of the metamorphic ability per one hand free.
day, even if the creature into which you metamorph has a Manifesting this power is an immediate action.
higher limit on uses. You cannot use this feat with a touch power whose
For instance, if you gain a dragon’s breath weapon, you can manifesting time is longer than 1 full-round action.
use that ability only three times before losing access to the Using this feat increases the power point cost of the power
ability for the day. by 6.
(You are still subject to other restrictions on the use of the The power’s total cost cannot exceed your manifester level.
ability. Normal: Attacks of opportunity can be made only with
For example, after you use a dragon’s breath weapon, you melee weapons.
can’t use it again for 1d4 rounds).
The save DC to resist a supernatural ability gained through
Metamorphic Transfer (if it is an attack) is 10 + your Cha OVERCHANNEL [PSIONIC]
modifier + 1/2 your Hit Dice. You burn your life force to strengthen your powers.
Normal: You cannot use the supernatural abilities of Benefit: While manifesting a power, you can increase
creatures whose form you assume. your effective manifester level by one, but in so doing you
Special: You can gain this feat multiple times. take 1d8 points of damage.
Each time, you can gain one additional supernatural ability. At 8th level, you can choose to increase your effective
manifester level by two, but you take 3d8 points of damage.
At 15th level, you can increase your effective manifester
MIND OVER BODY [GENERAL] level by three, but you take 5d8 points of damage.
Your ability damage heals more rapidly. The effective increase in manifester level increases the
Prerequisite: Con 13. number of power points you can expend on a single power
Benefit: You heal ability damage and ability burn damage manifestation, as well as increasing all manifester level-
more quickly than normal. dependent effects, such as range, duration, and overcoming
You heal a number of ability points per day equal to 1 + power resistance.
your Constitution bonus. Normal: Your manifester level is equal to your total levels
Normal: You heal ability damage and ability burn damage in classes that manifest powers.
at a rate of 1 point per day.
POWER PENETRATION [PSIONIC]
Your powers are especially potent, breaking through power
resistance more readily than normal.
242
Benefit: To use this feat, you must expend your psionic All other restrictions on charges still apply; for instance,
focus (see the Concentration skill description, page 37). you cannot pass through a square that blocks or slows
You get a +4 bonus on manifester level checks made to movement, or that contains a creature.
overcome a creature’s power resistance. You must have line of sight to the opponent at the start of
your turn.
POWER SPECIALIZATION [PSIONIC]
You deal more damage with your powers. PSIONIC DODGE [PSIONIC]
Prerequisites: Weapon Focus (ray), manifester level You are proficient at dodging blows.
4th. Prerequisite: Dex 13, Dodge.
Benefit: With rays and ranged touch attack powers that Benefit: You must be psionically focused (see the
deal damage, you deal an extra 2 points of damage. Concentration skill description, page 37) to use this feat.
If you expend your psionic focus when you manifest a ray You receive a +1 dodge bonus to your Armor Class.
or a ranged touch attack power that deals damage, you add This bonus stacks with the bonus from the Dodge feat (but
your key ability bonus to the damage (instead of adding 2). only applies on attacks made by the opponent you have
designated).
PSICRYSTAL AFFINITY [PSIONIC]
You have created a psicrystal. PSIONIC ENDOWMENT [PSIONIC]
Prerequisites: Manifester level 1st. You can endow your manifestations with more
Benefit: This feat allows you to gain a psicrystal. concentrated focus.
See Psicrystals, page 21, for details on how psicrystals work. Benefit: To use this feat, you must expend your psionic
focus (see the Concentration skill description, page 37).
You add 1 to the save DC of a power you manifest.
PSICRYSTAL CONTAINMENT
[PSIONIC] PSIONIC FIST [PSIONIC]
Your psicrystal has advanced enough that it can hold a You can charge your unarmed strike or natural weapon
psionic focus that you store within it. with additional damage potential.
Prerequisites: Psicrystal Affinity, manifester level 3rd. Prerequisite: Str 13.
Benefit: You can spend a full-round action attempting to Benefit: To use this feat, you must expend your psionic
psionically focus your psicrystal (see the Concentration focus (see the Concentration skill description, page 37).
skill description, page 37). Your unarmed strike or attack with a natural weapon deals
At any time when you need to expend your psionic focus, an extra 2d6 points of damage.
you can expend your psicrystal’s psionic focus instead, as You must decide whether or not to use this feat prior to
long as the crystal is within 5 feet of you. making an attack.
Psionically focusing your psicrystal works just like focusing If your attack misses, you still expend your psionic focus.
yourself.
The psicrystal cannot focus itself—only the owner can
spend the time to focus the crystal. PSIONIC HOLE [GENERAL]
You are anathema to psionic creatures and characters.
PSIONIC AFFINITY [GENERAL] Prerequisite: Con 15.
Benefit: When a foe strikes you in melee combat, the foe
You have a knack for psionic endeavors. immediately loses its psionic focus, if any.
Benefit: You get a +2 bonus on all Psicraft checks and Use Also, if you are the target of a power, the manifester of the
Psionic Device checks. power must spend an additional number of power points
equal to your Wisdom bonus, or the power fails (all the
PSIONIC BODY [PSIONIC] power points spent on the power are still lost).
This extra cost does not count toward the maximum power
Your mind reinforces your body. points a manifester can spend on a single power.
Benefit: When you take this feat, you gain 2 hit points for Special: You cannot take or use this feat if you have the
each psionic feat you have (including this one). ability to use powers (if you have a power point reserve or
Whenever you take a new psionic feat, you gain 2 more hit psi-like abilities).
points.
PSIONIC MEDITATION [PSIONIC]
PSIONIC CHARGE [PSIONIC] You can focus your mind faster than normal, even under
You can charge in a crooked line. duress.
Prerequisite: Dex 13, Speed of Thought. Prerequisite: Wis 13, Concentration 7 ranks.
Benefit: To use this feat, you must expend your psionic Benefit: You can take a move action to become
focus (see the Concentration skill description, page 37). psionically focused (see the Concentration skill
When you charge, you can make one turn of up to 90 description, page 37).
degrees during your movement.
243
Normal: A character without this feat must take a full- Benefit: You naturally heal a number of hit points per day
round action to become psionically focused. equal to the standard healing rate + double your
Constitution bonus.
You heal even if you do not rest.
PSIONIC SHOT [PSIONIC] This healing replaces your normal natural healing.
You can charge your ranged attacks with additional damage If you are tended successfully by someone with the Heal
potential. skill, you instead regain double the normal amount of hit
Prerequisite: Point Blank Shot. points + double your Constitution bonus.
Benefit: To use this feat, you must expend your psionic
focus (see the Concentration skill description, page 37).
Your ranged attack deals +2d6 points of damage. RECKLESS OFFENSE [GENERAL]
You must decide whether or not to use this feat prior to You can shift your focus from defense to offense.
making an attack. Prerequisite: Base attack bonus +1.
If your attack misses, you still expend your psionic focus. Benefit: When you use the attack action or full attack
action in melee, you can take a penalty of –4 to your Armor
Class and add a +2 bonus on your melee attack roll.
PSIONIC TALENT [PSIONIC] The bonus on attack rolls and penalty to Armor Class last
You gain additional power points to supplement those you until the beginning of your next turn.
already had.
Prerequisite: Having a power point reserve.
Benefit: When you take this feat for the first time, you RETURN SHOT [PSIONIC]
gain 2 power points. You can return incoming arrows, as well as crossbow bolts,
Special: You can take this feat multiple times. spears, and other projectile or thrown weapons.
Each time you take the feat after the first time, the number Prerequisite: Point Blank Shot, Psionic Shot, Fell Shot,
of power points you gain increases by 1 (for example, you base attack bonus +3.
gain 3 power points if you take this feat a second time). Benefit: To use this feat, you must expend your psionic
focus (see the Concentration skill description, page 37) and
have at least one hand free.
PSIONIC WEAPON [PSIONIC] Once per round when you would normally be hit by a
You can charge your melee weapon with additional damage projectile or a thrown weapon no more than one size
potential. category larger than your size, you can deflect the attack so
Prerequisite: Str 13. that you take no damage from it.
Benefit: To use this feat, you must expend your psionic The attack is deflected back at your attacker, using the
focus (see the Concentration skill description, page 37). attack bonus of the original attack on you.
Your attack with a melee weapon deals an extra 2d6 points You must be aware of the attack and not flat-footed.
of damage. Attempting to return a shot is a free action.
You must decide whether or not to use this feat prior to Special: If you also have the Deflect Arrows feat (see page
making an attack. 93 of the Player’s Handbook), the deflected attack is made
If your attack misses, you still expend your psionic focus. with the original attack bonus plus your Dexterity bonus.

QUICKEN POWER [METAPSIONIC] SCRIBE TATTOO [ITEM CREATION]


You can manifest a power with a moment’s thought. You can create psionic tattoos, which store powers within
Benefit: To use this feat, you must expend your psionic their designs.
focus (see the Concentration skill description, page 37). Prerequisite: Manifester level 3rd.
You can quicken a power. Benefit: You can create a psionic tattoo of any power of
You can perform another action, even manifest another 3rd level or lower that you know and that targets one or
power, in the same round that you manifest a quickened more creatures.
power. Scribing a psionic tattoo takes one day.
You can manifest only one quickened power per round. When you create a psionic tattoo, you set the manifester
A power whose manifesting time is longer than 1 round level.
cannot be quickened. The manifester level must be sufficient to manifest the
Using this feat increases the power point cost of the power power in question and no higher than your own level.
by 6. The base price of a psionic tattoo is its power level × its
The power’s total cost cannot exceed your manifester level. manifester level × 50 gp.
Manifesting a quickened power does not provoke attacks of To scribe a tattoo, you must spend 1/25 of this base price in
opportunity. XP and use up raw materials (special inks, masterwork
needles, and so on) costing one-half of this base price.
When you create a psionic tattoo, you make any choices
RAPID METABOLISM [GENERAL] that you would normally make when manifesting the
Your wounds heal rapidly. power.
Prerequisite: Con 13. When its wearer physically activates the tattoo, the wearer
is the target of the power.
244
Any psionic tattoo that stores a power with an XP cost also
carries a commensurate cost. TALENTED [PSIONIC]
In addition to the costs derived from the base price, you You can overchannel powers with less cost to yourself.
must pay the XP when creating the tattoo. Prerequisite: Overchannel.
Benefit: To use this feat, you must expend your psionic
focus (see the Concentration skill description, page 37).
SIDESTEP CHARGE [PSIONIC] When manifesting a power of 3rd level or lower, you do not
You are skilled at dodging past charging opponents and take damage from overchanneling.
taking advantage when they miss.
Prerequisite: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against TWIN POWER [METAPSIONIC]
charge attacks. You can manifest a power simultaneously with another
If a charging opponent fails to make a successful attack power just like it.
against you, you gain an immediate attack of opportunity. Benefit: To use this feat, you must expend your psionic
This feat does not grant you more attacks of opportunity focus (see the Concentration skill description, page 37).
than you are normally allowed in a round. You can twin a power.
If you are flat-footed or otherwise denied your Dexterity Manifesting a power altered by this feat causes the power to
bonus to Armor Class, you do not gain the benefit of this take effect twice on the area or target, as if you were
feat. simultaneously manifesting the same power two times on
the same location or target.
Any variables in the power (such as duration, number of
SPEED OF THOUGHT [PSIONIC] targets, and so on) are the same for both of the resulting
The energy of your mind energizes the alacrity of your powers.
body. The target experiences all the effects of both powers
Prerequisite: Wis 13. individually and receives a saving throw (if applicable) for
Benefit: As long as you are psionically focused and not each.
wearing heavy armor, you gain an insight bonus to your In some cases, such as a twinned psionic charm, failing both
speed of 10 feet. saving throws results in redundant effects (although, in this
example, any ally of the target would have to succeed on
two dispel attempts to free the target from the charm
SPLIT PSIONIC RAY [METAPSIONIC] effect).
You can affect two targets with a single ray. Using this feat increases the power point cost of the power
Prerequisite: Any other metapsionic feat. by 6.
Benefit: To use this feat, you must expend your psionic The power’s total cost cannot exceed your manifester level.
focus (see the Concentration skill description, page 37).
You can split psionic rays you manifest. UNAVOIDABLE STRIKE [PSIONIC]
The split ray affects any two targets that are both within the
power’s range and within 30 feet of each other. You can make an unarmed strike or use a natural weapon
If the ray deals damage, each target takes as much damage against your foe as if delivering a touch attack.
as a single target would take. Prerequisite: Str 13, Psionic Fist, base attack bonus +5.
Using this feat increases the power point cost of the power Benefit: To use this feat, you must expend your psionic
by 2. focus (see the Concentration skill description, page 37).
You can resolve your unarmed strike or attack with a
natural weapon as a touch attack.
STAND STILL [GENERAL] You must decide whether or not to use this feat prior to
You can prevent foes from fleeing or closing. making an attack.
Prerequisite: Str 13. If your attack misses, you still expend your psionic focus.
Benefit: When a foe’s movement out of a square you
threaten grants you an attack of opportunity, you can give
up that attack and instead attempt to stop your foe in his
UNCONDITIONAL POWER
tracks. [METAPSIONIC]
Make your attack of opportunity normally. Disabling conditions do not hold you back.
If you hit your foe, he must succeed on a Reflex save against Benefit: To use this feat, you must expend your psionic
a DC of 10 + your damage roll (the opponent does not focus (see the Concentration skill description, page 37).
actually take damage), or immediately halt as if he had used Your mental strength is enough to overcome some
up his move actions for the round. otherwise disabling conditions.
Since you use the Stand Still feat in place of your attack of You can manifest an unconditional power when you are
opportunity, you can do so only a number of times per dazed, confused, nauseated, shaken, or stunned.
round equal to the number of times per round you could Only personal powers and powers that affect your person
make an attack of opportunity (normally just one). can be manifested as unconditional powers.
Normal: Attacks of opportunity cannot halt your foes in Using this feat increases the power point cost of the power
their tracks. by 8.
The power’s total cost cannot exceed your manifester level. 245
UP THE WALLS [PSIONIC] WILD TALENT [GENERAL]
You can run on walls for brief distances. Your mind wakes to a previously unrealized talent for
Prerequisite: Wis 13. psionics.
Benefit: While you are psionically focused, you can take Benefit: Your latent power of psionics flares to life,
part of one of your move actions to traverse a wall or other conferring upon you the designation of a psionic character.
relatively smooth vertical surface if you begin and end your As a psionic character, you gain a reserve of 2 power points
move on a horizontal surface. and can take psionic feats, metapsionic feats, and psionic
The height you can achieve on the wall is limited only by item creation feats.
this movement restriction. You do not, however, gain the ability to manifest powers
If you do not end your move on a horizontal surface, you simply by virtue of having this feat.
fall prone, taking falling damage as appropriate for your
distance above the ground.
Treat the wall as a normal floor for the purpose of WOUNDING ATTACK [PSIONIC]
measuring your movement. Your vicious attacks wound your foe.
Passing from floor to wall or wall to floor costs no Prerequisite: Base attack bonus +8.
movement; you can change surfaces freely. Benefit: To use this feat, you must expend your psionic
Opponents on the ground can make attacks of opportunity focus (see the Concentration skill description, page 37).
as you move up the wall. You can make an attack with such vicious force that you
For instance, Ma’varkith the psychic warrior has a speed of wound your opponent.
40 feet (due to her Speed of Thought feat). A wound deals 1 point of Constitution damage to your foe
She begins her turn standing next to a wall. in addition to the usual damage dealt.
She moves up the wall at a 45-degree angle (“diagonally”) You must decide whether or not to use this feat prior to
for 20 feet, which puts her 15 feet farther along the wall and making an attack.
15 feet above the ground. If your attack misses, you still expend your psionic focus.
Then she moves 15 feet straight down, ending her move in
a 5-foot square adjacent to the wall (she has used up 35 feet
of her allowed movement).
At this point she takes her attack normally against an
EPIC FEATS
opponent adjacent to her, which potentially sets up
flanking opportunities for her comrades. EPIC EXPANDED KNOWLEDGE [EPIC,
If the wall had a ledge within 30 feet of the ground, she
could have ended her move on the ledge instead of having PSIONIC]
to move back down to the floor. You learn another power.
Special: You can take other move actions in conjunction Prerequisites: Character level 21st, ability to manifest
with moving along a wall. powers of the normal maximum power level in at least one
For instance, the Spring Attack feat allows you to make an psionic class.
attack from the wall against a foe standing on the ground Benefit: You learn one additional power at any level up to
who is within the area you threaten; however, if you are the highest level of power you can manifest.
somehow prevented from completing your move, you fall. You can choose any power, even one that is part of another
Likewise, you could tumble along the wall to avoid attacks discipline’s list or another class’s list.
of opportunity. Special: You can gain this feat multiple times.
Each time, you learn one new power at any level up to the
WIDEN POWER [METAPSIONIC] highest level of power you can manifest.
You can increase the area of your powers.
Benefit: To use this feat, you must expend your psionic EPIC PSIONIC FOCUS [EPIC,
focus (see the Concentration skill description, page 37).
You can alter a burst, emanation, line, or spread-shaped PSIONIC]
power to increase its area. You can expend your psionic focus to greater effect.
(Powers that do not have an area of one of these four sorts Prerequisites: Character level 21st, ability to manifest
are not affected by this feat). powers of the normal maximum power level in at least one
Any numeric measurements of the power’s area increase by psionic class.
100%. Benefit: When you expend your psionic focus, you can
For example, an energy burst power (which normally simultaneously use two feats that require a psionic focus to
produces a 40-foot-radius spread) that is widened now fills be expended, instead of just one.
an 80-foot-radius spread. The feats must be stackable (for instance, Burrowing Power
Using this feat increases the power point cost of the power and Extend Power could both be used together on the same
by 4. power).
The power’s total cost cannot exceed your manifester level. You must still spend the requisite power points required to
use each metapsionic feat, and you cannot exceed the
power point limit set by your manifester level.
Special: You can take this feat multiple times.
246
Each time you do so, you can simultaneously use one You cannot bestow a power upon your psicrystal if the
additional feat that requires a psionic focus to be expended. power normally has any experience point cost.
Special: You can gain this feat multiple times.
Each time you take the feat, you can give your psicrystal
IMPROVED MANIFESTATION [EPIC, knowledge of a new power (and it gains sufficient power
PSIONIC] points to manifest that power once).
All power points gained by a psicrystal from multiple
You increase your power point reserve. applications of this feat go into its reserve and can be used
Prerequisites: Character level 21st, ability to manifest to manifest the powers it knows as you desire.
powers of the normal maximum power level in at least one For instance, you can give your psicrystal an 8th-level
psionic class. power (cost 15 power points) and a 4th-level power (cost 7
Benefit: When you select this feat, you gain 19 power power points).
points. It gains a reserve of 22 power points, which it could use to
Special: You can gain this feat multiple times. manifest each power once, or it could manifest the 4th-level
Each time you do so, you gain an additional number of power three times.
power points equal to your previous benefit +2.

IMPROVED METAPSIONICS [EPIC, SIDEBAR FEATS


PSIONIC]
You can manifest powers using metapsionic feats more
HIDDEN TALENT [GENERAL]
easily than normal. Your mind wakes to a previously unrealized talent for
Prerequisites: Character level 21st, four metapsionic psionics.
feats, Psicraft 30 ranks. Prerequisite: This feat can only be taken at 1st level.
Benefit: Metapsionic powers you manifest cost 2 power Benefit: Your latent power of psionics flares to life,
points less than normal (to a minimum of 1 power point). conferring upon you the designation of a psionic character.
For instance, you could manifest a quickened power as a As a psionic character, you gain a reserve of 2 power points,
power that costs only 4 more power points rather than 6 and you can take psionic feats, metapsionic feats, and
more power points. psionic item creation feats.
This feat has no effect on metapsionic powers that inflate If you have or take a class that grants power points, the
the cost by only 2 power points. power points gained from Hidden Talent are added to your
Special: You can gain this feat multiple times. total power point reserve.
The effects stack, though you can’t lower the cost of any When you take this feat, choose one 1st-level power from
metapsionic power to less than 1 power point. any psionic class list.
You know this power (it becomes one of your powers
known).
POWER KNOWLEDGE [EPIC, You can manifest this power with the power points
provided by this feat if you have a Charisma score of 11 or
PSIONIC] higher.
You add two additional powers to your list of powers If you have no psionic class levels, you are considered a 1st-
known. level manifester when manifesting this power.
Prerequisites: Character level 21st, ability to manifest If you have psionic class levels, you can manifest the power
powers of the normal maximum power level in at least one at the highest manifester level you have attained.
psionic class. (This is not a manifester level, and it does not add to any
Benefit: You learn two new powers of any level up to the manifester levels gained by taking psionic classes).
highest level of power you can manifest. If you have no psionic class levels, use Charisma to
The powers you select must be on your class list or the list determine how powerful a power you can manifest and
for your discipline. how hard those powers are to resist.
Special: You can gain this feat multiple times. Note: This is an expanded version of the Wild Talent feat,
Each time, you learn two new powers at any level up to the intended for use in high-psionics campaigns.
highest level of power you can manifest.

PSICRYSTAL POWER [EPIC, PSIONIC]


Your psicrystal can manifest a power.
Prerequisites: Character level 21st, Intelligence 25 or
Charisma 25 (depending on which is your key ability score
for manifesting).
Benefit: Choose one power you know of 8th level or
lower.
Your psicrystal can now manifest this power once per day at
your manifester level (the psicrystal gains sufficient power
points to manifest the power once).
247
Benefit: When you turn or rebuke undead, you may
choose a number no higher than your cleric level.
FAITHS AND Add that number to your turning check, while subtracting
it from your turning damage roll.
If you’re not a cleric, you may choose a number no higher
PANTHEONS (3.0) than your effective cleric level (for instance, a paladin could
choose a number up to two less than his paladin level).
If a prestige class increases your effective turning level, use
your effective turning level.
MAIN SECTION FEATS
JACK OF ALL TRADES [GENERAL]
DIVINE MIGHT [DIVINE] You’ve picked up a smattering of even the most obscure
You can channel energy to increase your damage in skills.
combat. Prerequisites: Character level 8th.
Prerequisites: Ability to turn or rebuke undead, Cha 13, Benefits: You can use any skill untrained, even those that
Str 13, Power Attack. normally require training to use.
Benefit: Spend one of your turn/rebuke undead attempts
to add your Charisma modifier to your weapon damage for LYCANTHROPIC SPELL [GENERAL]
a number of rounds equal to your Charisma modifier.
This is a supernatural ability. You cast spells while in your lycanthropic animal form.
Prerequisites: Lycanthrope, Improved Control Shape
feat or Control Shape 8 ranks.
DIVINE VENGEANCE [DIVINE] Benefit: You complete the verbal and somatic
You channel energy to do additional energy damage in components of spells while in your lycanthropic animal
combat against undead. form.
Prerequisites: Ability to turn undead, Extra Turning. For example, while in the form of a wolf, you could
Benefit: Spend one of your turn undead attempts to add substitute barks and gestures with your paws for the
7d6 points of sacred energy-damage to all your successful normal verbal and somatic components of a spell.
melee attacks against undead until the end of your next You can use any material components or focuses that you
action. can hold with an appendage of your current form.
This is a supernatural ability. This feat does not permit the use of magic items while in a
form that could not ordinarily use them, and you do not
gain the ability to speak in your lycanthropic form.
EMPOWER TURNING [SPECIAL]
You can turn or rebuke more undead with a single turning QUICKEN TURNING [SPECIAL]
attempt.
Prerequisites: Ability to turn or rebuke undead, Cha 13, You can turn or rebuke undead with a moment’s thought.
Extra Turning. Prerequisites: Ability to turn or rebuke undead, Cha 13,
Benefit: You can turn or rebuke more undead than usual, Extra Turning.
but have a harder time affecting undead with a larger Benefits: You can turn or rebuke undead as a free action,
number of Hit Dice. but with a –4 penalty on both your turning check and your
If you take a –2 penalty on your turning check, you can add turning damage roll.
2d6 to your turning damage roll. You may still only make one turning attempt per round.
You may use this feat only when you actually attempt to
turn or rebuke undead.
ESCHEW MATERIALS [METAMAGIC] You may not use it when you power a divine feat.
You can cast spells without material components.
Prerequisite: Any other metamagic feat. REACH SPELL [METAMAGIC]
Benefit: A spell cast with Eschew Materials can be cast
with no material components. You can cast touch spells without touching the spell
Spells without material components are not affected. recipient.
Spells with material components with a gp cost of more Benefit: You may cast a spell that normally has a range of
than 1 gp are not affected. “touch” at any distance up to 30 feet.
An eschewed spell uses up a spell slot of the spell’s normal The spell effectively becomes a ray, so you must succeed at
level. a ranged touch attack to bestow the spell upon the
recipient.
A reach spell uses up a spell slot two levels higher than the
HEIGHTEN TURNING [SPECIAL] spell’s actual level.
You can affect more powerful undead with your turning or
rebuking attempts. SACRED SPELL [METAMAGIC]
Prerequisites: Cha 13, Extra Turning.
Your damaging spells are imbued with divine power.
248
Benefit: Half of the damage dealt by a sacred spell results
directly from divine power and is therefore not subject to SALIENT DIVINE ABILITIES
being reduced by protection from elements or similar magic.
The other half of the damage dealt by the spell is as normal.
A sacred spell uses up a spell slot two levels higher than the ALTER FORM (EX) []
spell’s actual level. Assume the form of any corporeal creature with up to two
Only divine spells can be cast as sacred spells. additional limbs as a move-equivalent action.
Retain normal base attack bonus, Armor Class, and saves
SUPERIOR EXPERTISE [GENERAL] while gaining normal physical movement, sensory, and
breathing capabilities of the new form.
You have mastered the art of defense in combat.
Prerequisites: Int 13, Expertise, base Attack bonus +6.
Benefit: When you use the Expertise feat to improve ALTER REALITY []
your Armor Class, the number you subtract from your Bring one thought into being as though through a wish
attack and add to your AC can be any number that does not spell.
exceed your base attack bonus. Duplicate the effects of 9th-level and lower spells (no
This feat eliminates the +5 maximum for the Expertise feat. material or XP component required), the Create Object
ability, or the Divine Creation ability, except that no
permanent magic items or creatures may be created.
Reshape a landscape into any desired terrain at the rate of 1
round of effort per 10-foot cube affected.
Rest is required after use of the ability as shown in the
sidebar below.

Wholly or partially obliterates unattended, nonmagical


objects (up to the listed maximum volume) if they are
ALTER SIZE (SU) [] subject to physical attacks.
As a free action, assume any size from Fine to Colossal or
change the size of up to 100 pounds of objects, familiars,
personal mounts, or personal intelligent weapons. ARCANE MASTERY []
Strength, Armor Class, and attack bonus for creatures Prepare any wizard spell on the wizard spell list that you are
change according to the Size Increases table (see the capable of casting without using a spellbook, or invent new
Introduction of the Monster Manual), but Strength does not sorcerer/wizard spells without researching them.
drop below 1.
Base damage for weapons increases or decreases according
to the following scale: 1, 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 2d8, AREA DIVINE SHIELD []
4d6, 4d8, 8d6, 8d8, 16d6, 32d6. Place a transparent shield (as per the Divine Shield ability)
(Locate the base damage rating for the normal-sized anywhere within line of sight.
weapon and count forward or backward the number of size If desired, make the barrier mobile with respect to an
categories increased or decreased to find the new value). unattended object or willing creature, one-way (allowing
protected creatures to attack through it), and/or shaped
“skintight” around a willing creature to prevent touch
ANNIHILATING STRIKE [] attacks.
Forces a creature, attended object, or magic item struck
with any of your natural or manufactured weapons to make
a Fort save or be reduced to –10 hit points. AUTOMATIC METAMAGIC []
(A deity with a divine rank equal to or greater than yours is Automatically apply a selected metamagic feat to all spells
not subject to this effect). of the selected class, or to spell-like abilities.
Affected spells do not use up a higher-level spell slot.
249
AVATAR [] CONTROL CREATURES []
Create up to the listed number of less-powerful versions of Command creatures of a specified type or kind within your
yourself. line of sight.
Sense and know everything your avatar senses and knows Distance (even transplanar) is no longer a factor once
and vice versa. control is established, though Divine Shield or a warding
Use any avatar as a remote location for sensing and spell cast by a deity of higher rank block the effect.
communication (it has no remote sensing or remote Control Creatures works like a dominate monster spell,
communication powers of its own). except that it is not a mind-affecting ability.
Choose from your own salient abilities for each avatar, The subject receives a Will save to resist and is allowed a
subject to its divine rank restrictions. new save if commanded to do something against his or her
It takes one year to create an avatar, and it must be done in nature.
your own realm unless you have the Divine Creation Once the maximum number of controlled creatures is
salient ability. reached, one or more must be released before control over
The avatar statistics listed for the deities in this book another can be attempted.
represent typical choices of salient divine abilities.
CRAFT ARTIFACT []
BANESTRIKE [] Craft magic arms and armor, staffs, wands, wondrous items,
Gain a +4 enhancement bonus and deal an extra +4d6 rings, and scrolls that exceed the normal limits for such
points of damage against a designated foe with any natural items (as stated in the DUNGEON MASTER’s Guide).
or manufactured weapon, either melee or ranged.
These benefits stack with any other properties the weapon
has. CREATE OBJECT []
Banestrike does not apply to spells, spell-like abilities, Create one or more simple, nonmagical objects of the
supernatural abilities, or divine abilities. specified size and weight as a full-round action.
Double the volume and weight limits if using this ability on
a divinely morphic plane or within your own godly realm,
BATTLESENSE [] or triple the limits if both parameters apply.
Retain Dexterity bonus to Armor class, even if caught flat- Objects created can have no moving parts more complex
footed or attacked by an invisible opponent; also negate than a door hinge and must be composed of a single
sneak attacks, surprise, and flanking. material no more valuable than iron (1 sp per pound).
These benefits do not apply against attackers of higher Once created, the objects are permanent and nonmagical.
divine rank. The appropriate Craft skill allows Craft check during
creation to make the item masterwork.
CALL CREATURES []
Call creatures of a specified type or kind through an effect CREATE GREATER OBJECT []
similar to the calling property of the gate spell, except that As Create Object, except that this ability can be used to
the connection opens onto the Material Plane. create any kind of nonmagical object and rest may be
Called creatures serve to the best of their ability. required afterward.
The listed number of creatures is the maximum that can For every 100 gp (or fraction of 100 gp) above a base 100 gp
serve at any one time. value, 10 minutes of rest is required.
Double the base value (200 gp) on a divinely morphic plane
or within your own godly realm, or triple it (300 gp) if both
CLEARSIGHT [] parameters apply.
See illusions, transmuted creatures and objects, and
disguised creatures or objects for what they really are.
This ability works like the true seeing spell except that it DIVINE AIR MASTERY []
does not reveal creature’s alignments and it does foil Gain a competence bonus on attack, damage, and Armor
mundane disguises. Class equal to your divine rank if both you and your foe are
airborne.
Fly with perfect maneuverability.
COMMAND PLANTS [] While airborne, automatically sense the location of any
Make plants grow in the specified radius once a day as corporeal creature within the listed range from the
though with the plant growth spell, except that only a deity disturbance in the air that the creature causes.
of higher divine rank can counter the effect.
This ability works even in a place where no plants grow
(such as the middle of a desert), though in this case the DIVINE ARCHERY []
plants wither and die after one day. Fire or throw a ranged weapon at any target within line of
Also, charm a number of plant creatures equal to your sight and within range of your personal senses.
divine rank, animate plants, or make them entangle foes. No range increment applies to the attack, and no attacks of
This ability works like the command plants spell, except that opportunity are incurred for firing a bow when threatened.
250 the maximum duration is one day for any of these options.
Also, fire an arrow at your full base attack bonus at each Double the volume and weight limits if using this ability on
opponent within the listed range as a full-round action if a divinely morphic plane or within your own godly realm,
you have the Weapon Focus feat with the type of bow used. or triple the limits if both parameters apply.
When throwing or shooting a ranged weapon, ignore any This ability works just like the Create Greater Object
cover bonus to the target’s AC or any miss chance for ability, except that it can be used to create any kind of
concealment. creature that does not have a divine rank.
The maximum number of class levels for a creature so
created is the number of class levels you have or your
DIVINE BARD [] divine rank, whichever is lower.
Increase the range of your bardic music abilities as listed The rest required is 10 minutes times the creature’s Hit
and double their effects (save bonuses, bonus HD, number Dice (including those for class levels) times the creature’s
of allies affected, and so forth). Challenge Rating for every creature.
Use these abilities even against creatures normally immune You can also create any kind of magic item except an
to mind-affecting effects (though such a creature gains a artifact, exactly as with the Create Greater Item ability.
+10 bonus on its Will save).
Use any bardic music inspiration ability as a standard
action, with the effect occurring immediately afterward. DIVINE DODGE []
When inspiring competence in multiple allies, choose Apply the listed miss chance to any physical attack,
different skills to affect for different allies if desired. individually targeted spell directed at you, or area effect
If a bardic music inspiration ability normally has a duration that includes you.
after the bard stops singing, that portion of the duration is Any normally allowed saving throws apply to attacks that
ten times as long as normal. overcome the miss chance.
When any effect that is subject to countersong occurs
within your hearing, you can attempt a countersong as if
you had prepared an action to do so. DIVINE DRUID []
Use wild shape to take the form of beasts or magical beasts
in addition to those of animals.
DIVINE BATTLE MASTERY [] Gain all the extraordinary and supernatural abilities of the
Make an unlimited number of attacks of opportunity in 1 creature whose form you adopt.
round, though you can still make only one against a single
person for a single opportunity in a round.
Alternatively, make one melee attack at your full base DIVINE EARTH MASTERY []
attack bonus against each opponent within reach as a full- Gain a competence bonus on attack, damage, and Armor
round action. Class equal to your divine rank if both you and your foe are
This action incurs no attacks of opportunity. touching the ground.
Glide through stone, dirt, or other form of earth (except
metal), leaving no tunnel or hole and creating no ripples or
DIVINE BLAST [] other signs of your presence.
Fire an energy ray of up to the specified length as a ranged Use tremorsense to sense the location of anything within
touch attack. the listed range that is in contact with the ground.
Targets the ray strikes take divine damage as listed, though Control all things made of the earth (including stone and
the ray can seem to be any type of energy desired (a burst of metal), or alter the form of any amount of earth as a free
flame, a stroke of lightning, a blast of wind, or the like). action.
There is no save, and Energy Resistance does not apply. This ability can duplicate the effects of the stone shape, move
The ray destroys a wall of force, prismatic wall, or prismatic earth, rusting grasp, transmute rock to mud, transmute mud to
sphere (all layers in a prismatic effect are destroyed) and rock, or disintegrate spells, with any earth, stone, or metal
continues on to targets beyond. object as a target.
Divine shield stops the ray. Transmute one object made of one sort of earth, stone, or
metal per round into a different sort—such as changing a
silver coin to gold—provided you can see the object.
DIVINE BLESSING []
Grant mortals a +6 enhancement bonus to a selected ability
score for one day. DIVINE FAST HEALING []
Gain the listed fast healing.
Reattach lost limbs or body parts instantly by pressing
DIVINE CELERITY [] them against the stump.
Use haste for up to the listed number of rounds (not
necessarily consecutive) each day as a free action.
DIVINE FIRE MASTERY []
Gain a competence bonus on attack, damage, and Armor
DIVINE CREATION [] Class equal to your divine rank if both you and your foe are
Create mortal creatures or magic items up to the listed touching fire or using weapons with the flaming or flaming
weight or volume limit as a full-round action. burst special abilities.
251
Gain immunity to the effects of fire and heat. Also, use the Deflect Arrows feat to deflect any number of
Sense the location of anything within the listed range from ranged attacks (including ranged touch spells) in a single
the disturbance in the ambient temperature that the round, as if they were arrows.
creature causes. For spells, add the spell’s level to the DC to deflect the
Control all nonmagical fire and duplicate the effect of any attack.
spell with the fire descriptor as a standard action. Reflect any attacks so deflected back upon the attacker,
using your base ranged attack bonus.
DIVINE GLIBNESS []
As a full-round action, verbally convince others to take DIVINE PALADIN []
some course of action according to the listed parameters. Your aura of courage grants a +8 morale bonus on saving
throws against fear effects and extends to all allies within
100 feet.
DIVINE INSPIRATION [] Smite evil three times per day and increase your damage for
Create the designated emotion in the listed number of those attacks as listed.
creatures within your line of sight.
The effects depend on the emotion induced, as follows.
Courage: The enchanted creatures become immune to fear DIVINE RADIANCE []
effects and receive a +2 morale bonus on attack rolls, Shed light from your body in an emanation.
weapon damage rolls, skill checks, and Will saves. This light counters and dispels all darkness effects (unless
Dread: The enchanted creatures become must make created by a deity of higher rank) and deals 2d8 points of
successful Wisdom checks to attack or fight; otherwise they damage per round (no save) to undead creatures.
flee in panic for 1d4 rounds. Alternatively, generate up the three rays of scorching light
If the check succeeds, the creature does not have to check as a full attack action.
again for 10 minutes. Each ray deals 1d6 points of damage per 2 divine ranks, or
The enchanted creatures also suffer a –2 morale penalty on 1d12 points of damage per 2 divine ranks against undead.
attack rolls, weapon damage rolls, skill checks, and Will
saves.
Frenzy: Frenzied creatures spend themselves in drinking, DIVINE RAGE []
feasting, and dancing unless they are attacked or otherwise This ability replaces the barbarian rage ability.
perceive a threat to their safety. It can be activated only after you suffer damage from a
Frenzied creatures receive a +4 morale bonus to Strength weapon and lasts for up to 1 hour, though you can end it at
and Dexterity scores, a –4 penalty to Wisdom, and a –2 will.
penalty to AC. Gain a +5 rage bonus on attacks, weapon damage, Will
Subjects can attempt Will saves to resist the effect. saves, and Fort saves, and to Strength and Constitution
This is a mind-affecting compulsion. checks, and increase your spell resistance and energy
Hope: The enchanted creatures gain a +4 morale bonus on resistances by +10.
saving throws, attack rolls, ability checks, skill checks, and Take one extra partial action each round.
weapon damage rolls. While raging, you suffer a –5 rage penalty to Armor Class
Rage: The enchanted creatures receive a +4 morale bonus to and cannot perform acts that require patience and
Strength and Constitution scores, a +2 morale bonus on concentration, such as moving silently, casting spells, or
Will saves, and a –2 penalty to AC. using salient abilities.
They are compelled to fight heedless of danger.
Subjects can attempt Will saves to resist.
This is a mindaffecting compulsion. DIVINE RANGER []
Love and Desire: A love effect causes the target to fall in love Treat any weapon you wield against a favored enemy as a
with the specified creature, seeking every opportunity to be bane weapon of that creature type.
near that creature and making every effort to win the Follow tracks at your normal speed, treat all normal terrain
creature’s affection. as very soft ground for purposes of tracking, and ignore DC
A desire effect is similar, but the target seeks any modifiers for time or weather.
opportunity to become physically intimate with the Use the Wilderness Lore skill to track creatures across
specified creature. water (DC 60), underwater (DC 80), or through the air (DC
Subjects can attempt Will saves (DC 10 + deity’s Charisma 120).
modifier + deity’s divine rank) to resist the effect.
This is a mind-affecting compulsion.
DIVINE RECALL []
DIVINE MONK [] Remember every event of the listed type that has ever
occurred.
Treat your unarmed strike as a magic slashing weapon with
an enhancement bonus of +5 and the keen, lawful, and vorpal
qualities.
If desired, make a particular attack bludgeoning instead of
slashing without the keen and vorpal qualities.
252 Your unarmed attack does a base 2d12 points of damage.
DIVINE ROGUE [] DIVINE STORM []
When struck by an attack from an opponent you have Surround yourself with a vortex of holy or unholy force
designated as a dodge target, make a Ref save (DC = 10 + that extends from you in an emanation with the listed
damage dealt) to negate all damage from the attack. radius.
When passing within 5 feet of a trap, make a Search check Attacks with thrown weapons and projectiles fail if they are
to notice it as if you were actively looking for it. made by creatures inside the area, or are targeted at
Assess the exact value of any treasure you can see. creatures within the area, or if their paths take them
Immediately determine what any creature is carrying and through the area.
where each carried item is. Also, the force jostles creatures whose alignment on the
ethical (lawful-chaotic) axis is directly opposite to yours and
damages creatures whose alignment on the moral (good
DIVINE SHIELD [] evil) axis is directly opposite yours.
As a free action, create a shield that lasts 10 minutes and (If your alignment is neutral on either of those axes, the
stops the listed amount of damage from any source, corresponding effect does not occur).
including a Divine Blast. Affected creatures in the area must make Fort saves for
Once the shield has stopped that much damage, it each effect.
collapses. Failure for the jostling effect indicates that the creature is
If desired, adjust the shield to let through damage that you picked up and thrown out, regardless of size, and suffers
would ignore anyway. 1d6 points of damage for each 10 feet traveled.
The effects of multiple divine shields do not stack. Such creatures can attempt to reenter the area but must
attempt new saves.
Success means the creatures is not affected by the vortex
DIVINE SKILL FOCUS [] for one day.
Improve your bonus on checks using the selected skill. Failure against the damage effect means the creature suffers
Also, if the task is related to your portfolio, add your rank to 1 point of holy damage per divine rank you have.
the maximum DC for a free action. A successful save negates the damage, but the creature must
save again the next round if it is still within the area.
DIVINE SNEAK ATTACK []
Your sneak attacks deal an additional +3d6 points of
DIVINE WATER MASTERY []
damage, and all your attacks of opportunity are considered Gain a competence bonus on attack, damage, and Armor
sneak attacks. Class equal to your divine rank if both you and your foe are
Also, you can flank or catch flat-footed (and thus sneak touching the same body of water.
attack) any opponent whose divine rank does not exceed Also, create a tidal wave that affects a number of miles of
yours. coastline equal to your divine rank at will as a full-round
Anytime you deal damage with a sneak attack, that target action.
suffers damage equal to your sneak attack bonus damage on On land, the wave forces creatures caught in it to make a
your next turn as well. Fort save (DC 15) or be swept away and take 1d6 points of
You cannot deal sneak attack damage to opponents that are subdual damage per round (or 1d3 points on a successful
immune to critical hits. Swim check against DC 20) if Large or smaller, be knocked
down (if Huge), or be checked (if Gargantuan or Colossal).
(See the Weather Hazards section in Chapter 3 of the
DIVINE SPELL FOCUS [] DUNGEON MASTER’s Guide).
Increases the save DC for spells of the selected school. The wave destroys wooden buildings and 25% of stone
buildings.
At sea, the tidal wave capsizes ships and crushes them to
DIVINE SPELLCASTING [] splinters.
Gain additional spell slots above 9th level as indicated. In addition, sense the location of creature within the listed
Use these extra slots for spells prepared or cast with one or range that is in contact with the same body of water you
more metamagic feats, or for lower-level spells. are.
Casting spells when threatened no longer provokes attacks
of opportunity, and the benefit of the Spell Focus feat DIVINE WEAPON FOCUS []
applies to any spell you cast.
Gain a bonus of +4 to attacks with the selected weapon.

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.

FREE MOVE [] INCREASED SPELL RESISTANCE []


Move up to your speed once a round as a free action. Increase your spell resistance.

FRIGHTFUL PRESENCE [] INDOMITABLE STRENGTH []


Whenever you attack or perform an intimidating gesture, Gain a divine bonus of +25 to your roll whenever you are
foes within a 30-foot burst must make Will saves or become required to make an opposed roll involving Strength
shaken (if within the burst but not your immediate target) (including grapple checks).
or panicked (if your immediate target). This stacks with the normal divine rank bonus.
Both effects last 3d6 rounds.
Foes who make successful saving throws are unaffected by
this ability for one day. INSTANT COUNTERSPELL []
Counterspell any spell cast within your line of sight as a
free action if you have access to the spell and make the
GIFT OF LIFE (SP) [] required Spellcraft check.
Restores a dead creature to life, no matter how long it has This counts against your normal number of free actions
been dead or what the condition of the body. each round.
You can restore a creature to life against its will, but only
with the permission of whatever deity rules the
underworld or the divine realm where the mortal’s soul
resides.

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.

KNOW SECRETS [] MASS LIFE AND DEATH []


Learn a creature’s entire history (including any As Life and Death, except that you can affect any number of
embarrassing or vital secrets it might know) just by looking mortals.
at it.
This ability is similar to the legend lore spell, except that it
delivers instant results and the subject is allowed a Will MASTER CRAFTER []
save to avoid the effect. Create a masterwork item using the time and cost required
for the base item.
Such an item has twice the normal hit points, and its break
LAY CURSE [] DC is increased by +10.
This ability works just like the bestow curse spell except that Creation of a nonepic magic item requires one day per
mortals get no save. 5,000 gp in the item’s base price (minimum one day).
Deities of your divine rank or below are allowed Will saves
to resist.
The curse can be removed only by a deity of your divine
rank or higher. 255
Also, force the listed number of creatures to make a Will
MIND OF THE BEAST [] save or be truthful for one day.
Produce either of two distinct effects. (All must be within the deity’s line of sight when first
Awaken: As the awaken spell, except that the effect lasts a affected).
maximum of one day, and the awakened creature obeys Subjects who save become immune to this ability for one
your commands to the best of its ability. day.
All targets must be within your line of sight when first
affected.
Slumber: Transmute any creature that fails a Fort save into a REJUVENATION []
plant or animal of the same size or up to two size categories Return 1d10 days after suffering an attack that should
smaller. destroy you from any creature other than a deity of higher
Subjects turned into plants become objects; those turned rank, or in the listed number of days (minimum one) if the
into animals have the same abilities and statistics as the attack occurs in your own realm.
selected kind of animal.
SEE MAGIC []
POSSESS MORTAL [] As detect magic, except that this ability covers the whole area
Possess any mortal who fails a Will save in any location you you can see, and you immediately know the number of
can sense. auras present, their locations, and their strengths.
If the mortal is willing, only Divine Shield or Alter Reality Make a Spellcraft check to identify the school of each aura.
(used by a deity of higher divine rank) can block or end
possession.
If the mortal is unwilling, spells that prevent possession SHAPECHANGE (EX) []
block this ability and those that end possession drive you As Shift Form, except as follows.
out. Assume the form of any animal, beast, dragon, fey, giant,
The possessed mortal effectively becomes your avatar for humanoid, magical beast, monstrous humanoid, or plant, as
the purposes of sensing and communicating. long as the form is both living and corporeal.
The mortal gains your type, +1 hit point per divine rank you Gain a +20 bonus on Disguise checks.
have, and an Armor Class bonus of half your divine rank.
Its Intelligence, Wisdom, and Charisma scores rise to 5
points below yours, unless they are already higher than SHIFT FORM (EX) []
that. Assume the form of the listed creature.
The possessed mortal can use both its own skills and yours, Remain in the assumed form indefinitely, but resume your
using the higher skill rank when a skill is shared. own form if slain.
Ability bonuses to saves and skills reflect the new ability Gain the physical and natural abilities of the new form
scores. while retaining your own mind.
Gain the new form’s Strength, Dexterity, and Constitution
POWER OF LUCK [] scores, natural means of locomotion and attack, and
extraordinary (but not spell-like or supernatural) abilities.
Grant good or bad fortune to up to the listed number of A body with extra limbs does not allow more attacks (or
creatures at a time. more advantageous two-weapon attacks) than normal.
All must be within your line of sight when first affected. Speed is that of the assumed form or your normal speed,
Subjects receive the listed luck bonus or penalty on attack whichever is higher.
rolls, saves, and checks for one day. Any part of the body or piece of equipment that is separated
In addition, any creature that attacks you automatically from the whole reverts to its original form unless the
suffers the luck penalty, and this does not count against assumed form can produce a substance or shed part of its
your daily uses. body.
Equipment transforms to match the new form or melds
into it and becomes nonfunctional if it is a form that does
POWER OF NATURE [] not use equipment.
Perform any of the following within the listed radius, at Retain your own Intelligence, Wisdom, and Charisma
will, as a full-round action: Create or quell winds to produce scores, level and class, hit points (despite any change in
anything from still air to tornado force winds; set the Constitution score), alignment, base attack bonus, base
temperature anywhere from –50°F to 120°F; shake the saves, outsider type, extraordinary abilities, spells, and spell-
earth, as the earthquake spell; or Create rain, sleet, hail, like abilities, but not your supernatural abilities.
snow, or thunderstorms. Cast any spells for which you have components (including
These effects last for the listed duration unless you end a humanlike voice for verbal components, humanlike
them earlier (a free action). hands for somatic components, and nonmelded material
components).
Likewise, use divine powers not prohibited by the
POWER OF TRUTH [] limitations of your form.
As the discern lies spell, except that it works continuously Change physical qualities such as hair color, hair texture,
and applies to any creature you can perceive other than a skin color, and gender as desired.
256 deity of higher rank. Create disguises, gaining a +15 bonus on Disguise checks.
SPEAK WITH CREATURE (SU) [] UNDEAD MASTERY []
As a permanent speak with animals or speak with plants spell, Automatically command or destroy up to the listed number
or a tongues spell that allows conversation only with the of undead creatures at a time as a free action, as often as
specified type of creature. desired.
This counts against the normal limit of free actions per
round.
SPONTANEOUS WIZARD SPELLS []
As a cleric’s ability to cast cure spells spontaneously, except
that this ability applies to wizard spells. UNDEAD QUALITIES []
You must have sufficient Intelligence and wizard levels to Gain immunity to poison, sleep, paralysis, stunning,
cast the desired spell. disease, death effects, necromantic effects, and any effect
requiring a Fort save, unless it affects objects.
Ignore mind-influencing effects (charms, compulsions,
STRIDE [] phantasms, patterns, and morale effects).
Double your movement on the local or overland scales (see You are not subject to critical hits, subdual damage, ability
the Player’s Handbook). damage, ability drain, or energy drain.
Impart the same benefit to the listed number of living
creatures at once.
All must be within your line of sight when first affected. WAVE OF CHAOS []
Also, your height does not limit the distance you can jump. Create a confusion effect (as cast by a sorcerer of level 10 +
your divine rank) that extends from you in a spread with
the listed radius.
SUNDER AND DISJOIN [] Creatures within the spread are allowed Will saves to resist
With a touch, destroy any weapon or item used against you the effect.
in combat if it fails a save.
Treat a successful touch as a combination of a disintegrate
spell and a Mordenkainen’s disjunction spell, both targeted WOUND ENEMY []
exclusively at the touched item. Any physical weapon (natural or manufactured) that you
An item remains vulnerable to this ability for up to one day use deals its normal damage, plus an extra +1d6 points of
after being used against you. damage per round thereafter from blood loss.
Multiple wounds result in cumulative blood loss (two
wounds for +2d6 points of damage per round, and so on).
SUPREME INITIATIVE (EX) [] The bleeding can be stopped only by a successful Heal
Always go first in the initiative order, regardless of your check (DC 15 + your rank) or the application of any cure
own initiative result or that of any other combatant. spell or other healing spell.
If two or more deities with this ability are in the same
battle, they act in order of their divine rank.
In the case of equal divine ranks, make an initiative check SIDEBAR FEATS
for each deity, and the one with the higher result goes first.
After all deities with Supreme Initiative have acted, other
combatants act in regular initiative order. LEADERSHIP FEAT OPTIONS []
If desired, you can delay or ready an action, and doing so
changes your initiative as noted in Chapter 8 of the Player’s
Handbook.
You can also refocus, resuming your position at the
beginning of the initiative order.

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.

TRUE SHAPECHANGE (EX) []


As Shift Form, except that you can take any form, object or
creature, living or unliving, corporal or incorporeal, and
gain the supernatural abilities of the assumed form.
Gain a +20 bonus on Disguise checks.
257
Normal: A creature without this feat cannot halt its
forward motion without falling.
FIEND FOLIO (3.0) A creature with average, poor, or clumsy maneuverability
can slow its flying movement to only half of its fly speed.
(See Tactical Aerial Movement in the DUNGEON
MASTER’s Guide).
SIDEBAR FEATS
MULTIATTACK [GENERAL]
FLYBY ATTACK [GENERAL] The creature is adept at using all its natural weapons at
The creature can attack on the wing. once.
Prerequisite: Fly speed. Prerequisite: Three or more natural weapons.
Benefit: When flying, the creature can take a move action Benefit: The creature’s secondary attacks with natural
(including a dive) and another single action at any point weapons have only a –2 penalty.
during the move. Normal: Without this feat, the creature’s secondary
The creature cannot take a second move action during a natural attacks have a –5 penalty.
round when it makes a flyby attack.
Normal: Without this feat, the creature takes a single MULTIWEAPON FIGHTING
action either before or after its move.
[GENERAL]
GRAFT FLESH [ITEM CREATION] A creature with three or more hands can fight with a
weapon in each hand.
You can apply a certain type of grafts to other living The creature can make one extra attack each round with
creatures or to yourself. each extra weapon.
Prerequisite: Heal 10 ranks. Prerequisite: Dex 13, three or more hands.
Benefit: Choose a type of graft: aboleth, beholder, Benefit: Penalties for fighting with multiple weapons are
fiendish, illithid, undead, or yuan-ti. reduced by 2 with the primary hand and reduced by 6 with
You must be an aboleth to choose aboleth grafts. off hands.
You must be a fiend to choose fiendish grafts. Normal: A creature without this feat takes a –6 penalty on
You must be an illithid to choose illithid grafts. attacks made with its primary hand and a –10 penalty on
You must be a yuan-ti to choose yuan-ti grafts. attacks made with its off hands.
There are no additional requirements for choosing (It has one primary hand, and all the others are off hands).
beholder or undead grafts. See Two-Weapon Fighting in Chapter 8 of the Player’s
You can create grafts of your chosen type and apply them to Handbook.
other living creatures or to yourself. Special: This feat replaces the Two-Weapon Fighting feat
Creating a graft takes one day for each 1,000 gp in its price. for creatures with more than two arms.
To create a graft, you must spend 1/25 of the graft’s price in
XP and use up raw materials costing half of this price.
QUICKEN SPELL-LIKE ABILITY
HOVER [GENERAL] [GENERAL]
The creature can halt its forward motion while flying, The creature can employ a spell-like ability with a
regardless of its maneuverability. moment’s thought.
Prerequisite: Fly speed. Benefit: Using a quickened spell-like ability is a free
Benefit: While hovering, the creature can attack with all action that does not provoke an attack of opportunity.
its natural weapons, except for wing attacks. The creature can perform another action—including the
Some creatures may be able to make additional attacks use of another spell-like ability—in the same round that it
while hovering, as noted in the creature’s descriptive text. uses a quickened spell-like ability.
If the creature has a breath weapon, it can use the breath The creature may use only one quickened spell-like ability
weapon instead of making physical attacks. per round.
If a creature hovers close to the ground in an area with lots A spell-like ability that duplicates a spell with a casting time
of loose debris, the draft from its wings creates a greater than 1 full round cannot be quickened.
hemispherical cloud with a radius specified in the Each of a creature’s spell-like abilities can be quickened
creature’s descriptive text. only once per day.
The winds so generated can snuff torches, small campfires, Thus, if a demon chooses to quicken its darkness ability, it
exposed lanterns, and other small, open flames of cannot use quickened darkness again the same day, though
nonmagical origin. it could use its darkness ability again normally (since
The cloud obscures vision, and creatures caught within it darkness is an at-will ability), or it could quicken another of
are blinded while inside and for 1 round after emerging. its spell-like abilities, such as desecrate.
Each creature caught in the cloud must succeed on a Normal: Normally the use of a spell-like ability requires a
Concentration check (DC 10 + 1/2 creature’s HD) to cast a standard action and provokes an attack of opportunity
spell. unless noted otherwise.
Special: This feat can be taken multiple times.
258
Each time it is taken, the creature can apply it to each of its
spell-like abilities one additional time per day.

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.

DEMONIC SNEAK ATTACK [ABYSSAL


HERITOR]
You know exactly how to twist the blade to get the most out
of your sneak attacks.
Prerequisite: Sneak attack class feature.
Benefit: When you make a successful sneak attack, you
can reroll a number of sneak attack damage dice equal to
Power: Whenever you use Dark Speech in this manner, you the number of Abyssal heritor feats you possess.
take 1d4 points of Charisma damage. You must take the results of the rerolled dice.
By incorporating the Dark Speech into the verbal Special: You trade feints for finesse and find it difficult to
component of a spell, you increase its effective caster level hide your more malicious intentions; consequently, you
by 1. take a –2 penalty on Bluff checks.
By using it during the creation of an evil magic item, you
increase its caster level by 1 without increasing the cost. DEMON MASTERY []
Corruption: As a full-round action, you can whisper vile
words at an inanimate object and reduce its hardness by You are particularly skilled at summoning demons and
half. convincing them to serve you.
This use does not drain you, but you cannot use the ability Benefit: You gain a +2 bonus on Charisma checks made
more than once on a single object. to resolve the effects of planar binding and similar spells.
Dark Unity: You can use Dark Speech to establish a hive Additionally, whenever you use a spell to summon a
mind in any swarm of vermin or animals with an demon, your effective caster level increases by 1 for the
Intelligence score of 2 or lower. purpose of resolving its effects.
Thereafter, you can give the swarm one command as per
the suggestion spell (caster level equals your Hit Dice).
Whenever you Infuse a swarm in this manner, you take 1d4
EVIL BRAND [VILE]
points of Constitution damage. You are physically marked forever as the servant of an evil
Normal: Attempting to utter a word of Dark Speech power greater than yourself—in this case, a demon lord.
always ends in immediate death for a speaker who is not The symbols is unquestionable in its perversity, depicting a
trained in its dark power. depravity so unthinkable that all who see it know beyond a
It is impossible to make someone use the Dark Speech it he doubt that you serve the lords of the Abyss.
is unwilling because the language’s pronunciation is so Benefit: Evil creatures automatically recognize the
exacting. symbol now emblazoned upon you as a sign of your utter
Special: You gain a +4 circumstance bonus on saving depravity or discipleship to a powerful demon lord,
throws made when someone uses the Dark Speech against although the brand does not necessarily reveal your
you. patron’s identity.
You gain a –2 circumstance bonus on Diplomacy and
Intimidate checks made against evil creatures.
DEMONIC CONDUIT [VILE]
Your evil brand incorporates blasphemous runes and sigils EXTRACT DEMONIC ESSENCE []
that augment magical attacks you make against lawful
and/or good targets. You can draw upon the living essence of a willing or
Prerequisite: Evil Brand. captured demon to fuel the creation of items or the casting
Benefit: The save DC for any spell you cast against a of potent spells.
lawful or good creature increases by 1. Prerequisite: Any two item creation feats, Demon
Against lawful good targets, the save DC increases by 2. Mastery.
Benefit: Whenever you need to expend experience
points to craft a magic item or cast a spell with an XP
DEMONIC SKIN [ABYSSAL HERITOR] component, you can draw upon the life force of a nearby
Your skin has rough, scaly patches that enhance your demon to reduce the XP cost to you.
natural armor. Before beginning the process, you must secure a demon
Benefit: Your natural armor bonus improves by 1. whose Hit Dice equal or exceed the easier level of the item
or spell in question.
261
The demon could be one that you summoned with a planar You take a –2 penalty on Handle Animal checks.
ally spell, or one that you have bound with a planar binding
spell, or even one that you simply encountered and
convinced to aid you. KEEPER OF FORBIDDEN LORE
The demon need not be willing, but it must remain within [ABYSSAL HERITOR]
30 feet of you for the duration of your work on the item or
the casting time of the spell, and you must have line of A shred of demonic racial memory grants you knowledge
effect (but not necessarily line of sight) to it during that of numerous ancient magical secrets.
time. Prerequisite: Int 13.
Drawing essence from a demon does not increase the time Benefit: You gain a bonus on Knowledge (the planes),
required to craft the item or cast the spell, but the process is Spellcraft, and bardic knowledge checks.
draining for both you and the demon. The magnitude of this bonus equals the number of Abyssal
Each of you takes 1d6 points of Constitution damage when heritor feats you possess.
the essence is channeled from the demon into your body, In addition, Knowledge (the planes) and Spellcraft are
then converted into magical energy. always class skills for you, and you can use them untrained.
An unwilling demon can attempt a Fortitude save (DC 10 + Special: You have trouble acquiring information in more
1/2 your character level + your Cha modifier) to resist conventional ways, which translates to a –2 penalty on
removal of its essence. Gather Information checks.
Success negates your use of this feat and forces you to
either pay the full cost yourself or abort the creation or
casting. ORDERED CHAOS []
Successfully drawing essence from a demon in this way You are an unusually lawful Abyssal heritor.
reduces the XP cost of the spell or item creation by one- Prerequisite: Nonchaotic alignment, base Will save +4.
half, but it complicates the process. Benefit: Your alignment is not affected by the Abyssal
If you use this feat to reduce the XP cost of a spell, you heritor feats you possess.
must succeed on a Concentration check (DC 20 + the Spells and effects that are keyed to alignment affect you as
demon’s HD) to cast the spell, if you use this feat to offset if you were chaotic, as well as your actual alignment.
the XP cost of crafting a magic item the demon’s essence For example, you become immune to spells such as chaos
has a 10% chance to corrupt the item in someway, imbuing hammer and word of chaos, you could wield an anarchic
it with a curse. weapon without fear of gaining a negative level, and you
(The DM determines the nature of this curse randomly by could take the Primordial Scion feat despite its chaotic
rolling on the tables on pages 272–273 of the Dungeon alignment prerequisite.
Master’s Guide.
OTHERWORLDLY COUNTENANCE
EYES OF THE ABYSS [ABYSSAL
[ABYSSAL HERITOR]
HERITOR] You are either stunningly beautiful or wretchedly hideous.
Your eyes glow with an inner tire of some unusual color. Either way, your appearance can be terribly unsettling to
This glow increases your perception and allows you to see others upon whom you focus your attentions.
in the dark. Prerequisite: Cha 15.
Prerequisite: Any one other Abyssal heritor feat. Benefit: When you take this feat, you must decide
Benefit: You gain darkvision out to a range of 30 feet and whether you are unusually beautiful or unusually hideous.
a bonus on Search and Spot checks. Once you make this choice, you cannot change it.
The amount of this bonus equals the number of Abyssal You gain a bonus on Perform checks (if you chose beauty)
heritor feats you possess. or Intimidate checks (if you chose ugliness) equal to the
Special: Your glowing eyes are disconcerting and number of Abyssal heritor feats you possess.
distracting to those with whom you interact. As a full-round action, you can attempt to distract a target
This effect manifests as a –2 penalty on Diplomacy checks. within 30 feet by focusing your attention upon it.
The target must be able to see you and can resist your
distracting appearance by making a Will save (DC 10 + 1/2
HEART OF THE NABASSU [ABYSSAL your character level + your Cha modifier).
HERITOR] Failure indicates that the target is fascinated (if you are
beautiful) or sickened (if you are ugly) for as long as you
Your ancestry traces back to a place where the Abyss meets remain in its line of sight.
the Negative Energy Plane. You can affect a specific creature in this manner only once
Benefit: You can absorb harmlessly a number of negative per day.
levels per day equal to the number of Abyssal heritor feats This ability is usable a number of times per day equal to the
you possess. number of Abyssal heritor feats you possess.
For example, if you have two Abyssal heritor feats, you can Special: Your appearance is so striking that it’s difficult to
gain up to two negative levels on a given day and not suffer hide.
any ill effects. You take a –2 penalty on Disguise checks.
Special: Your barest tie to the Negative Energy Plane is
offputting to animals.
262
Benefit: Your natural weapons, as well as any weapons
POISON HEALER [] you wield, are treated as chaotic-aligned for the purpose of
Poison isn’t always bad for you. overcoming damage reduction.
Prerequisite: Great Fortitude, Con 13. In addition, attacks you make with such weapons deal an
Benefit: Any time you succeed on a Fortitude save against extra 1d6 points of damage to lawful creatures.
a poison, you heal a number of hit points of damage equal This bonus increases by an additional 1d6 for every four
to your Constitution bonus. Abyssal heritor feats you possess.
Special: Because of the chaotic whispers in your head,
you take a –2 penalty on Listen checks.
POISON TALONS [ABYSSAL
HERITOR] THRALL TO DEMON [VILE]
Your claws drip with poison. You formally become a supplicant to a demon lord.
Prerequisite: Claws of the Beast, any two other Abyssal In return for your obedience, you gain a small measure of
heritor teats. that demon lord’s power.
Benefit: Once per hour, you can secrete poison onto your Prerequisite: Chaotic evil alignment.
claws as a swift action. Benefit: Once per day, while performing an evil act, you
This poison remains in place until you damage a target with can call upon your demonic patron and gain a +1 luck
your claws. bonus on anyone attack roll, saving throw, ability check,
At that point, the creature struck must succeed on a skill check, or level check.
Fortitude save (DC 10 + 1/2 your character level + your Con Special: You can take this feat only once.
modifier) or take 1d4 points of Strength damage. If you take it, you cannot take the Disciple of Darkness or
One minute later, the victim must save again or take an Scion of Sorrow feats (both described in Champions of Ruin),
additional 1d4 points of Strength damage. which link you in a similar way to powerful archdevils or
You are immune to your own poison. yugoloth lords.
The poison you secrete from your talons cannot be
collected or preserved.
Special: Although you are immune to your own toxin, its VESTIGIAL WINGS [ABYSSAL
presence tends to complicate the process of providing
medical aid to others. HERITOR]
Therefore, you take a –2 penalty on Heal checks. A pair of vestigial wings sprouts from your shoulders.
Benefit: Your wings aren’t formed enough to allow true
flight, but they do enhance your ability to jump.
PRECOGNITIVE VISIONS [ABYSSAL You gain a bonus on Jump checks equal to +3 per Abyssal
HERITOR] heritor feat you possess.
Your wings can also slow your fall.
You periodically experience visions from the near future. As long as you can take move actions, you can control a fall
Prerequisite: Wis 13, any one Abyssal heritor feat. so that you land without taking damage.
Benefit: Your visions reflect possible futures, and you can You cannot, however, alter the direction you fall.
act to ensure or resist them. Special: Because your wings create additional drag while
You gain a number of floating+1 insight bonuses equal to you swim, you take a –2 penalty on Swim checks.
one-half the number of Abyssal heritor feats you possess
(minimum 1).
The bonuses last 24 hours, and you must reassign them at
the start of each new day.
SIDEBAR FEATS
You can assign each bonus to one of the following:
• Your Armor Class
• Your attack rolls
POWERFUL CHARGE []
• Your initiative checks A creature with this feat can charge with extra force.
• One of your saving throws (Fortitude, Reflex, or Will) Prerequisites: Medium or Large size, base attack bonus
• Checks made with one skill of your choice +1.
Since insight bonuses do not stack, it’s best to assign each Benefit: When the creature charges, if its melee attack
one to a different kind of roll or check. hits, it deals an extra 1d8 points of damage (if it is of
Special: Your visions tend to create unwelcome Medium size).
hallucinations. For Large creatures, the extra damage is 2d6 points; for
This effect imposes a –2 penalty on Spot checks. 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.
PRIMORDIAL SCION [ABYSSAL If the creature has the ability to make multiple attacks after
a charge, it can apply this extra damage only to one of those
HERITOR] attacks.
The Abyss beckons… Special: A fighter can select Powerful Charge as one of
Prerequisite: Chaotic alignment, any one Abyssal his fighter bonus feats.
heritor feat.
263
A creature needs to save against each version of the aura
only once every 24 hours.
FIENDISH CODEX 2 The aura’s effect last as long as a creature is within its area.
Fierna and Belial: The brand of Fierna and Belial consumes
you, infesting your thoughts with sinister urges.
(3.5) Once per round, you can use a melee touch attack to bestow
these dark impulses on another creature.
The target of this ability must make a Will save (DC 10 +1/2
your HD + your Cha modifier).
MAIN SECTION FEATS If it fails this save, the target is dazed for 1 round, lost in
starry dreams of endless treasure, arcane might, and wishes
fulfilled.
BRAND OF THE NINE HELLS [] You can use this mind-affecting ability once every 1d4
rounds.
You gain an infernal brand, a symbol proclaiming you as
the property of an archdevil. Levistus: The brand of Levistus grants you a mystical link to
that trapped archdevil’s prison.
This brand might be a physical symbol, or it could be a
Once per day as a swift action, you become encased in
strange change in your body’s structure.
armor of ice.
Prerequisites: Lawful evil, devil. You gain resistance to cold 20, and all of your natural
Benefit: When you select this feat, choose an archdevil to attacks deal an extra 1d6 points of cold damage.
whom you have sworn fealty. This benefit lasts for 10 minutes.
You gain a +2 bonus on Bluff, Diplomacy, and Sense Motive Glasya: The brand of Glasya fills you with power, drawn
checks made against denizens of that archdevil’s layer, but from the shuddering remains of the Hag Countess.
take a –2 penalty on the same checks made against Once per day, you can activate this ability as a swift action.
denizens of other layers. You gain fast healing 3 for 1 minute.
In addition, you gain a +2 bonus on Intimidate checks. Pulpy, tumorous flesh erupts from your wounds to seal
The brand grants an additional benefit, depending upon the your injuries.
archdevil with which it is associated. Baalzebul: This brand causes your body to sweat a glistening
Bel: The brand of Belis a cold iron longsword or greatsword slime.
(your choice) that glistens with green hellfire. You gain a +4 bonus on grapple and Escape Artist checks.
This weapon deals normal damage appropriate to your size, Your natural attacks deal an extra 1d6 points of acid
plus an extra 1d6 points of damage against good-aligned damage.
creatures, or an extra 2d6 points of damage against demons. Mephistopheles: The brand of Mephistopheles burns with
You are proficient with this weapon, even if you normally unholy energy.
lack weapon proficiency with the longsword or greatsword. Three times per day, as a swift action, you can invoke those
Dispater: In keeping with your lord’s fearful paranoia, you flames to wreathe your body.
grow a pair of eyes in the back of your head. For 1 round, all of your natural attacks deal an extra 1d6
You cannot be flanked, nor can you be caught flat-footed. points of fire damage.
Mammon: The brand of Mammon allows you to better play If you are grappled or struck by an unarmed attack, your
the careful game of balance necessary of all devils. attacker takes 1d6 points of fire damage.
When faced with mighty foes, you grovel and ask for At the start of each of your turns, any creatures in squares
mercy. adjacent to you take 1d6 points of fire damage.
Against weaker enemies, you show no quarter. Asmodeus: The brand of Asmodeus fills you with power and
If you attack an opponent with more HD than you, you authority.
automatically begin to project an aura of pity in a 30-foot Three times per day as a swift action, you can use command,
radius around you. as the spell, as a spell-like ability.
All creatures in this area must make Will saves (DC 10 + 1/2
Special: Once a character gains a brand of the Nine Hells,
your HD + your Cha modifier) or take a –2 penalty on
it can never gain the brand of another archdevil.
attacks against you.
Nondevils can gain this feat, and the feats that require it as
They see you as weak, pathetic, and barely worth the effort
a prerequisite, by performing a particularly useful act for an
of slaying. archduke of Hell.
Creatures with fewer HD than you, or any creature at half This option is unavailable to player characters (unless a DM
its maximum hit points or less (even one with more HD rules otherwise).
than you), suffer a different effect from this aura.
These creatures become shaken (Will negates, DC 10 + 1/2
your HD + your Cha modifier) as you take on a ghastly, DEVIL’S AURA [DEVIL-TOUCHED]
enraged aspect in their eyes.
A creature with more HD than you that is subsequently Your close association with diabolic powers stains your
reduced to half hit points must make a new save against soul.
this version of your aura. By focusing your power, you can cause other creatures to
If it fails, the creature becomes shaken but it no longer become unsettled and nervous in your presence.
takes the –2 penalty on attack rolls described above (if it Prerequisites: Cha 13, Intimidate 9 ranks, Devil’s Favor.
failed its save against the first aura effect). Benefit: You can generate an aura of fear for 1 round as a
This aura is a mind-affecting ability. swift action.
264
All living creatures within 10 feet must succeed on a Will Benefit: You gain 2 extra hit points per devil-touched feat
save (DC 10 +1/2 your HD + your Cha modifier) or become you have selected, including this one.
shaken for 1d3 rounds. These hit points add to your maximum hit points, just like
Multiple exposures to the same aura have no additional hit points from any other source.
effect. In addition, once per day you gain fast healing equal to the
The aura lasts for 1 round. number of devil-touched feats you possess for 5 rounds.
You can use this ability a number of times per day equal to
the total number of devil-touched feats you have selected,
including this one. DEVIL’S TONGUE [DEVIL-
TOUCHED]
DEVIL’S FAVOR [DEVIL-TOUCHED] You gain a devil’s talent for trickery and deceit.
You have entered into an infernal pact with a dark power. Your words form a verbal maze that clouds your opponent’s
In return for an indelible stain on your soul, and possibly mind.
an eternity of torment in Hell, you gain the ability to call As a physical mark of this ability, your tongue becomes
upon the powers of Hell to aid your efforts. forked like a serpent’s.
Prerequisite: Pact with devil. Prerequisites: Cha 15, Devil’s Favor.
Benefit: When you attempt an attack, save, or check of Benefit: As a standard action, you can speak soothing
any sort, you can beseech the dark powers to aid you. words of friendship and amity to any opponent within 60
You gain a +2 bonus on the attack, save, or check. feet.
You can use this ability a number of times per day equal to The target must be able to hear and understand you.
the total number of devil-touched feats you have selected, The target must make a Will save (DC 10 +1/2 your HD +
including this one. your Cha modifier) or be dazed for 1 round.
In addition, he is rendered flat-footed.
You can use this ability a number of times per day equal to
DEVIL’S FLESH [DEVIL-TOUCHED] the number of devil-touched feats you possess.
Your skin thickens and assumes a scaled, leathery texture You can choose to spend two uses of this ability to use it as a
that turns aside blows but serves as a clear mark of your swift action rather than as a standard action.
taint. This is a mind-affecting, language-dependent, supernatural
Prerequisites: Con 15, Devils Favor. ability.
Benefit: You gain a bonus to your natural armor and on
Intimidate checks equal to half the number of devil- DILATE AURA []
touched feats you have selected, including this one.
If you do not have a natural armor bonus, this feat provides You can extend the range of your aura.
you with one. Prerequisite: Aura ability.
If you already have one, this feat improves your existing Benefit: Once per encounter, you can double the range of
bonus. your aura.
In addition, you take a penalty on all Diplomacy checks The expanded aura lasts for a number of rounds equal to
against good creatures equal to the natural armor bonus your Charisma modifier (minimum 1 round).
provided by this feat.
DISRUPTING SPELL [METAMAGIC]
DEVIL’S SIGHT [DEVIL-TOUCHED] You can cast spells that disrupt other caster’s magical
Your eyes glow red with infernal energy, allowing you to capabilities.
pierce magical darkness. Benefit: You can alter a spell so it interferes with one or
Prerequisites: Wis 15, Devil’s Favor. more targets’ supernatural and spell-like abilities, as well as
Benefit: You gain darkvision out to 60 feet. any spells they cast.
If you already have darkvision, its range improves by 60 A disrupting spell temporarily reduces the save DC of any
feet. spell, spell-like, or supernatural ability the affected creature
In addition, as a swift action, you can gain blindsight out to or creatures can cast or use by 2.
30 feel for 5 rounds. The effect of a disrupting spell lasts for a number of rounds
You can use your blindsight ability a number of times per equal to the spell’s unmodified level.
day equal to the total number of devil-touched feats you Multiple disrupting spells do not stack.
have selected, including this one. A disrupting spell has no effect on magic items.
A disrupting spell uses up a spell slot two levels higher than
the spell’s actual level.
DEVIL’S STAMINA [DEVIL-
TOUCHED] DIVINE CENSURE [DIVINE]
Your body is infused with the toughness and fortitude of a You can channel divine energy to instill fear in evil
devil. outsiders.
You can shrug off attacks that would slay a lesser creature. Prerequisites: Ability to turn undead, good alignment.
Prerequisites: Devil’s Favor, base Fortitude save +3.
265
Benefit: You can spend one of your turn undead attempts You acquire this archdevil’s temperament, and you can
as a standard action to channel your god’s outrage, channel it to destroy your foes.
condemning all evil outsiders within 30 feet. Prerequisites: Brand of the Nine Hells, allegiance to
Such creatures must make a Will save (DC 10 +1/2 your Mephistopheles.
character level + your Cha modifier) or become shaken for Benefit: The passionate anger for which Mephistopheles
a number of rounds equal to your Charisma modifier is famed burns brightly in you.
(minimum 1 round). Each round when you miss on an attack roll or a target
successfully saves against a spell, spell-like ability, or
supernatural ability you have cast or used, you gain a
DIVINE DEFIANCE [DIVINE] cumulative +1 bonus on attack rolls, damage rolls, saves,
You can channel divine energy to counter spells without and checks.
readying an action in advance. This bonus lasts until you successfully hit a target or until a
Prerequisites: Divine caster level 3rd, ability to turn or target fails a saving throw against one of your spells, spell-
rebuke undead. like abilities, or supernatural effects.
Benefit: You can spend one of your turn or rebuke For every +1 bonus you gain, you also take a –1 penalty to
undead attempts as an immediate action to counter a spell Armor Class.
or spell-like effect. This penalty disappears when the bonus no longer applies.
For example, if an evil cleric targets Jozan with a hold person
spell, as an immediate action, Jozan can spend a turn undead
attempt to counter the spell if he had prepared a hold person MARK OF DIS []
or dispel magic spell. The infernal attention of Dispater has made you paranoid
You must have the relevant spell prepared as normal (or and cautious, giving you decided advantages in combat.
dispel magic), and you must make a Spellcraft check to Your attention to detail in battle leaves few openings for
identify the target’s spell if applicable. your opponents to attack.
(See PH 170 for details on counterspells). Prerequisites: Brand of the Nine Hells, allegiance to
Normal: You must typically use a readied action to Dispater.
counter an enemy’s spell. Benefit: The only devils that survive for long in the
labyrinthine streets of Dis are those with Dispater’s
preparedness and unflagging paranoia.
DIVINE JUSTICE [DIVINE] When you move (and only when you move), the square in
You can channel divine energy to deal extra melee damage which you start your movement is not considered
to evil outsiders. threatened.
Prerequisite: Ability to turn or rebuke undead. In addition, once per round, as an immediate action, you
Benefit: As a swift action, spend one of your turn or can choose to gain a +4 bonus to AC or on a single save.
rebuke undead attempts to deal an extra 2d6 points of This bonus applies to one or the other, but not both.
damage with all your successful melee attacks against evil
outsiders until the end of the round.
In addition, evil outsiders struck by one of your attacks
MARK OF MALADOMINI []
while you are using this feat must succeed on a Will save Maladomini is a sinking mire of corruption and filth Those
(DC 10 + 1/2 your character level + your Cha modifier) or who serve the Lord of Flies acquire some of his unsavory
be shaken for 1 minute. characteristics.
You exude stinking ichor like your master.
Prerequisites: Brand of the Nine Hells, allegiance to
MARK OF AVERNUS [] Baalzebul.
Your unfailing allegiance to Bel gives you special strategic Benefit: You share the curse of your foul master,
insights into the best ways to overcome your enemies. Baalzebul.
By examining your opponents, you can land telling blows. Your body issues forth a steady stream of filth that collects
Prerequisites: Brand of the Nine Hells, allegiance to about you.
Bel. Any creature that enters or leaves a square adjacent to you
Benefit: You are a master strategist. must succeed on a Balance check (DC 10 + 1/2 your HD +
Once per encounter, you can make a single ranged attack, your Con modifier) or immediately stop moving.
melee attack, or use one of your spell-like abilities as an A creature that fails this check and attempts to keep
immediate action. moving immediately falls prone in its current space.
In addition, whenever you successfully hit an opponent In addition, this slime reeks of decay, excrement, and
with an attack made as part of a readied action, you gain a worse, forcing any living creature within 10 feet of you to
+4 bonus on your attack roll and damage roll, and you succeed on a Fortitude save (DC 10 + 1/2 your HD + your
automatically confirm a critical threat on such an attack. Con modifier) or become sickened for 10 rounds.
Regardless of the outcome of the save, a creature cannot
again be affected by your stench for 24 hours.
MARK OF CANIA []
Behind Mephistopheles’s mask of civility and quick wit
burns the fire of frustration and hatred.

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.

ARCANE PREPARATION [GENERAL]


BULLHEADED [GENERAL]
You can prepare an arcane spell ahead of time just as a
wizard does. The stubbornness and determination of your kind is
Prerequisite: You must be able to cast arcane spells as a legendary.
bard or sorcerer before you can select this feat. You are exceptionally headstrong and difficult to sway from
Benefit: Each day, you are able to prepare one or more your intended course.
spells as a wizard does. Regions: Damara, Dragon Coast, the Great Dale,
If you are a sorcerer or a bard, this means that you can Moonshaes, Narfell, Nelanther Isles, Rashemen, Vaasa,
prepare a spell with a metamagic feat ahead of time, instead Western Heartlands, gold dwarf, gray dwarf, shield dwarf.
of casting it as a full-round action. Benefit: You receive a +1 bonus on Will saves and a +2
bonus on Intimidate checks.

ARCANE SCHOOLING [GENERAL]


COSMOPOLITAN [GENERAL]
In your homeland, all who show some skill at the Art may
receive training as a wielder of magic. Your exposure to the thousand forking paths of the city has
Many characters know something of the ways of the bard, taught you things you ordinarily would never have
the sorcerer, or the wizard. uncovered.
Regions: Chessenta, Halruaa, Lantan, Mulhorand, Regions: Amn, Waterdeep.
Unther. Benefit: Choose a nonexclusive skill you do not have as a
Benefit: Choose one arcane spellcasting class. class skill.
This class is a favored class for you in addition to any other You gain a +2 bonus on all checks with that skill, and that
favored class you select. skill is always considered a class skill for you.
For example, a multiclassed human fighter/rogue could Special: You may take this feat multiple times.
add levels of wizard without incurring any experience Its effects do not stack.
penalty for multiclassing in three classes. Each time you take the feat, it applies to a new skill.
Special: You may only take this feat as a 1st-level
character. COURTEOUS MAGOCRACY
ARTIST [GENERAL] [GENERAL]
You were raised in a land where mighty wizards order
You come from a culture in which the arts, philosophy, and affairs.
music have a prominent place in society. Where powerful spellcasters are common, cautious
Region: Chessenta, Evermeet, Waterdeep, rock gnome. courtesy is the norm and everyone has an eye for magic
Benefit: You gain a +2 bonus on all Perform checks and to goods.
one Craft skill that invokes art (your choice) such as Region: Evermeet, Halruaa.
calligraphy, painting, sculpture, or weaving. Benefit: You receive a +2 bonus on all Diplomacy and
Spellcraft checks.
BLOODED [GENERAL]
You know what it means to fight for your life, and the value CREATE PORTAL [ITEM CREATION]
of quick wits and quicker reactions when blades are bared You have learned the ancient craft of creating a portal, a
and deadly spells chanted. permanent magic device that that instantaneously
Enemies find it difficult to catch you off guard. transports those who know its secrets from one locale to
Regions: Dalelands, Nelanther Isles, Sembia, another.
Silverymoon, Tethyr, Vaasa. Faerûn is riddled with portals.
Benefit: You get a +2 bonus on Initiative and a +2 bonus Prerequisite: Craft Wondrous Item.
on all Spot checks.
269
Benefit: You can create any portal whose prerequisites
you meet.
EDUCATION [GENERAL]
Crafting a portal takes one day for each 1,000 gp in its base Some lands hold the pen in higher regard than the sword.
price. In your youth you received the benefit of several years of
To craft a portal, you must spend 1/25 of its base price in XP more or less formal schooling.
and use up raw materials costing half of this base price. Regions: Amn, Chessenta, Cormyr, Evermeet, Lantan,
See Chapter 2: Magic for details of portal creation. Mulhorand, Sembia, Silverymoon, Waterdeep, moon elf,
Some portals incur extra costs in material components or XP sun elf.
as noted in their descriptions. Benefit: All Knowledge skills are class skills for you: You
These costs are in addition to those derived from the portal’s get a +1 bonus on all skill checks with any two Knowledge
base price. skills of your choosing.
Special: You may only take this feat as a 1st-level
character.
DAYLIGHT ADAPTATION [GENERAL]
Through long exile from the shadowed homelands of your
kind, you have learned to endure the painful sunlight of ETHRAN [GENERAL]
the surface world. You have been initiated into the secrets of the Witches of
Region: Drow, gray dwarf, ore. Rashemen as a member of the Ethran, the “untried”.
Benefit: If you are a type of creature that suffers Prerequisites: Female, Charisma 11+, spellcaster level
circumstance penalties when exposed to bright light (such 1st+, society approval.
as a drow or duergar), you no longer suffer those penalties, Region: Rashemen.
whether the light comes from natural or magical sources of Benefit: You are a respected member of the Witches of
illumination. Rashemen.
You gain a +2 bonus on Animal Empathy and Intuit
Direction checks.
DELAY SPELL [METAMAGIC] When dealing with other Rashemi, you gain a +2 bonus on
You can cast spells that take effect after a short delay of any Charisma-based skill checks.
your choosing. Acquiring this feat requires the approval of the DM and
Prerequisite: Any other metamagic feat. remaining in good standing with the witches of Rashemen.
Benefit: A delayed spell doesn’t activate until 1 to 5 If you lose their approval, you lose all benefits of this feat.
rounds after you finish casting it.
You determine the delay when casting the spell, and it
cannot be changed once set. FOE HUNTER [FIGHTER, GENERAL]
The spell activates just before your turn on the round you In lands threatened by evil nonhumans, many warriors
designate. learn ways to fight effectively against these creatures.
Only area, personal, and touch spells may be affected by You have served as a member of a militia or military unit
this feat. devoted to protecting your home from the fierce raiders
Any decisions you would make about the spell, including who trouble the area.
attack rolls, designating targets, or determining or shaping Regions: Chult, Cormyr, Damara, the Lake of Steam, the
an area, are decided when the spell is cast. North, the Moonsea, Tashalar, Tethyr, Vaasa, shield dwarf,
Any effects resolved by those affected by the spell, wood elf.
including saving throws, are decided when the spell Benefit: Your homeland dictates the type of foe you have
triggers. trained against.
If conditions change between casting and effect in such a When fighting monsters of that race, you gain a +1
fashion as to make the spell impossible—for example, the competence bonus on damage rolls with melee attacks and
target you designate leaves the spell’s maximum range or on ranged attacks at ranges of up to 30 feet, and you act as if
area before it goes off—the spell fails. you had the Improved Critical feat for the weapon you are
A delayed spell may be dispelled normally during the delay, using.
and can be detected normally in the area or on the target This benefit does not stack with the Improved Critical feat.
with spells such as detect magic. Special: In Cormyr, Damara, Tethyr, Vaasa, or as a shield
A delayed spell uses up a spell slot three levels higher than dwarf, your traditional foes are goblinoids—goblins,
the spell’s actual level. hobgoblins, and bugbears.
In Chult and Tashalar, this feat applies to lizardfolk and
yuan-ti.
DISCIPLINE [GENERAL] Wood elves train against gnolls.
Your people are admired for their single-minded In the Lake of Steam, the North, and the Moonsea, this feat
determination and clarity of purpose. applies to orcs and half-orcs.
You are difficult to distract by spell or blow. You may take this feat multiple times.
Regions: Aglarond, Anauroch, Cormyr, Impiltur, Thay, Its effects do not stack.
strongheart halfling, sun elf, rock gnome. Each time you take the feat you must qualify for learning
Benefit: You gain a +1 bonus on Will saves and a +2 regional feats in a land that hunts a different creature from
bonus on Concentration checks. that specified by the regional feat or feats you already have.

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.

GREATER SPELL PENETRATION


[GENERAL]
Your spells are especially potent, defeating spell resistance
more readily than normal.
Prerequisite: Spell Penetration.
Benefit: You get a +4 bonus on caster level checks (1d20 +
caster level) to beat a creature’s spell resistance.
This overlaps (does not stack with) the bonus from Spell
Penetration.

HORSE NOMAD [FIGHTER,


GENERAL]
You have been raised in a culture that relies upon riding Saving Throws: The familiar uses the master’s base save
and shooting for survival. bonuses if they’re better than the familiar’s.
Regions: Hordelands, the Shaar, Vaasa (the Ride only). Skills: Use the normal skills for a creature of its kind.
Benefit: You get Martial Weapon Proficiency (composite Familiar Special Abilities: Use Table 3–19: Familiar Abilities
shortbow) and a +2 bonus on all Ride checks. in the Player’s Handbook to determine additional abilities as
you would for a normal familiar.
IMPROVED COUNTERSPELL
[GENERAL] INNATE SPELL [GENERAL]
You have mastered a spell so thoroughly you can now cast it
You understand the nuances of magic to such an extent that as a spell-like ability.
you can counter your opponents’ spells with great Prerequisites: Quicken Spell, Silent Spell, Still Spell.
efficiency.
Benefit: Choose a spell you can cast.
Benefit: When counterspelling, instead of using the exact You can now cast this spell at will as a spell-like ability,
spell you are trying to counter, you may use a spell of the once per round, without needing to prepare it.
same school that is one or more levels higher than the One spell slot eight levels higher than the innate spell is
target spell. permanently used to power it.
(Note that spell slots above 9th level can be achieved with
the rules in the upcoming Epic-Level Campaigns book).
271
If the innate spell has an XP component, you pay the XP Similarly, a Weave user attempting to use a divination such
cost each time you use the spell-like ability. as see invisibility to reveal the effects of one of your spells
If the innate spell has a focus, you do not need the focus to must make a level check to reveal your spell’s effects.
use the spell-like ability. The Weave user can check only once for each divination
If the innate spell has a costly material component (see the spell used, no matter how many of your spell effects are
spell description), you need an item worth TO times that operating in an area.
cost to use as the focus for the spell-like ability. This benefit does not extend to spells you cast from the
If the innate spell has a material component with negligible schools of Evocation or Transmutation.
cost, you Jo not need the material component to use the From now on, your ability to detect Weave magic is
spell-like ability. impaired.
Since an innate spell is a spell-like ability and not an actual Any divination spell you use against a Weave effect is
spell, a cleric cannot convert it to a cure spell or an inflict successful only if you make a level check against a DC of 9 +
spell, nor can it be converted to 3 signature spell (see the the caster’s level.
Signature Spell feat). This penalty does not extend to Enchantment, Illusion, or
Divine spellcasters who become unable to cast divine spells Necromancy effects.
cannot use divine innate spells. (You detect them normally).
Special: You can choose this feat more than once,
selecting another spell each time.
You have to pay the costs in spell slots, focuses, and LUCK OF HEROES [GENERAL]
material components for each innate spell you acquire. Your land is known for producing heroes.
Through pluck, determination; and resilience, your people
survive when no one expects them to come through.
INSCRIBE RUNE [ITEM CREATION] Regions: Aglarond, Dalelands, Tethyr, the Vast.
You can create magic runes that hold spells until triggered. Benefit: You receive a +1 luck bonus on all saving throws.
Prerequisite: Intelligence 13+, appropriate Craft skill,
divine spellcaster level 3rd.
Benefit: You can cast any divine spell you have prepared MAGICAL ARTISAN [GENERAL]
as a rune. You have mastered the method of creating a certain kind of
The caster must have prepared the spell to be scribed and magic item.
must provide any material components or focuses the spell Prerequisite: Any item creation feat.
requires. Benefit: Each time you take this feat, choose one item
If casting the spell would reduce the caster’s XP total, he creation feat you know.
pays the cost upon beginning the rune in addition to the When determining your cost in XP and raw materials for
XP cost for making the rune itself. creating items with this feat, multiply the base price by
Likewise, material components are consumed when he 75%.
begins writing, but focuses are not. Special: You may gain this feat multiple times.
See the Rune Magic section in Chapter 2: Magic for the Each time you take the feat, it applies to a new item
details of runes and rune magic. creation feat.
A single object of Medium-size or smaller can hold only
one rune.
Larger objects can hold one rune per 25 square feet (an area MAGICAL TRAINING [GENERAL]
5 feet square) of surface area. You come from Halruaa, a half-legendary land where basic
Runes cannot be placed on creatures. magic is taught to all with the aptitude for it.
The rune has a market price of the spell level × caster level Every crafter and laborer, it seems, knows a cantrip or two
× 100 gp (a 0-level spell counts as 1/2 level). to ease her work.
You must spend 1/25 of its market price in XP and use up Prerequisite: Intelligence 10+.
raw materials costing half this market price. Region: Halruaa.
A rune’s market value equals its base price. Benefit: You may cast the 0-level arcane spells dancing
light, daze, and mage hand once per day each.
INSIDIOUS MAGIC [METAMAGIC] You have an arcane spell failure chance if you wear armor.
You are treated as a wizard of your arcane spellcaster level
You can use the Shadow Weave to make your spells harder (minimum 1st level) for determining the range at which
for Weave users to detect. these spells can be cast.
All creatures employing spells or spell-like abilities are Special: You may only take this feat as a 1st-levcl
considered to he Weave users unless they possess the character.
Shadow Weave Magic feat.
Prerequisite: Shadow Weave Magic.
Benefit: When a Weave user employs a divination spell, MERCANTILE BACKGROUND
spell-like ability, or magic item (such as detect magic) that
may detect the magical aura of one of your spells, the [GENERAL]
Weave user must make a level check (DC 11 + your caster Powerful trading costers and craft guilds control the wealth
level) to successfully detect your spells. and commerce of Faerûn’s lands.

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.

TENACIOUS MAGIC [METAMAGIC] TWIN SPELL [METAMAGIC]


You can use the Shadow Weave to make your spells harder You can cast a spell simultaneously with another spell just
for Weave users to dispel. like it.
Any magic-wielding creature without the Shadow Weave Prerequisite: Any other metamagic feat.
Magic feat is considered a Weave user. Benefit: Casting a spell altered by this feat causes the
Prerequisite: Shadow Weave Magic. spell to take effect twice on the target, as if you were
Benefit: Your spells resist dispelling attempts by Weave simultaneously casting the same spell two times on the
users. same location or target.
When a Weave caster makes a dispel check to dispel one of Any variables in the spell (such as targets, shaping an area,
your spells (including using dispel magic to counterspell a and so on) apply to both of the resulting spells.
spell you are casting), the DC is 15 + your caster level. The target suffers all the effects of both spells individually
This benefit does not extend to spells you cast from the and receives a saving throw for each.
schools of Evocation or Transmutation, From now on your In some cases, failure of both of the target’s saving throws
ability to dispel Weave magic is impaired. results in redundant effects, such as a twinned charm person
When you make a dispel check to dispel a Weave spell (or (see Combining Magical Effects in Chapter 10 of the
use dispel magic to counterspell an opponent’s spell), the DC Player’s Handbook), although any ally of the target would
is 13 + the opponent’s caster level. have to succeed at two dispel attempts in order to free the
This penalty docs not extend to Enchantment, Illusion, or target from the charm.
Necromancy effects, which you can dispel normally. As with other metamagic feats, twinning a spell does not
affect its vulnerability to counterspelling (for example,
using an untwinned form of the spell doesn’t negate just
THUG [GENERAL] half of the twinned spell).
Your people know how to get the jump on the competition A twinned spell uses up a spell slot four levels higher than
and push other people around. the spell’s actual level.
While others debate, you act.
Regions: Calimshan, Dragon Coast, Moonsea, Nelanther
Isles, Unther, the Vast, Vilhon Reach, Waterdeep. TWIN SWORD STYLE [FIGHTER,
Benefit: You get a +2 bonus on Initiative checks, and a GENERAL]
+”2 bonus on Intimidate checks.
You have mastered a style of defense that others find
frustrating.
Prerequisite: Two-Weapon Fighting.
Regions: Sembia, Waterdeep, drow elf.
275
Benefit: When fighting with two swords (dagger,
longsword, rapier, scimitar, or short sword, in any
combination), you can designate a melee opponent during
your action and receive a +2 armor bonus to your Armor
Class against attacks from that opponent.
This armor bonus stacks with the armor bonus from armor
and shield.
You can select a new melee opponent on any action.
A condition that makes you lose your Dexterity bonus to
Armor Class (if any) also makes you lose this bonus.
The benefits of this feat apply only if you are proficient
with the weapons you are using.

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.

BECKON THE FROZEN [GENERAL] COLD FOCUS [GENERAL]


Creatures you summon are infused with cold energy and Your cold spells are more potent than normal.
have the cold subtype.
Benefit: Add +1 to the DC for all saving throws against
Prerequisite: Augment Summoning, Spell Focus spells you cast with the cold descriptor.
(conjuration). This bonus stacks with similar bonuses, such as those
Benefit: When you summon a creature or creatures using granted by Spell Focus and Greater Spell Focus.
any summon spell, you can opt to summon a version of the
creature from an extraplanar frostfell.
If you do so, the summoned creature gains the cold COLD SPELL SPECIALIZATION
subtype, and its natural attacks deal an additional 1d6
points of cold damage. [GENERAL]
Creatures with the fire subtype can never be enhanced with You do additional damage with cold spells.
the cold subtype in this manner. Prerequisite: Con 13, Snowcasting, Frozen Magic.
Benefit: In cold areas (temperature at or below 40° F), you
gain a +1 bonus per die to any dice rolled to determine
damage caused by cold spells you cast.
277
For example, if an 11th-level wizard with this feat casts a Benefit: In cold areas (temperature at or below 40° F), the
cone of cold in a cold area, the spell does 11d6+11 points of ability score used to determine how many bonus spells you
damage. may prepare or cast is treated as if it were 2 higher than its
In areas of extreme cold (below –20° F), the damage bonus actual score.
increases to +2 per die. If you enter an area with a warmer temperature and remain
in this area for longer than 1 minute, the bonus spells
granted by this feat are lost until you can regain them.
CRAFT SKULL TALISMAN [ITEM In areas of extreme cold (below –20° F), the ability score is
CREATION] treated as if it were 4 higher than its actual score for
purposes of determining how many bonus spells you can
You can create skull talismans, which carry spells within prepare or cast.
themselves (for more information on skull talismans, see
page 112).
Prerequisite: Caster level 6th. FROZEN BERSERKER [GENERAL]
Benefit: You can create a skull talisman of any spell you When you enter your barbarian rage, your body becomes
know and that targets one or more creatures. infused with cold energy.
Crafting a skull talisman takes one day. Prerequisite: Ability to rage.
When you create a skull talisman, you set the caster level. Benefit: As long as you are under the effects of a
The caster level must be sufficient to cast the spell in barbarian rage, you gain the cold subtype.
question and no higher than your own level. You gain immunity to cold, but have vulnerability to fire,
The base price of a skull talisman is its spell level × its caster which means you take half again as much (+50%) damage as
level × 100 gp. normal from fire, regardless of whether a saving throw is
To craft the talisman, you must spend 1/25 of this base allowed, or if the save is a success or failure.
price in XP and use up raw materials (mostly comprised of
the rare metallic inks needed to inscribe the runes of power
on the skull) costing one-half this base price. FROZEN MAGIC [GENERAL]
When you create a skull talisman, you make any choices Your cold spells are more powerful when you cast them in a
that you would normally make when casting the spell. cold region.
Whoever destroys the skull is the target of the spell.
Prerequisite: Con 13, Snowcasting.
Any skull talisman that stores a spell with a costly material
component or a XP cost also carries a commensurate cost. Benefit: In cold areas (temperature at or below 40° F),
In addition to the costs derived from the base price, you spells with the cold descriptor cast by you manifest at caster
must expend the material component or pay the XP when level +1.
creating the skull talisman. In areas of extreme cold (below –20° F), cold spells cast by
The skull to be used to create a skull talisman must be from you manifest at caster level +2.
a creature of at least Small size.
A Small creature’s skull can store a spell of up to 3rd level. FROZEN WILD SHAPE [GENERAL]
A Medium creature’s skull can store a spell of up to 6th
level. You can assume the form of magical beasts with the cold
A Large creature’s skull can store a spell of up to 9th level. subtype.
The art of crafting skull talismans was perfected by Prerequisite: Base Fortitude save bonus +6, wild shape
neanderthal druids, but any spellcaster can learn the art of ability.
making these devices. Benefit: You may use your wild shape ability to assume
Many view the act of creating or using a skull talisman as a the form of any magical beast with the cold subtype.
distasteful activity, but neither in and of itself is it an evil Your new form must still fall within the size limitations of
act. your wild shape ability.
As with the standard wild shape ability, you do not gain any
of the extraordinary special qualities or any supernatural
FAITH IN THE FROST [GENERAL] abilities possessed by the new form, with the exception of
You channel frozen energies from your deity when you the cold subtype.
turn or rebuke creatures. This subtype grants you immunity to cold but vulnerability
Prerequisite: Ability to turn or rebuke creatures, access to fire, which means you take half again as much (+50%)
to Cold or Winter cleric domain. damage as normal from fire while in a frozen wild shape,
regardless of whether a saving throw is allowed, or if the
Benefit: When you successfully turn or rebuke a
save is a success or failure.
creature, it takes cold damage equal to your Charisma
Possible cold magical beasts from the Monster Manual
modifier as blasts of ice and cold energy tear through its
include cryohydras (Huge wild shape required), frost
body.
worms (Huge wild shape required), and winter wolves.
Possible cold magical beasts from Monster Manual II include
FROSTFELL PRODIGY [GENERAL] frost salamanders.
Possible cold magical beasts from this book include brantas
You gain additional bonus spells in cold regions. (Large wild shape required), ice toads (Large wild shape
Prerequisite: Con 13, Snowcasting, Frozen Magic, Cold required), urskans (Large wild shape required), and tlalusks
Focus. (Huge wild shape required).
278
Benefit: Your frosty touch ability now deals 2 points of
GREATER COLD FOCUS [GENERAL] cold damage.
Your cold spells are now even more potent than before. Normal: Your frosty touch ability deals 1 point of cold
Prerequisite: Cold Focus. damage.
Benefit: Add +1 to the DC for all saving throws against
spells with the cold descriptor.
This bonus stacks with similar bonuses, such as those from MARK OF HLEID [GENERAL]
Cold Focus, Spell Focus, and Greater Spell Focus. You bear a birthmark in the shape of the holy symbol of
Hleid (a ragged white triangle with a vortex of blue flame
in its center) somewhere on your body; this mark identifies
ICY CALLING [GENERAL] you as an ally of the church of Hleid and grants you
Your summon spells work better in the frostfell if you supernatural qualities.
summon native creatures. Prerequisite: Your patron deity must be Hleid.
Prerequisite: Con 13, Snowcasting. Benefit: The actual birthmark itself radiates faint
Benefit: In cold areas (temperature at or below 40° F), abjuration magic if it is viewed with a detect magic spell, and
creatures native to cold environments and creatures with faint good if viewed with a detect good spell.
the cold subtype summoned by you are more powerful and You are immune to the frost touch special attack of a
agile than normal. rimefire eidolon.
The summoned creatures gain a +4 enhancement bonus to Additionally, you can handle rimefire ice barehanded
Strength and Dexterity for the duration of the spell that without taking any cold damage.
summoned them. Cleric is now a favored class for you; the cleric class does
In areas of extreme cold (below –20° F), any summoned not count when determining whether you take an
creature affected by this feat has maximum hit points when experience point penalty for multiclassing.
summoned. You gain a +2 sacred bonus to your Armor Class against
evil-aligned creatures with the cold subtype.
Special: If you ever lose favor with Hleid, or change your
ICE HARMONICS [GENERAL] patron deity to another deity, the mark of Hleid fades and
You can use your voice to shatter ice. you lose all benefits of this feat.
Prerequisite: Bardic music ability, Perform (sing) 6 You do not gain a replacement feat.
ranks. If you later return to Hleid’s faithful and receive an
Benefit: By expending one of your daily uses of bardic atonement spell, the mark reappears and you regain the
music, you can cause any unattended nonmagical ice object benefits of the feat.
or portion of ice to explode violently.
The target must be within 30 feet, and you must be able to
sing in order to shatter the ice. MOUNTAINEER [GENERAL]
Any creature located in the 5-foot square in which you You are a particularly gifted explorer and mountain
target with this ability takes piercing damage equal to 2d6 + climber.
your Charisma modifier. Benefit: You get a +2 bonus on all Climb and Survival
Creatures made of ice that you specifically target with this checks.
effect take double damage.
PIERCING COLD [METAMAGIC]
IMPROVED COLD ENDURANCE Your cold spells are so cold that they can damage creatures
[GENERAL] normally resistant or immune to cold.
Benefit: You can only apply this metamagic feat to spells
Your training and natural hardiness have improved your with the cold descriptor.
natural resistance to cold temperatures. Piercing cold spells are so horribly cold that they are
Prerequisite: Base Fortitude save bonus +6, Cold capable of damaging creatures normally unharmed by or
Endurance. resistant to cold.
Benefit: You gain resistance to cold 5. Piercing cold spells completely ignore any resistance to
If you already have resistance to cold, it increases by 5 cold a creature possesses, bypassing this resistance and
(maximum resistance to cold 15). dealing damage to the target as if it did not possess any
Special: You can gain this feat multiple times; its effects resistance to cold at all.
stack. They are still entitled to whatever other defenses the attack
You cannot have more than resistance to cold 15 as a result allows (such as saving throws and spell resistance).
of taking this feat. Creatures normally immune to cold can be damaged by
piercing cold spells as well.
IMPROVED FROSTY TOUCH Piercing cold spells deal half damage to these creatures (or
one-quarter on a successful saving throw).
[GENERAL] For example, Mialee casts a piercing cold cone of cold at a
Your frosty touch causes more cold damage. night hag, a creature normally immune to cold.
Prerequisite: Uldra.
279
She makes her level check to penetrate the night hag’s spell
resistance, but the night hag makes her Reflex save against SEA LEGS [GENERAL]
the spell. You are accustomed to the rolling motion on board a ship,
Mialee rolls the dice, and her cone of cold deals 42 points of and can use this motion to your advantage.
cold damage; since the night hag made her save, the Benefit: As long as you are on board a ship, you get a +2
damage is halved to 21 points. bonus on all Balance and Tumble checks, and a +1 bonus on
This damage is then halved again (since the night hag is Initiative checks.
normally immune to cold), and 10 points of cold damage
are actually dealt to the night hag, who is both shocked and
enraged at this unexpected turn of events. SMITE FIERY FOE [GENERAL]
Creatures with the cold subtype can tell that a piercing cold You can smite creatures with the fire subtype.
spell is colder than normal, but they remain undamaged by Prerequisite: Smite ability.
the attack. Benefit: Once per day, you may attempt to smite a
Creatures with the fire subtype who are damaged by a creature with the fire subtype with a normal melee attack.
piercing cold spell take double normal damage instead of When you activate this ability, your attack becomes infused
the usual +50%. with cold energy.
A piercing cold spell uses up a spell slot one level higher You add your Charisma modifier to your attack roll and
than the spell’s actual level. deal 1 extra point of cold damage per character level.
If you smite a creature that does not have the fire subtype,
the blast of cold does not manifest and the smite attempt is
PRIMEVAL WILD SHAPE [GENERAL] used up for that day.
Your wild shape forms are stronger than normal. Remember that creatures with the fire subtype take half
Prerequisite: Wild shape ability. again as much (+50%) damage as normal from cold,
Benefit: When you assume a wild shape form, you can including the additional damage dealt by this ability.
opt to cause the shape assumed to be a primeval form of the You may swap out any daily uses of a smite ability gained by
creature that existed in the ancient past during a vast ice a character class or cleric domain to smite fiery foes instead.
age.
Doing so grants the new form a +2 racial bonus to Strength,
a +2 bonus to its natural armor, and resistance to cold 10. SNOWCASTING [GENERAL]
A primeval wild shape has a much shorter duration than You add ice or snow to your spell’s components to make
normal, since the enhanced qualities of the new shape them more powerful.
drain your supernatural energies much more quickly. Prerequisite: Con 13.
A primeval wild shape has a duration of 1 round per druid Benefit: If you add a handful of snow or ice as an
level (or per level of the class that granted you the wild additional material component to a spell when you cast it,
shape ability) instead of the normal 1 hour per druid level. the spell gains the cold descriptor.
This does not actually change the nature of the spell you
cast; a fireball cast with this feat still deals fire damage, but
PRIMITIVE CASTER [GENERAL] since it also carries the cold descriptor, it can be augmented
You use screeches, wild gesticulations, and extra material by a number of feats listed in this chapter, such as Cold
components to give your spells additional power. Focus and Frozen Magic.
Benefit: This feat only functions when you cast a spell If you add a handful of snow or ice as an additional material
that does not already have a verbal, somatic, or material component to a spell when you cast it and that spell already
component. has the cold descriptor, you increase the effective level of
For each component you voluntarily add, you increase the the spell being cast by +1.
effective caster level of the spell by +1. Adding this additional material component requires you to
You can only add a component that’s not already present in spend a move action immediately before the spell is cast to
the spell. gather fresh snow or ice from the surrounding
For example, you can’t add a somatic component to a gaseous environment.
form spell, because it already has one. This snow or ice can be magically created by a conjuration
You could add a verbal component, however. spell, but no other ice manifested by a spell will do.
The verbal component you add consists of animalistic You may take no other action between gathering the snow
shouts, screams, and growls. or ice and casting the spell.
The DC of Listen checks to hear you cast a spell is –5
(before modifying for distance).
The somatic component is also more complex, so you must SNOWRUNNER [GENERAL]
have two hands free to add a somatic component with this You are particularly adept at moving through snow and
feat. over ice.
The extra material component you add with this feat must Prerequisite: Woodland stride ability.
be a rare plant found in the frostfell, which requires a Benefit: You can move through loose snow at full speed,
successful DC 15 Profession (herbalist) check to locate. as if you were moving across open terrain.
This feat originally appeared in Races of Faerûn. You are also skilled at moving across open ice, and gain a +5
competence bonus on Balance checks to avoid slipping
when you move across icy surfaces.
280
SNOWFLAKE WARDANCE WINTER’S MOUNT [GENERAL]
[GENERAL] Your special mount is native to the frostfell.
Prerequisite: Special mount ability.
You have mastered the snowflake wardance, a mystical Benefit: Your special mount gains the cold subtype.
style of fighting with slashing weapons that allows you to It gains immunity to cold, but has vulnerability to fire,
leap and almost seem to float haphazardly across the which means it takes half again as much (+50%) damage as
battlefield like a whirling, razor-edged snowflake. normal from fire, regardless of whether a saving throw is
Prerequisite: Bardic music ability, Perform (dance) 6 allowed, or if the save is a success or failure.
ranks. Your special mount is also hardier than a nonfrostfell
Benefit: By expending one of your daily uses of bardic version; it gains a +2 racial bonus to Constitution.
music, you may perform a deadly style of combat known as
the snowflake wardance.
Activating a snowflake wardance is a free action, and once
activated, you add your Charisma modifier to your attack
rolls with any slashing melee weapon you wield in one
hand.
This bonus to hit stacks with any bonuses you get from a
high Strength score (or Dexterity score, if you are using
Weapon Finesse).
You cannot use this feat if you are carrying a shield,
wearing medium or heavy armor, or carrying a medium or
heavy load.
A snowflake wardance lasts for a number of rounds equal to
your ranks in Perform (dance).
Performing a snowflake wardance is physically tiresome—
when the snowflake wardance ends, you become fatigued
for the next 10 minutes.

STORM MAGIC [GENERAL]


You gain a boost in spellcasting power during storms.
Benefit: All spells you cast while you are affected by a
storm (either natural or magical) manifest at +1 caster level.
For more information on storms, see page 94 of the
Dungeon Master’s Guide.

SUGLIIN MASTERY [GENERAL]


You are a master at fighting with the massive sugliin.
Prerequisite: Base attack bonus +5, Exotic Weapon
Proficiency (sugliin).
Benefit: You can attack with a sugliin as if it were a
normal weapon, either making a single attack as a standard
action or a full attack as a full-round action.
Normal: Making a single attack with a sugliin is always a
full-round action.

WINTER’S CHAMPION [GENERAL]


Your paladin spell list is enhanced.
Prerequisite: Paladin level 1st.
Benefit: When you gain this feat, you may add the 1st-,
2nd-, 3rd-, and 4th-level spells granted by the Cold and
Winter domains as paladin spells of the same levels.
You do not gain the ability to cast spells of these domains of
5th level or higher, nor do you gain the granted powers of
the domains.
Special: If you have any levels of cleric, these additional
domains are not available to your cleric levels, since they
are technically paladin spells in this case.

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.

As a supernatural ability, you may change your ghostly


clothing, armor, weapons, and equipment as a standard
CONTROL VISAGE [GHOST, HAUNT] action as if using the alter self spell, but cannot change the
Your ghost body is shaped as if you were alive and actual appearance of your ghost body.
unharmed, and you can control what your ghost body Thus, you could appear to wear a traveler’s outfit, a cold
appears to wear. weather outfit, or even a royal outfit.
Benefit: When you return from death as a ghost, you look You do not receive any of the penalties or bonuses on
like a semitransparent version of your body in the peak of Charisma-based skill checks that a corpse-like ghost would
health. take because of the means of its death.
282
You gain a +1 bonus on Bluff, Diplomacy, Gather You are often plagued by horrible nightmares.
Information, Intimidate, and Perform checks, and Every night, you must succeed on a Wisdom check (DC 10
Charisma checks made to alter an NPC’s attitude. + 1 per day since the last bout of nightmares) to stave off
Normal: A ghost without this feat appears as she did at these dark visions.
the moment of her death, with wounds and other trauma If you fail this check, you are unable to prepare arcane
visible on her ghost body. spells for 24 hours.
This affects creatures that see the ghost, as described in the
Faces of Death sidebar (earlier in this chapter).
CORRUPTING TOUCH [GHOST,
CORPSE MALEVOLENCE [GHOST, CORRUPTER]
Your touch can damage creatures.
DOMINATOR] Benefit: You can make a touch attack that deals 1d4
You can possess and animate dead bodies. points of damage to a creature.
Prerequisite: Ghost Ride. When you are manifested fully or attacking incorporeal
Benefit: As Ghost Ride, except that you may possess a opponents, you add your Strength modifier to attack rolls.
relatively intact corpse (sufficient to make a zombie). When you are incorporeal, you add your Dexterity modifier
You may not possess corporeal undead with this ability. to attack rolls.
You use the corpse’s physical ability scores, modified as If the attack scores a critical hit, the damage is doubled
follows: Str –2, Dex –4, Con — (the corpse has no (ghosts are not subject to critical hits).
Constitution score). You do not have to use this ability when you touch another
The corpse does not get a saving throw to resist your creature, and creatures that touch you do not take this
possession attempt unless it is being held by another damage.
creature. Normal: A ghost’s touch attack normally deals no
You are still subject to the time limit of the Ghost Ride feat. damage.
Possessing a corpse allows you to use its natural abilities,
but not any other abilities it had in life that required special
knowledge or skill, including feats, skills, spells, or DANCING BLADE [FIGHTER]
extraordinary, spell-like, or supernatural abilities. You have an energetic fighting style modeled after
The body gains no benefit from any of its character levels traditional Salkirian dancing.
(so possessing a human corpse results in a body with 1 Hit Prerequisites: Proficient in rapier, Perform (dance) 1
Die). rank, base attack bonus +1.
It has hit points equal to the average for a creature of its Benefit: When fighting with a rapier with the full attack
type, not including any Constitution bonus it may have had action, you gain a +1 bonus on attack rolls with that
when alive. weapon.
You give the body a semblance of life, but it is not truly
alive and continues to decay at a normal rate.
The body is not undead and does not use undead Hit Dice. DIEHARD [GENERAL]
You can remain conscious after attacks that would fell
others.
CORRUPT ARCANE STUDIES Prerequisites: Raised among the barbarians of
[GENERAL] Bazareene, Endurance.
Benefit: If reduced to –1 to –9 hit points, you may remain
You have dabbled in strange magic that has increased your
conscious and take a single action each round.
power but adversely affected your mind.
You may roll each round to stabilize, and if you fail that roll,
Prerequisites: Sorcerer or wizard level 3rd, nongood
you lose 1 hit point.
alignment. If you reach –10 or fewer hit points, you die.
Benefit: Add a +1 bonus to the DC for all sorcerer and If you become stabilized, you are disabled until you are
wizard spells you cast. raised above 0 hit points.
You get a +1 bonus on all caster level checks to overcome
Normal: A character without this feat is unconscious and
spell resistance with your sorcerer and wizard spells.
dying at –1 to –9 hit points.
Special: Your magical research has taken its toll on your
mind.
When you acquire this feat, your Wisdom score is DIVINE ENERGY FOCUS [GENERAL]
immediately reduced by 2 points.
You have a gift for channeling positive or negative energy.
Restorative spells (such as restoration or greater restoration) do
not reverse this Wisdom loss. Prerequisites: Ability to turn or rebuke undead, Cha 13.
Part of the damage to your mind has resulted in behavioral Benefit: You gain a +2 bonus on turning checks and
changes. turning damage rolls.
You develop a fixation for dressing in black and gray Treat your cleric level as two higher than normal for the
clothing. purpose of determining if you destroy or command undead
If at least three-fourths of what you are clothed in is not rather than just turning or rebuking them.
black or gray, you lose the bonus to your DCs, but still
suffer the reduction in Wisdom.
283
This feat first appeared in Defenders of the Faith.
ECTOPLASM [GHOST, SHAPER]
You can create ectoplasm, a gooey physical manifestation of
base supernatural spiritual energy. ENERVATING TOUCH [GHOST,
Benefit: As a standard action, you can create enough CORRUPTER]
ectoplasm to fill a human’s cupped hands (approximately 1
pound, sufficient to coat a 5-foot-square area with a film). Your touch can bestow negative levels upon creatures.
You may manifest this ectoplasm from your hands, eyes, Prerequisites: Corrupting Touch, nongood alignment,
mouth, or any other part of your body. Cha 15.
Its color may be pale gray, light blue, light green, or pale Benefit: You can make a touch attack that bestows one
yellow. negative level upon a creature.
Ectoplasm is ghost touch material and is either sticky or When you are manifested fully or attacking incorporeal
slippery at its creator’s discretion. opponents, you add your Strength modifier to attack rolls.
Ectoplasm decays into nothingness after 10 minutes. When you are incorporeal, you add your Dexterity modifier
Special: A character with the Ectoplasm feat does not take to attack rolls.
the normal –5 penalty on Wilderness Lore checks when If the attack scores a critical hit, the number of negative
trying to track a manifested ghost. levels is doubled (ghosts are not subject to critical hits).
A character with sticky ectoplasm on her hands and feet Bestowing negative levels does not heal you.
gains a +2 circumstance bonus on Climb checks (this bonus Only one kind of damage or effect from the path of the
does not stack with similar circumstance bonuses to corrupter applies from each attack.
climbing, such as from a climber’s kit). Negative levels remain until 24 hours have passed or until
A character covered in slippery ectoplasm (10 pounds for a removed with a spell such as restoration.
Medium-sized creature, 5 pounds for a Small creature) At that time, the afflicted opponent must attempt a
gains a +4 circumstance bonus on Escape Artist checks. Fortitude save (DC 10 + 1/2 your HD + your Cha modifier).
A character with this feat gains a +2 circumstance bonus on On a success, the negative level goes away with no harm to
Heal checks made to treat ghosts. the creature.
A character with slippery ectoplasm on her feet gains a +2 On a failure, the negative level goes away, but the creature’s
circumstance bonus on Move Silently checks. level is also reduced by one.
If she moves more than half her speed in a round, she must A separate saving throw is required for each negative level.
succeed on a Balance check (DC 10) in each round of You do not have to use this ability when you touch another
movement or fall. creature, and creatures that touch you do not gain negative
If she moves more than her speed in a single round, the DC levels.
for the Balance check increases to 15. Normal: A ghost’s touch attack normally deals no
If sticky ectoplasm is placed on a weapon, the weapon is damage.
treated as a ghost touch weapon, but it deals only half
damage.
Special properties on a weapon that create energy (such as ETHEREAL SIDESTEP [GHOST,
flaming, frost, or shock) destroy a coating of ectoplasm in 1d4 TRAVELER]
rounds.
You can teleport yourself a short distance.
Prerequisites: Incorporeal Form, Wis 11.
EDUCATION [GENERAL] Benefit: As a standard action, you can transfer yourself up
Some lands hold the pen in higher regard than the sword. to 30 feet from your current position, as the spell dimension
In your youth, you received the benefit of several years of door.
more or less formal schooling.
Prerequisite: Raised in Tereppek. EXPANDED POSSESSION [GHOST,
Benefit: All Knowledge skills are class skills for you.
You get a +1 bonus on all skill checks with any two DOMINATOR]
Knowledge skills of your choosing. You can ride or possess an additional type of creature.
Special: You may take this feat only as a 1st-level Prerequisite: Ghost Ride.
character. Benefit: Choose one type of creature, such as giants.
You may use any feat from the path of the dominator on
EMPOWER TURNING [GENERAL] that sort of creature as if it were a creature of your own
type.
You can turn or rebuke more undead with a single turning For example, a human who selected this feat and chose
attempt. giants would be able to use Ghost Ride on humanoids or
Prerequisites: Ability to turn or rebuke undead, Cha 13, giants.
Extra Turning. Choosing a creature type that is not affected by mind-
Benefit: You can turn or rebuke more undead than usual, affecting abilities (such as constructs, oozes, and undead)
but you have a harder time affecting undead with a larger has no effect.
number of Hit Dice. Special: You can gain this feat multiple times.
If you take a –2 penalty on your turning check, you can add Each time, you choose a new type of creature to be affected.
+2d6 to your turning damage roll.
284
EXTRA FAVORED ENEMY [GENERAL] FADE [GHOST, HAUNT]
You select an additional favored enemy. You can make your ghost body more diaphanous and
Prerequisites: Base attack bonus +5, favored enemy. difficult to detect.
Benefit: You add a new favored enemy to your list of foes Benefit: As a standard action, you can increase your racial
(see Table 3–14: Ranger Favored Enemies in the Player’s bonus on Hide checks from being a ghost to +8 for 1
Handbook). minute.
Initially, you gain the standard +1 bonus on certain skill
checks and on damage rolls against this new favored
enemy. FAST WILD SHAPE [SPECIAL]
When you advance beyond the level at which you gained You can assume your wild shape faster and more easily than
Extra Favored Enemy, this bonus increases as other favored you otherwise could.
enemy bonuses do (by +1 at 5th, 10th, 15th, and 20th ranger Prerequisites: Dex 13, ability to wild shape into a dire
level). animal.
For example, suppose you select goblinoids as your first Benefit: You gain the ability to 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 can use wild shape as a standard action.
Then you take Extra Favored Enemy as your feat at 6th This feat first appeared in Masters of the Wild.
level and select aberrations.
At this point, you have a +2 bonus against goblinoids and a
+1 bonus against both magical beasts and aberrations. FOE HUNTER [FIGHTER, GENERAL]
When you reach 10th level, your bonuses rise to +3 against You have been trained in the methods of fighting various
goblinoids and +2 against magical beasts and aberrations. kinds of yuan-ti.
This feat first appeared in Masters of the Wild. Benefit: When fighting yuan-ti, you gain a +1
competence bonus on damage rolls for melee attacks and
EXTRA SLOT [GENERAL] on ranged attacks at ranges of up to 30 feet, and you act as if
you had the Improved Critical feat for the weapon you are
You can cast an extra spell. using.
Prerequisite: Spellcaster level 4th. This benefit does not stack with the Improved Critical feat.
Benefit: You gain one extra spell slot in your daily A variation of this feat first appeared in the FORGOTTEN
allotment. REALMS® Campaign Setting.
This extra slot is one level lower than the highest-level spell
you can cast.
For example, a 6th-level sorcerer gains an extra 2nd-level FORCEFUL STAFF STYLE [FIGHTER,
slot. GENERAL]
Once selected, the extra spell slot never changes level.
For example, once the 6th-level sorcerer above becomes a You can stun people with your quarterstaff and push them
10th-level sorcerer, this feat still gives him an extra 2nd- around after you stun them.
level slot (because the feat was taken at 6th level), not a 4th- Prerequisites: Improved Unarmed Strike, Weapon
level slot (one lower than his current highest level spell). Focus (quarterstaff).
If you have more than one spellcasting class, the extra slot Benefit: You may use your quarterstaff to perform your
only applies to one of those classes. stunning attack.
Special: You can gain this feat multiple times. If you succeed in stunning your opponent with a
Each time, you gain an extra spell slot at one level lower quarterstaff attack, you may immediately perform a bull
than the highest-level spell you can cast. rush against that opponent as if you had not used your
This feat first appeared in Tome and Blood. melee attack to hit the opponent with your staff.
If you have multiple attacks, you may attack before and
after the bull rush, as long as you did not move more than 5
EXTRA WILD SHAPE [GENERAL] feet.
You can use wild shape more frequently than you normally If you move more than 5 feet in a round, you cannot follow
could. up an attack with a bull rush in this manner.
Prerequisite: Ability to use wild shape. For example, Jelana of Kreel is an 8th-level monk who gets
Benefit: You can use wild shape two more times per day two attacks at base attack bonuses of +6 and +1.
than you otherwise could. In the current round, she attempts to make a stunning
If you are able to wild shape into an elemental, you also attack with her quarterstaff.
gain one additional elemental wild shape use per day. She succeeds and the opponent is stunned, so she can
Special: You can take this feat multiple times, gaining two immediately attempt a bull rush against the stunned
additional regular wild shapes and one additional elemental opponent.
wild shape (if you have this capability) each time. If she moves only the initial 5 feet, she may still use her
This feat first appeared in Masters of the Wild. second attack at a base attack bonus of +1 against the
stunned opponent or anyone in her new threatened area.
Normal: See Bull Rush in Chapter 8 of the Player’s
Handbook.
285
FREEZING TOUCH [GHOST, FULL MANIFESTATION [GHOST,
CORRUPTER] TRAVELER]
Your touch is supernaturally cold. You can manifest fully when you would otherwise be
Prerequisite: Corrupting Touch. forced to be incorporeal.
Benefit: You can make a touch attack that deals 1d6 Benefit: When incorporeal, as a standard action you can
points of cold damage. make a Will saving throw (DC 15) to manifest fully for 1
When you are manifested fully or attacking incorporeal round.
opponents, you add your Strength modifier to attack rolls. Normal: A ghost without this feat cannot manifest fully
When you are incorporeal, you add your Dexterity modifier outside the Manifest Ward without magical aid.
to attack rolls.
If the attack scores a critical hit, the damage is doubled
(ghosts are not subject to critical hits). GHOST FLIGHT [GHOST, TRAVELER]
Only one kind of damage or effect from the path of the Your fully manifested ghost body can fly.
corrupter applies from each attack. Prerequisite: Ghost Glide.
You do not have to use this ability when you touch another Benefit: You can fly at your normal land speed with good
creature, and creatures that touch you do not take this maneuverability, whether you are incorporeal or
damage. manifested fully.
Normal: A ghost’s touch attack normally deals no You cannot use the run action when you fly.
damage.
GHOST GLIDE [GHOST, TRAVELER]
FRIGHTFUL MOAN [GHOST, HAUNT] Your fully manifested ghost body can slowly fly.
You can unleash a moan that panics creatures near you. Benefit: You gain a fly speed of 5 feet (good).
Prerequisites: Haunting Appearance, Cha 15. You cannot use the run action when you fly.
Benefit: As a standard action, you can moan in a frightful Normal: A ghost without this feat is confined to the
manner. forms of movement available to corporeal creatures.
All creatures within a 30-foot radius must succeed on a Will
saving throw (DC 10 + 1/2 your HD + your Cha modifier)
or become panicked for 2d4 rounds. GHOST HEALING [GHOST, SHAPER]
This is a sonic, necromantic, mind-affecting, fear effect. You can transfer some of your own ectoplasm to another
A creature that successfully saves against your frightful ghost to heal it.
moan cannot be affected by it for one day. Prerequisite: Ectoplasm.
Each time you use this ability, you deal 2 points of Benefit: As a standard action, you may sacrifice any
Charisma damage to yourself. number of your own current hit points in order to heal any
ghost you are touching a like amount of hit points.
FRIGHTFUL PRESENCE [GHOST, You cannot sacrifice more than your current hit points +10,
which is enough to kill you.
HAUNT]
Your very presence can cause others to be stricken with GHOST HAND [GHOST,
fear.
Prerequisites: Haunting Appearance, Frightful Moan, POLTERGEIST]
Cha 15. You can move small objects in a limited manner when you
Benefit: You gain frightful presence as an extraordinary are a ghost.
ability. Benefit: You can exert force upon an unattended object
You can activate the ability as a free action whenever you as if using the mage hand spell, except that the range of this
attack, charge, or fly overhead. ability is touch, and it does not require concentration.
Creatures with fewer Hit Dice than you that are within a You can hold or move only one object at a time.
radius of 30 feet are subject to your frightful presence and Holding an item does not take an action.
must succeed on a Will saving throw (DC 10 + 1/2 your HD Normal: Without this feat, an incorporeal ghost can move
+ your Cha modifier). only other incorporeal creatures or ghost touch items.
Creatures with less than half your Hit Dice that fail are
panicked for 2d4 rounds, and those with more than half
your Hit Dice that fail are shaken for 2d4 rounds. GHOST RIDE [GHOST, DOMINATOR]
This is a mind-affecting, fear effect. You can hide within the physical body of a living creature,
A creature that successfully saves against your frightful perceiving the world through its senses, but without the
presence cannot be affected by it for one day. ability to control the host.
Each time you use this ability, you deal 2 points of Benefit: As a standard action, you can attempt to inhabit
Charisma damage to yourself. the physical body of a living creature.
You must enter your target’s space, which provokes an
attack of opportunity from the target.
286
The target may resist with a Will saving throw (DC 10 + 1/2
your HD + your Cha modifier). GIFT OF TONGUES [GENERAL]
A creature that saves against this ability is immune to your You have an intuitive talent for learning languages.
attempts to use any feat on the path of the dominator for Prerequisite: Raised in Tereppek.
one day. Benefit: Your Intelligence is 4 points higher for the
If the save is failed, your ghost body and any ghost touch purpose of determining how many bonus languages you
equipment you carry vanishes into the target’s physical may start with.
body (non-ghost touch items you carry drop to the ground in Speak Language is always a class skill for you.
the target’s square). You gain a +1 bonus on all Innuendo and Sense Motive
The target gets another Will saving throw every 10 minutes checks.
to force you out of its body, causing your ghost body to Special: You may take this feat only as a 1st-level
appear in an adjacent space to your target. character.
This is a mind-affecting ability.
You may use this ability a number of times per day equal to
your Charisma modifier (minimum 1). GRAND MALEVOLENCE [GHOST,
Unlike magic jar, you do not control the target, but simply
ride along in the target’s body.
DOMINATOR]
You see, hear, smell, feel, and taste what the subject does. You can possess multiple creatures and control their
You may remain within a host for a number of minutes actions.
equal to 10 × your Hit Dice, after which you are expelled Prerequisites: Ghost Ride, Iron Will, Minor
automatically. Malevolence, Malevolence, Cha 17.
When you leave a body, any ghost touch equipment you were Benefit: As the Malevolence feat, except that you can
carrying with you at the start of the possession reforms possess a number of creatures equal to your Charisma
with your ghost body. bonus.
You may use this feat only on creatures of the same type as Each possession attempt takes a standard action, requires
you (humanoids may ride only humanoids, for example). you to move into the target’s square (drawing an attack of
opportunity), and affects one creature.
You may divide your actions among your hosts in any way
GHOST SMITING [GENERAL] you see fit.
You can use your smite ability (smite evil for a paladin, Distance is not a factor.
smite undead for a Deathwarden chanter, and so on) to For example, if you are possessing a dwarf, an elf, and a
smite ghosts. human, you could have the dwarf reload his crossbow (a
Prerequisites: Wis 13, smite ability. move-equivalent action), have the elf cast a sleep spell (a
Benefit: You may use your smite ability to smite ghosts. standard action), and have the human take a 5-foot step.
All normal rules for your smite ability apply, except that Alternatively, you could have the dwarf take a 5-foot step
you may use the smite on ghosts as well as on your original and the elf cast summon monster I (a full-round action),
sort of smite target, whether or not the ghost would leaving the human with no actions for the round.
normally qualify for your smite (a paladin could use her Since relaxing control on a host is a free action, you can
smite evil ability to smite a neutral or good ghost, for allow any or all of your hosts to act normally in the same
example). round without penalty.
When you leave your last possessed host, your ghost touch
equipment reappears with your reformed ghost body.
GHOST-TOUCH SPELL A creature that saves against this ability is immune to your
attempts to use any feat on the path of the dominator for
[METAMAGIC] one day.
You know how to tune your damaging spells to affect
ghosts without harming other creatures.
Benefit: A ghost-touch spell affects only ghosts and does GREATER WITCHLIGHT [GHOST,
no damage to other creatures. SHAPER]
Ghosts are affected whether incorporeal or manifested fully
and do not have the benefit of their incorporeal miss Your witchlight can last longer, become hotter, or give off
chance. more light.
This metamagic feat works only on spells that deal damage. Prerequisites: Ectoplasm, Witchlight.
For example, a ghost-touch fireball cast by a 5th-level wizard Benefit: Your witchlight can have any one of the
deals 5d6 points of fire damage to ghosts, but is harmless to following effects.
any other creatures in the area. Each invocation of Witchlight may have a different effect,
Damaging spells with additional effects not related to and over the course of 4 rounds, you can create three
damage (such as the ability of a wall of ice to function as a different types of witchlight, each with a different effect (it
barrier) still affect nonghosts (but if a nonghost passed is not possible to add another effect to existing witchlight
through an opening in the wall of ice, he would not take any or change the effect once it is started).
damage from the spell). Extended Witchlight: Your witchlight lasts as long as you
A ghost-touch spell takes up a slot of the same level as the concentrate + 10 minutes.
spell’s actual level. Hot Witchlight: Your witchlight deals 1d6 points of fire
damage every round to the target.
287
The target can attempt to extinguish the flames in the same
manner as extinguishing burning alchemist’s fire. HEIGHTEN TURNING [GENERAL]
Bright Witchlight: Your witchlight sheds light as a torch. You can affect more powerful undead with your turning or
rebuking attempts.
Prerequisites: Cha 13, Extra Turning.
GREEN BOND [GENERAL] Benefit: When you turn or rebuke undead, you may
You have an empathic bond with one of the spirit trees choose a number no higher than your cleric level.
around Manifest. Add that number to your turning check result and subtract
Prerequisites: Wis 11, permission of a spirit tree. it from your turning damage roll.
Benefit: You gain a +2 bonus on all Knowledge (nature) If you’re not a cleric, you may choose a number no higher
and Wilderness Lore checks when within the Spirit Wood. than your effective cleric level (for instance, a paladin could
Your bonded spirit tree can communicate with you choose a number up to two lower than her paladin level).
telepathically at a range of 1 mile. If a prestige class increases your effective turning level, use
This contact can be initiated only by your bonded tree; you your effective turning level.
cannot send messages unless you have been contacted first This feat first appeared in Defenders of the Faith.
by your bonded tree and it is maintaining the telepathic
link.
Special: You may take this feat multiple times. HORRIFIC APPEARANCE [GHOST,
Its effects do not stack. HAUNT]
Each time you take this feat, you become bonded to
another spirit tree. You can blast creatures with your simple appearance.
Most spirit trees prefer that their guardians are bonded to Prerequisites: Control Visage, Haunting Appearance,
only one tree at a time, but there are exceptions. Improved Control Visage, nongood alignment, Cha 17.
If your bonded spirit tree is killed, you lose all benefits of Benefit: As a standard action, you may assume a horrific
this feat until you bond with another tree. appearance for 1 round that affects any creatures within 60
feet that view you.
These creatures must succeed on a Fortitude save (DC 10 +
HAUNTING APPEARANCE [GHOST, 1/2 your HD + your Cha modifier) or take 1d4 points of
Strength, 1d4 points of Dexterity, and 1d4 points of
HAUNT] Constitution damage.
You can make your ghost body assume a terrifying A creature that successfully saves against your horrific
appearance that can frighten observers. appearance cannot be affected by it for one day.
Prerequisites: Control Visage, Improved Control Each time you use this ability, you deal 2 points of
Visage, Cha 11. Charisma damage to yourself.
Benefit: As a standard action, you can momentarily warp
your appearance to such a horrible extent that one creature
within 30 feet that can see you must succeed on a Will IMPROVED CONTROL VISAGE
saving throw (DC 10 + 1/2 your HD + your Cha modifier) [GHOST, HAUNT]
or be affected as by a cause fear spell.
A creature that succeeds on the save cannot be affected by You can change your ghost form’s appearance.
your haunting appearance for one day. Prerequisites: Control Visage, Cha 11.
This is a necromantic, mind-affecting, fear ability. Benefit: You can change the appearance of your ghost
Each time you use this ability, you deal 2 points of body, clothing, armor, weapons, and equipment as a
Charisma damage to yourself. standard action as if using the alter self spell, although the
Normal: A ghost without this feat appears as she did at changes are purely cosmetic and do not grant you any
the moment of her death, with wounds and other trauma additional abilities (such as flight if you create wings).
visible on her ghost body. Thus, you could make yourself look like a hobgoblin ghost,
This affects creatures that see the ghost, as described in the an elf ghost, fat, thin, short, tall, and so on, although you
Faces of Death sidebar (earlier in this chapter). still appear semitransparent.

HAUNTING VOICE [GHOST, HAUNT] IMPROVED DEFLECTION [GHOST,


You can make your voice originate from another location. POLTERGEIST]
Benefit: You can cause the sound of your voice to You are adept at deflecting things before they strike you.
originate from any point you can see within 100 feet. Prerequisite: Ghost Hand.
While using this ability, all speech and other vocalizations Benefit: Your incorporeal deflection bonus increases by
originate from this other location. 1.
You cannot use this ability in conjunction with any magical You cannot use this feat to increase the effect of a
ability that relies on sound, such as bardic music or a shout deflection bonus gained from a magic item or spell; it
spell. applies only to the deflection bonus derived from your
Using this ability requires concentration. Charisma score because you are a ghost.
Special: You may take this feat multiple times.
Its effects stack.
288
When you are forced to manifest fully, this feat applies to Benefit: Every time a spell, spell-like ability, or
the natural armor bonus granted by your Charisma (see supernatural ability fails to affect an incorporeal creature
Monster Abilities, later in this chapter). because of its incorporeal miss chance, you can reroll your
miss chance percentile roll one time to see if you actually
affect it.
IMPROVED GHOST FLIGHT [GHOST, If multiple incorporeal creatures are to be affected by the
TRAVELER] magical effect, you can reroll each creature’s miss chance
once.
Your ghost body can fly rapidly.
Prerequisites: Ghost Glide, Ghost Flight.
Benefit: Your ghost fly speed increases by 10 feet, and INCORPOREAL TARGET FIGHTING
you can use the run action when you fly.
[FIGHTER, GENERAL]
You know how to fight incorporeal creatures in melee.
IMPROVED POLTERGEIST HAND Benefit: In melee, every time you miss because of a
[GHOST, POLTERGEIST] creature’s incorporeal miss chance, you can reroll your miss
chance percentile roll one time to see if you actually hit.
You can move a large object at a distance when you are a
ghost.
Prerequisites: Ghost Hand, Poltergeist Hand, Cha 13. KIHU-SHEREM GUARDIAN
Benefit: You can move a single object as if using the
sustained force version of the telekinesis spell, except that it [GENERAL]
lasts as long as you concentrate. You are one of the Kihu-Sherem, magically altered in the
Your caster level is equal to your Hit Dice. womb to allow you to better protect the ruling sorcerers of
A creature can resist being moved with a successful Will your homeland.
saving throw (DC 10 + 1/2 your HD + your Cha modifier). Prerequisite: Male human member of a Bazareene
noble family.
Benefit: For the purpose of determining the effects and
IMPROVED TURN RESISTANCE DCs of your monk special abilities, treat your Wisdom as 2
[GENERAL] points higher than its actual value.
Your eyes are a strong, clear green, showing your magical
You are better able to resist the channeling of positive or heritage.
negative energy by clerics and similar classes. Special: You may take this feat only as a 1st-level
Prerequisite: Undead. character.
Benefit: You gain turn resistance +2. You can take this feat even if you don’t have any levels in
If you already have turn resistance, your turn resistance the monk class.
increases by 2.
Special: You may take this feat multiple times.
Its effects stack. MALEVOLENCE [GHOST,
Each time you take it, your turn resistance increases by 2.
DOMINATOR]
You can possess a creature and control its actions.
INCORPOREAL FORM [GHOST, Prerequisites: Ghost Ride, Iron Will, Minor
TRAVELER] Malevolence, Cha 15.
Benefit: As the Minor Malevolence feat, except the
You can become incorporeal even when you would maximum duration is a number of hours equal to your Hit
otherwise be forced to manifest fully. Dice.
Benefit: When manifested fully, as a standard action, you A creature that saves against this ability is immune to your
can make a Will saving throw (DC 15) to become attempts to use any feat on the path of the dominator for
incorporeal for 1 round. one day.
If you revert to being manifested fully while inside a Each time you use this ability, you deal 2 points of
material object (such as a solid wall), you are shunted off to Charisma damage to yourself.
the nearest open space and take 1d6 points of damage per 5
feet that you so travel.
Normal: A ghost without this feat is normally MILITIA [GENERAL]
incorporeal, but is manifested fully within the borders of You served in a local militia, training with weapons suitable
the Manifest Ward and cannot overcome the effect without for use on a battlefield.
magic. Prerequisite: Raised in Bazareene.
Benefit: You get proficiency with the light crossbow and
INCORPOREAL SPELL TARGETING either the short sword or the handaxe.
A version of this feat first appeared in the FORGOTTEN
[GENERAL] REALMS Campaign Setting.
You know how to cast your spells so they’re more likely to
affect incorporeal creatures. 289
Benefit: You may control, at a distance, a number of
MINOR MALEVOLENCE [GHOST, unattended objects equal to 1 + your Charisma bonus as if
DOMINATOR] using the mage hand spell, except that doing so does not
require concentration.
You can possess a creature for a short while and control its
actions.
Prerequisites: Ghost Ride, Iron Will, Cha 13. POLTERGEIST RAGE [GHOST,
Benefit: As the Ghost Ride feat, except that you do
control the host. POLTERGEIST]
A creature that saves against this ability is immune to your You can throw heavy objects with the power of your mind.
attempts to use any feat on the path of the dominator for Prerequisites: Ghost Hand, Poltergeist Hand, Cha 13.
one day. Benefit: You can move creatures or objects as if using the
Each time you use this ability, you deal 2 points of violent thrust version of the telekinesis spell.
Charisma damage to yourself. Your caster level is equal to your Hit Dice.
A creature can resist being thrown with a successful Will
saving throw (DC 10 + 1/2 your HD + your Cha modifier).
NATURAL SPELL [GENERAL] Each time you use this ability, you deal 2 points of
You can cast spells while in wild shape or shifted form. Charisma damage to yourself.
Prerequisites: Wis 13, ability to use wild shape.
Benefit: You can complete the verbal and somatic
components of spells while in a wild shape. POWER LUNGE [FIGHTER, GENERAL]
For example, while in the form of a hawk, you could Your ferocious attack may catch an opponent unprepared.
substitute screeches and gestures with your talons for the Prerequisites: Base attack bonus +3, Power Attack.
normal verbal and somatic components of a spell. Benefit: A successful attack roll during a charge allows
You can use any material components or focuses that you you to add double your normal Strength modifier to the
can hold with an appendage of your form, but you cannot attack’s damage, regardless of whether you’re using one- or
make use of any such items that are melded within that two-handed weapons.
form. You provoke an attack of opportunity from the opponent
This feat does not permit the use of magic items while in a you charged.
form that could not ordinarily use them, and you do not This feat first appeared in Sword and Fist.
gain the ability to speak while in wild shape.
This feat first appeared in Masters of the Wild.
QUICKEN TURNING [GENERAL]
You can turn or rebuke undead with a moment’s thought.
NAUSEATING TOUCH [GHOST, Prerequisites: Ability to turn or rebuke undead, Cha 13,
CORRUPTER] Extra Turning.
When you touch a living creature, you can make it Benefit: You can turn or rebuke undead as a free action,
nauseated. but with a –4 penalty on both your turning check and
turning damage roll.
Prerequisites: Corrupting Touch, Cha 13.
You may still make only one turning attempt per round.
Benefit: You can make a touch attack that nauseates a
You may use this feat only when you actually attempt to
living creature for a number of rounds equal to 1d4 + your
turn or rebuke undead.
Charisma modifier.
You may not use it when you power a divine feat.
The target may resist with a Fortitude saving throw (DC 10
This feat first appeared in Defenders of the Faith.
+ 1/2 your HD + your Cha modifier).
When you are manifested fully or attacking incorporeal
opponents, you add your Strength modifier to attack rolls. REND GHOST [GHOST, CORRUPTER]
When you are incorporeal, you add your Dexterity modifier
to attack rolls. Your touch can maul the ectoplasm of another ghost.
Only one kind of damage or effect from the path of the Prerequisites: Corrupting Touch, Ectoplasm.
corrupter applies from each attack. Benefit: When you use Corrupting Touch to make a
You do not have to use this ability when you touch another touch attack against a ghost, you deal 1d10 points of
creature, and creatures that touch you are not subject to this damage instead of 1d4.
effect.
Normal: A ghost’s touch attack normally deals no RESIST GHOST [GENERAL]
damage.
You are resistant to the effects of ghost powers.
Benefit: You gain a +4 bonus on all saving throws against
POLTERGEIST HAND [GHOST, ghost powers.
POLTERGEIST]
You can move small objects in a limited manner at a SADDLEBACK [FIGHTER, GENERAL]
distance when you are a ghost. You were raised among people who are as comfortable
Prerequisite: Ghost Hand. riding as walking.
290
Prerequisite: Human raised in Thurkasia. Special: You may take this feat only as a 1st-level
Benefit: You receive a +3 bonus on all Ride checks. character.
Special: You may take this feat only as a 1st-level You can take this feat even if you don’t have any levels in
character. the sorcerer class.

SCULPT GHOST BODY [GHOST, SHEREZEM-LAR SORCERY


SHAPER] [GENERAL]
You can reshape your ghost body’s ectoplasm to enhance You are one of the Sherezem-Lar, an elite group within the
one physical ability score at the expense of another. Sherem-Lar, head and shoulders above the others in power.
Prerequisites: Ectoplasm, Shape Ectoplasm, Wis 11. Prerequisites: Sherem-Lar Sorcery, female human
Benefit: As a full-round action, you can alter your member of a Bazareene noble family.
ectoplasm to increase your Strength, Dexterity, or Benefit: For the purpose of determining bonus spells and
Constitution by +2 in exchange for a –2 penalty to one of the save DCs of spells you cast as a sorcerer, treat your
the two physical ability scores you didn’t change. Charisma as 2 points higher than its actual value.
This change lasts 10 minutes, after which your ability This benefit stacks with the bonus from the Sherem-Lar
scores revert to their normal values. feat.
A creature without an ability score cannot increase or Your eyes are a strong, clear green, showing your magical
decrease that ability score with this feat. heritage.
You can use this feat on yourself more than once at the Special: You may take this feat only as a 1st-level
same time, increasing one ability score at the expense of character.
two others, or vice versa. You can take this feat even if you don’t have any levels in
The bonuses and penalties stack. the sorcerer class.

SHAPE ECTOPLASM [GHOST, SHRIVELING TOUCH [GHOST,


SHAPER] CORRUPTER]
You can make equipment out of ectoplasm. Choose one physical ability score (Strength, Dexterity, or
Prerequisites: Ectoplasm, Wis 11. Constitution).
Benefit: You can shape available ectoplasm into a When you touch a living creature or a ghost, you can cause
facsimile of nonliving material, such as clothing, rope, permanent drain to that score.
leather, or wood. Prerequisites: Corrupting Touch, Agony Touch for the
For example, you could make a suit of leather armor out of same ability score, Cha 13.
ectoplasm and it would function exactly like normal leather Benefit: You can make a touch attack that deals 1d4
armor (buckles, buttons, and other small parts that would points of permanent ability drain to the selected ability
normally be made out of metal are instead made of score of a living creature or ghost.
ectoplasmic wood but are sufficient for this purpose). When you are manifested fully or attacking incorporeal
It takes 1 full round per pound of weight of the object to opponents, you add your Strength modifier to attack rolls.
craft it, so a suit of ectoplasmic leather armor takes 15 When you are incorporeal, you add your Dexterity modifier
rounds to shape. to attack rolls.
You must make an appropriate Craft check to shape articles If the attack scores a critical hit, the draining is doubled
requiring a high degree of craftsmanship (a folding chair, a (ghosts are not subject to critical hits).
glass vase, and so on). Only one kind of damage or effect from the path of the
The material is obviously formed of ectoplasm and lasts for corrupter applies from each attack.
a number of minutes equal to 10 + (10 × your Wisdom You may use this attack once per day per character level.
bonus). You do not have to use this ability when you touch another
Shaped ectoplasm has all the properties of raw ectoplasm, creature, and creatures that touch you are not subject to this
except that it lasts longer and maintains whatever form you ability drain.
mold it into. Normal: A ghost’s touch attack normally deals no
damage.
Special: You can gain this feat multiple times.
SHEREM-LAR SORCERY [GENERAL] Its effects do not stack.
You are one of the Sherem-Lar, magically altered in the Each time you take the feat, it applies to a different ability
womb to enhance your potential as a sorcerer. score.
Prerequisite: Female human member of a Bazareene
noble family.
Benefit: For the purpose of determining bonus spells and SOLID VISAGE [GHOST, HAUNT]
the save DCs of spells you cast as a sorcerer, treat your Your ghost body appears solid and alive.
Charisma as 2 points higher than its actual value. Benefit: Your ghost body (whether incorporeal or
Your eyes are a strong, clear green, showing your magical manifested fully) appears solid and alive, although it can
heritage. also appear like a normal ghost if you choose.
291
Changing from one state to the other is a standard action
that does not provoke an attack of opportunity. TWIN SWORD STYLE [FIGHTER,
As long as you appear solid, you lose your ghost +4 racial GENERAL]
bonus on Hide checks.
Normal: A character without this feat has a ghost body You have mastered a style of defense that others find
that is semitransparent and easily recognizable as a ghost. frustrating.
Prerequisites: Raised among the elves of Sura-Khiri,
Two-Weapon Fighting.
SURVIVOR [GENERAL] Benefit: When fighting with two swords (dagger,
Your people thrive in a region that others find longsword, rapier, scimitar, or short sword, in any
uninhabitable, and you excel at uncovering the secrets of combination), you can designate a melee opponent during
the wilderness and surviving to tell the tale. your action and receive a +2 armor bonus to your Armor
Prerequisite: Raised in Thurkasia. Class against attacks from that opponent.
This armor bonus stacks with the armor bonus from armor
Benefit: You gain a +1 bonus on Fortitude saves and a +2
and shield.
bonus on all Wilderness Lore checks.
You can select a new melee opponent on any action.
Special: You may take this feat only as a 1st-level A condition that makes you lose your Dexterity bonus to
character.
Armor Class (if any) also makes you lose this bonus.
This feat first appeared in the FORGOTTEN REALMS A version of this feat first appeared in the FORGOTTEN
Campaign Setting.
REALMS Campaign Setting.

TEMPER ECTOPLASM [GHOST, WISE TO YOUR WAYS [GENERAL]


SHAPER] You are particularly resistant to the unusual attacks of your
You can make durable equipment out of ectoplasm. favored enemy.
Prerequisites: Ectoplasm, Shape Ectoplasm, Wis 13. Prerequisite: Favored enemy.
Benefit: You can shape available ectoplasm into a Benefit: Choose one type of favored enemy, such as
facsimile of nonliving material, such as stone, crystal, or undead.
iron, or anything that can be shaped by the Shape You add your favored enemy bonus for that type of creature
Ectoplasm feat. to saving throws against the standard extraordinary, spell-
For example, you could make a suit of half-plate out of like, and supernatural abilities of your favored enemy.
ectoplasm and it would function exactly like normal half- You do not gain this bonus against other attacks by the
plate. creature.
It takes 1 full round per pound of weight of the object to For example, a ranger with undead as a favored enemy
craft it, so a suit of ectoplasmic half-plate takes 50 rounds (5 would gain his favored enemy bonus on saves against a
minutes) to shape. vampire’s domination ability, but not to saves against the
You must make an appropriate Craft check to shape articles poison on its dagger or any saves against spells it cast from
requiring a high degree of craftsmanship (jewelry, swords, class levels.
and so on). This saving throw bonus applies to all secondary effects of
The material is obviously formed of ectoplasm and lasts for the favored enemy’s attacks, so the ranger would also get
a number of hours equal to your Wisdom bonus + 1. his favored enemy bonus on the Fortitude save to remove a
Tempered ectoplasm has all the properties of raw negative level caused by the vampire’s energy drain ability.
ectoplasm, except that it lasts longer and it maintains
whatever form you mold it into. WITCHLIGHT [GHOST, SHAPER]
You can create witchlight, a harmless faint light, on
TOUCH ATTACK SPECIALIZATION yourself or an object.
[GHOST, CORRUPTER] Prerequisite: Ectoplasm.
Benefit: As a standard action, you can cause some or all of
Choose one of your ghost touch attacks that deals hit point your body or an unattended object up to Medium-size that
damage, ability damage, or ability drain, such as Corrupting you touch to glow with witchlight, a harmless supernatural
Touch. flame resembling faerie fire.
You are especially good at using this touch attack. Witchlight sheds light as a candle and may be pale red,
Prerequisites: Base attack bonus +2 plus any touch orange, green, blue, or violet.
attack that deals hit point damage, ability damage, or ability Maintaining witchlight requires concentration, and you
drain. can maintain its effect on an object as long as it is within
Benefit: You add +2 to all damage rolls you make using 100 feet of you.
the selected touch attack. This is a supernatural ability.
Special: You can gain this feat multiple times. You can use witchlight to outline a creature (such as one
Its effects do not stack. under the effects of blur, invisibility, and so on), but doing so
Each time you take the feat, it applies to a different touch requires a touch attack (which draws an attack of
attack of the appropriate type. opportunity from the defender).

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.

EXPERT SIEGE ENGINEER []


MAIN SECTION FEATS You are particularly skilled at operating siege weapons,
such as catapults and battering rams.
Prerequisite: Profession (siege engineer) 8 ranks.
Benefit: You gain a +2 competence bonus on attack rolls
BALLISTA PROFICIENCY [] and damage rolls made when using a siege engine.
You have trained in ballista operation. (Chapter 4 has rules for operating siege engines).
Benefit: You do not take the normal –4 nonproficiency Special: A fighter can select Expert Siege Engineer as one
penalty when making an attack roll with a ballista (see page of his fighter bonus feats (see page 38 of the Player’s
65). Handbook).
Special: A fighter can select Ballista Proficiency as one of
his fighter bonus feats (see page 38 of the Player’s Handbook).
EXTRA FOLLOWERS [LEADER]
Your charismatic magnetism attracts even more followers
BLOCK ARROW [] to your banner.
You can block incoming arrows with your shield. Prerequisites: Cha 13, Leadership.
Prerequisites: Dex 13, Shield Proficiency. Benefit: You can lead twice as many followers as
Benefit: You must be using a shield to use this feat. indicated for your Leadership score (see page 106 of the
Once per round when you would normally be hit with a Dungeon Master’s Guide).
ranged weapon, you can deflect it so that you take no For example, a character with this feat and a Leadership
damage from it. score of 15 can lead forty 1st-level followers, four 2nd-level
You must be aware of the attack and not flat-footed. followers, and two 3rd-level followers.
Unusually massive ranged weapons, such as boulders
hurled by giants, siege weapon attacks, and ranged attacks
generated by spell effects (such as Melf’s acid arrow) can’t be GUERRILLA SCOUT []
deflected. You know how to use your senses to greater effect.
Special: A fighter can select Block Arrow as one of his Benefit: You gain a +1 bonus on initiative checks.
fighter bonus feats (see page 38 of the Player’s Handbook). Listen and Spot ranks cost 1 skill point, even if these skills
are cross-class for you.
The maximum number of ranks you can purchase in a
COORDINATED SHOT [] cross-class skill remains the same.
You are extraordinarily talented at making ranged attacks Normal: If Listen and Spot are cross-class skills for you,
past your allies. each rank you purchase in those skills without having this
Prerequisite: Point Blank Shot, Precise Shot. feat costs 2 skill points.
Benefit: When making a ranged attack against a foe who
has cover due to the position of your ally or allies, your
ranged attacks ignore the Armor Class bonus granted to the GUERRILLA WARRIOR []
target because of that cover. You know how to move stealthily, even when armored.
Cover from other sources is unaffected. Benefit: When you are wearing light or medium armor,
Special: A fighter can select Coordinated Shot as one of reduce the armor check penalty of the armor by 1
his fighter bonus feats (see page 38 of the Player’s Handbook). (minimum 0).
Hide and Move Silently ranks cost 1 skill point, even if
these skills are cross-class for you.
COURAGEOUS RALLY [] The maximum number of ranks you can purchase in a
You can rally demoralized foes with your bardic music. cross-class skill remains the same.
Prerequisites: Bardic music (inspire courage) class Normal: If Hide and Move Silently are cross-class skills
feature. for you, each rank you purchase in those skills without
Benefit: When you use bardic music to inspire courage, having this feat costs 2 skill points.
you can make a free rally check (see page 73) as part of the
same action used to activate your bardic music.
You add a morale bonus on this rally check equal to the IMPROVED COHORT [LEADER]
morale bonus granted by your inspire courage class feature. You attract a more powerful cohort than you normally
would.
Prerequisites: Cha 15, Leadership.
EXPANDED AURA OF COURAGE []
Your aura of courage protects more allies than normal.
295
Benefit: The maximum level of the cohort you gain from 115) for which you qualify, even if he or she doesn’t meet
the Leadership feat (see page 106 of the Dungeon Master’s the team member prerequisite for the benefit.
Guide) is one lower than your character level. In addition, your cohort doesn’t count against the normal
Normal: Without this feat, a cohort’s maximum level is limit of eight members on a team, and his or her presence
two levels below the associated PC’s level. on the team doesn’t affect any other character’s ability to
qualify for the teamwork benefit.
Normal: If you do not have this feat, every member of a
INSPIRATIONAL LEADERSHIP team must meet the team member prerequisite in order for
[LEADER] anyone on the team to enjoy the teamwork benefit.
Also, the maximum number of members in a team is eight.
Your cohort and followers are exceptionally faithful to your
cause.
Prerequisites: Cha 17, Leadership. READY SHOT []
Benefit: As long as their morale is already no worse than You can make devastating attacks with ranged weapons
normal (see Morale Conditions, page 73), the cohort and against charging opponents.
followers you gain from the Leadership feat always begin Prerequisite: Point Blank Shot.
combat in a heartened condition. Benefit: You can ready an action to fire a ranged weapon
(A heartened character gains a +1 morale bonus on Will at a foe who charges you.
saves against fear effects, including morale checks). You must wait until the target is within 15 feet before you
If your cohort or followers are already shaken or worse at attack.
the start of a battle, the benefit of this feat does not apply. If you score a hit with this readied attack, your attack deals
You also gain a +5 bonus on rally checks made to rally the an extra 3d6 points of damage.
cohort and/or followers you have gained from the Creatures immune to extra damage from critical hits are
Leadership feat. immune to this effect.

MOUNTED MOBILITY [] SHIELD WALL []


You are skilled at dodging past opponents while mounted. You are skilled in using shields when in formation with
Prerequisite: Mounted Combat, Ride 4 ranks. other shield-bearers.
Benefit: If you are mounted, you and your mount get a +4 Prerequisite: Shield Proficiency.
dodge bonus to Armor Class against attacks of opportunity Benefit: When you and an adjacent ally are each using a
provoked when your mount moves out of a threatened shield, your shield bonus to Armor Class increases by 2.
square. Special: A fighter can select Shield Wall as one of his
A condition that makes you or your mount lose your fighter bonus feats (see page 38 of the Player’s Handbook).
Dexterity bonus to Armor Class (if any) also makes you lose
dodge bonuses.
Dodge bonuses stack with each other, unlike most types of VETERAN KNOWLEDGE []
bonuses. You are capable of seeing potential battlefield advantages
Special: A fighter can select Mounted Mobility as one of where others cannot.
his fighter bonus feats (see page 38 of the Player’s Handbook). Prerequisite: Base attack bonus +2, Knowledge (history)
1 rank.
NATURAL LEADER [] Benefit: You gain a +5 bonus on Knowledge checks made
to gain a strategic advantage (see Strategic Advantages, page
You have a natural commanding presence. 70).
Prerequisites: Cha 13. Special: A fighter can select Veteran Knowledge as one of
Benefit: You gain a +4 bonus on rally checks (see page his fighter bonus feats (see page 38 of the Player’s Handbook).
73).

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.

PRACTICED COHORT [LEADER]


Your cohort works well as part of your team.
Prerequisite: Cha 15, Leadership.
Benefit: Your cohort gained from the Leadership feat
gains any teamwork benefit (see Teamwork Benefits, page
296
Benefit: Against the attacks, spells, and spell-like abilities
of fiends (evil outsiders) and half-fiends, you gain a +2
HEROES OF bonus on your saving throws.
This bonus does not apply against the assaults of opponents
of any other kind.
HORROR (3.5) CORRUPT ARCANA [TAINTED]
You can prepare and cast corrupt spells.
MAIN SECTION FEATS Prerequisites: Spontaneous arcane or divine caster,
mild depravity.
Benefit: If you have access to a corrupt spell in written
ARCHIVIST OF NATURE [] form—on a scroll, in a spellbook, or in a tome of forbidden
In addition to your studies of the darkness, you have spent lore—you can prepare it in the same way that a wizard or
time studying giants and fey. cleric would.
Prerequisite: Dark knowledge. The prepared corrupt spell remains in your mind and
Benefit: You can use your dark knowledge on giants and occupies one of your daily spell slots until you cast it or
fey. change it.
You use Knowledge (nature) for dark knowledge checks A prepared corrupt spell uses a spell slot of the spell’s
regarding these two creature types. normal level, and you must pay corruption costs as normal
Normal: Without this feat, a character with dark for casting the spell.
knowledge can only use that class feature on aberrations, Any corrupt spells you prepare by using this feat do not
elementals, magical beasts, outsiders, and undead. count against your total spells known, just your spells per
day.

BANE MAGIC [] CORRUPT SPELL FOCUS []


Your spells deal extra damage to a particular type of
creature. All spells you cast that have a corrupt component (such as
Benefit: When you cast a spell that deals damage against a call forth the beast*, master’s lament*, or chain of sorrow*) are
specific creature type, you deal an extra 2d6 points of more potent than normal.
damage. * New spells described later in this chapter.
For example, a giant bane lightning bolt cast by an 8th-level Prerequisite: Any nongood alignment.
caster would deal the usual 8d6 points of damage to any Benefit: You add +1 to the DC for all saving throws
nongiant in its path but would deal 10d6 points of damage against any spells you cast that have a corrupt component.
against giants.
This feat has no effect on spells that do not deal hit point DEBILITATING SPELL [TAINTED]
damage, and the source and type of the damage remains the
same. By calling upon the taint within, you add a malign power to
This feat cannot be used to increase the amount of healing your offensive spells.
dealt to undead by inflict light wounds and similar spells, but Prerequisites: Surge of Malevolence, moderate taint.
it can add to the damage dealt by casting cure light wounds Benefit: This feat adds the evil descriptor to a spell.
on an undead creature. Furthermore, if the spell deals any physical damage to a
Special: You can take this feat multiple times. subject, the target also takes either 2 points of Constitution
Its effects do not stack. damage (if your corruption is higher than your depravity)
Each time you take the feat, you must apply its effects to a or 4 points of Wisdom damage (if your depravity is higher
different type of creature: aberrations, animals, constructs, than your corruption).
dragons, elementals, fey, giants, humanoids, magical beasts, If you have an equal level of corruption and depravity,
monstrous humanoids, oozes, outsiders, plants, undead, or choose which sort of damage you wish to deal.
vermin. The spell deals this ability damage only to a single target,
If you choose humanoids, you must select a particular type even if the spell itself affects an area or more than one
of humanoid, such as dwarf or orc. subject (in which case, you choose the target affected by
An aberration-specific version of this feat first appeared in your taint).
Lords of Madness: The Book of Aberrations. You can use this ability twice per day if you have moderate
taint and four times per day if you have severe taint.
Special: You must declare whether you are using this feat
BLOOD CALLS TO BLOOD [] before casting the spell.
Exploring the latent potential in your blood due to your If you use this feat on a creature immune to the ability
fiendish descent, you learn how to better adapt to the damage, that daily use of the feat is still expended.
mystical attacks of your forebears. You cannot combine this feat with Debilitating Strike on a
Prerequisites: Spontaneous arcane caster, must be single attack (for example, with a touch attack spell).
descended from a fiend. If you have both feats, you must elect to use one or the
other on a given attack.

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.

DEFORMITY (TEETH) [VILE] DREAMTELLING []


By filing your teeth to points and brutalizing your gums, You can use your Knowledge (the planes) skill to interpret
you gain a hideous smile full of razor-sharp teeth that your dreams or the dreams of others, thus gleaning useful
enable you to make a grisly bite attack. information and insights.
Prerequisites: Evil alignment, Willing Deformity. Benefit: You can interpret the basic symbolism of a
Benefit: You gain a bite attack that can be used as a dream to figure out what sorts of concerns or fears are
natural weapon to deal damage equal to 1d4 + your likely to have inspired it.
Strength modifier.
If you attack with other weapons, you can use your bite as a
secondary attack (taking a –5 penalty on your attack roll)
for 1d4 + half Strength modifier damage.
298
ELDRITCH CORRUPTION [TAINTED]
You can add power to your spells or spell-like abilities at the
expense of your companions’ health.
Prerequisites: Any one metamagic feat, moderate
depravity.
Benefit: You can enlarge, extend, heighten, or widen a
spell, as though you had the appropriate metamagic feat,
without increasing the spell level or, for spontaneous
casters, casting time.
Attempting to garner insight into future events, or events You can apply any number of these metamagic effects to a
occurring elsewhere, by reading the prophetic images of a spell in this way; if you choose heighten, then that spell’s
dream adds +10 to +20 to the base DC, depending on how level is heightened by up to two levels.
obscure the omens are. For each level of metamagic you apply, one of your allies
The DM must decide if a dream contains prophetic takes 2 points of Constitution damage.
imagery; a sufficiently high roll might glean some In this case, “ally” is defined as someone who knowingly
information even if the dream was not overtly oracular. and willingly fights alongside you against a common foe, or
Making the DC required to interpret a dream grants who otherwise considers you a trusted companion.
information comparable to an augury spell (see page 202 of You decide, when casting the spell, which ally takes the
the Player’s Handbook). Constitution damage.
Exceeding the required check by 10 or more offers You cannot select an ally immune to Constitution damage
information comparable to a divination spell (see page 224 or an ally without a Constitution score.
of the Player’s Handbook). For purposes of this spell, you cannot designate a
Exceeding the required check by 20 or more offers summoned or charmed being as your ally.
information comparable to a commune spell (see page 211 of You can use this feat three times per day.
the Player’s Handbook). Special: You can select this feat more than once.
Even if your result was not high enough to enable you to Each time you do, you gain an additional three uses per day.
read prophetic images, the result might be sufficient to
interpret basic symbols and events.
Thus, a check result of 18 is insufficient to foretell the FONT OF LIFE []
future but still grants some information about cultural Your life-force is strong enough to make you highly
details or concepts. resistant to all forms of energy drain and level loss.
You can use this feat to determine what effect injuries
Prerequisite: Must be a living creature.
received in a dreamscape are likely to have on you once you
return (DC 15), or whether an item or location was created Benefit: Whenever you are struck by an attack that drains
by the dreamer or brought in from outside (DC 20); see energy or bestows negative levels, you gain an immediate
Chapter 3 for information on adventuring within saving throw to resist the effect at the standard Difficulty
dreamscapes. Class of the attack.
Finally, this feat allows Knowledge (the planes) to function If this initial save is successful, you avoid any negative
in place of Survival when used within a dreamscape. levels but you still suffer any other effects of the attack or
This skill can be used to retrace your steps and return to a spell.
known person’s dream, or to attempt to track a creature If this save fails, the attack proceeds as if this roll had never
across the dreamscape. been made (meaning you still receive whatever save to
Action: Dreamtelling requires careful analysis of bizarre which you’re normally entitled).
images and events.
If you are trying to interpret your own dream, you must FORBIDDEN LORE [TAINTED]
cogitate on it for a number of minutes equal to 30 minus
your Intelligence modifier. You gain hideous insights into subjects not meant to be
If you wish to analyze someone else’s dream, that person understood by mortal minds.
must first describe it to you in great detail, adding an Prerequisites: Bardic knowledge or lore, mild
additional 10+1d10 minutes to the process. depravity.
Try Again: No. Benefit: When you make a bardic knowledge or lore
The check represents your ability to interpret that check, you add a bonus to the check if the question touches
particular dream. on supernatural, horrific, tainted, or otherwise forbidden
You can attempt to interpret other dreams the same subjects (at the DM’s discretion).
individual has later, but you get only one attempt per Add a +2 bonus if you are mildly tainted, a +4 bonus if you
dream. are moderately tainted, and a +6 bonus if you are severely
Similarly, you have only one attempt to determine whether tainted.
an item is native to a particular dream.
Special: Most campaigns are not set up to interact with GREATER CORRUPT SPELL FOCUS []
the dream world.
Hence, this feat is only available if the DM specifically Your corrupt spells are now even more potent than they
states that he or she has decided to allow it in his or her were before.
campaign.
299
Prerequisites: Corrupt Spell Focus, nongood
alignment.
MASTER OF KNOWLEDGE []
Benefit: You gain an additional +1 to the DC of all spells You have spent most of your life in study, and it comes
you cast that contain a corrupt component. naturally to you now.
This stacks with the bonus gained from the Corrupt Spell Benefit: You gain a +1 bonus to all Knowledge skill
Focus feat, for a total of +2. checks.

HAUNTING MELODY [] ONEIROMANCY []


You can use your music to inspire fear. You gain a number of abilities and advantages related to
Prerequisites: Bardic music, Perform 9 ranks. dreams and magic.
Benefit: When you sing or use some other Perform skill, Prerequisites: Dreamtelling, ability to cast spells of any
you can inspire fear in enemies within 30 feet of you. sort.
Any opponent in range must succeed on a Will saving Benefit: Oneiromancy grants you a number of
throw (DC 10 + 1/2 your bard level + your Cha modifier) or interrelated bonuses.
become shaken for a number of rounds equal to your ranks First, when casting spells in a nightmare realm, your spells
in the Perform skill. always work as normal; you do not risk the same mishaps
This is a mind-affecting fear effect. that other casters experience.
Special: Using this ability counts as one of your daily uses Second, while in the dreamscape, you are considered to
of bardic music. have Spell Focus (enchantment) and Spell Focus (illusion),
due to your ability to manipulate the thoughts of dreamers
and the stuff of dreams.
IMPROVED ONEIROMANCY [] If you already have Spell Focus in one or both of these
With the Improved Oneiromancy feat, you gain additional schools, the DC bonus to saves stacks so long as you remain
dream-related spellcasting abilities. within the dreamscape.
Prerequisites: Dreamcasting, Oneiromancy, spellcaster. Third, you can target your offensive spells at a target’s
Benefit: Your spell list expands to include a number of dream self, rather than his physical form.
dream-related spells (all described later in this chapter), Because this deals mental damage only, it transforms all
regardless of what sort of caster you might be. damage dealt by that spell into nonlethal damage.
You must still learn or prepare these spells normally; they This effect functions only on creatures that both sleep and
are added to your class list, not necessarily to the list of dream: Constructs, plants, undead, and elves are immune to
spells you personally know. this effect.
1st Level: restful slumber 4th Level: dream walk, manifest Only spells that target a single creature or specific number
desire, manifest nightmare 5th Level: dreaming puppet 7th of creatures benefit from this effect; you cannot apply it to
Level: dream sight spells that target an area.
Special: Because you are more tightly connected to the
world of dreams, you are more susceptible to certain types
LUNATIC INSIGHT [TAINTED] of mental manipulation.
Your madness grants you insight and knowledge. You take a –1 penalty on saves against enchantment and
Prerequisite: Mild depravity. illusion spells and effects when in the physical realm.
Benefit: Due to unpredictable flashes of insight, you are If you are slain while mentally traveling the dreamscape,
considered trained in all Knowledge skills, even if you have your physical body dies, whether or not this is the case for
no ranks in them. most travelers.
You also gain a +2 morale bonus on initiative rolls and to Normal: Casters in nightmare realms have a chance of
resist mind-affecting spells and abilities. mishap when casting spells.
Normal: Knowledge skills cannot be used untrained. In some instances, those who die in the dreamscape
experience effects other than death in the real world.
See Adventuring in Nightmare Realms in Chapter 3.
MAD FAITH [TAINTED]
Your depravity has twisted the connection between you PURE SOUL []
and your patron deity.
You suffer flashes of insight interrupted by flashes of Your faith or purity of mind overrides the evils within you.
madness. You are immune to taint.
Prerequisites: Ability to cast 1st-level divine spells, mild Prerequisites: Any nonevil alignment, no taint.
depravity. Benefit: You do not gain taint.
Benefit: You gain a bonus 1st-level divine spell per day.
If you have moderate depravity, then you also gain a 2nd- SPIRIT SENSE []
level divine spell per day.
If you have severe depravity, then you also gain a 3rd-level You can see and communicate with the souls of the
divine spell per day. recently departed.
However, it takes twice as long for you to pray for your Prerequisites: Wisdom 12, must have had a near-death
spells each day. experience (that is, must have fallen below 0 hit points).

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.

TOUCH OF TAINT [MONSTROUS]


One of your attack forms that normally deals ability
damage, ability drain, or energy drain can also deal
corruption or depravity.
Prerequisites: Natural attack that deals ability damage
(including poison), ability drain, or energy drain.
301
CORRUPTED WILD SHAPE
LIBRIS MORTIS (3.5) [MONSTROUS]
You have learned to use the necromantic energy that
powers your undead form to overcome the inability of
MAIN SECTION FEATS undead creatures to wild shape.
You can assume the form of an undead, rotten creature with
the use of your wild shape ability.
BALEFUL MOAN [MONSTROUS] Prerequisites: Undead type, wild shape class feature.
Benefits: You can use your wild shape ability even
Your hollow cry strikes fear into the hearts of the living. though you are undead.
Prerequisites: Undead type, incorporeal subtype, The ability functions just as if you were a living creature
Daunting Presence. using the ability, with the following exceptions.
Benefit: You can emit a moan as a standard action. You do not gain a Constitution score in the new form, and
All living creatures within a 30-foot spread must succeed on you retain all the immunities of the undead type while in
a Will save (DC 10 + 1/2 your HD + your Cha modifier) or your new form.
become shaken for 1 minute. The form you assume looks half-decayed, with missing
This is a supernatural, sonic, necromantic, mindaffecting, patches of fur and rotted, worm-eaten flesh.
fear effect. While you are in this form, the rank odor of death hangs
A creature that successfully saves against the moan cannot around you.
be affected by your moan for 24 hours. Normal: Since it is based on the polymorph spell, wild
Special: If you already have the frightful moan ability (see shape works only on living creatures.
the ghost’s special attacks, page 117 of the Monster Manual),
instead of the normal Benefits of this feat, the DC to resist
your frightful moan ability increases by 2. DAUNTING PRESENCE [GENERAL]
You are skilled at inducing fear in your opponents.
Prerequisites: Cha 13, base attack bonus +1.
BOLSTER RESISTANCE [GENERAL] Benefit: You may take a standard action to awe an
Undead you raise or create are more resistant to turning opponent.
than normal. The opponent must be within 30 feet, have line of sight to
Prerequisite: Corpsecrafter. you, and have an Intelligence score.
Benefit: Each undead you raise or create with any If the opponent fails a Will saving throw (DC 10 + 1/2 your
necromancy spell gains +4 turn resistance. character level + your Cha modifier), it is shaken for 10
minutes.
This feat has no effect on a creature that is already shaken.
CONTAGIOUS PARALYSIS Special: A fighter may select Daunting Presence as one of
[MONSTROUS] his fighter bonus feats.
Your paralyzing attack is contagious.
Prerequisite: Paralysis as an extraordinary or DEADLY CHILL [GENERAL]
supernatural ability. Undead you raise or create deal more damage than normal.
Benefit: Any creature paralyzed by your special attack can Prerequisite: Corpsecrafter.
confer paralysis to other creatures that touch it.
Benefit: Each corporeal undead you raise or create with
Any creature touching a creature that you have paralyzed is
any necromancy spell deals an extra 1d6 points of cold
immediately affected as if you had delivered a paralyzing
damage with its natural weapons.
attack upon it (using the same save DC to resist, if allowed).
If a creature successfully saves against your contagious
paralysis attack, it can’t be affected by your attack for 24 DEATH MASTER [MONSTROUS]
hours.
Foes are especially afraid of your critical hits.
Prerequisites: Cha 13, undead type, Daunting Presence,
CORPSECRAFTER [GENERAL] base attack bonus +1.
Undead you raise or create are tougher than normal. Benefit: Whenever you score a critical hit with a melee
attack against a living foe, the foe is also shaken for 1
Benefit: Each undead you raise or create with any
minute.
necromancy spell gains a +4 enhancement bonus to
This is a mind-affecting, fear effect.
Strength and +2 hit points per Hit Die.

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.

ENDURING LIFE [GENERAL] FELL ANIMATE [METAMAGIC]


You can ignore the effect of negative levels for a short time. Living foes slain by your spell may rise as zombies.
Benefit: Whenever you would gain a negative level, you Benefit: You can alter a spell that deals damage to foes.
can ignore the penalties and other ill effects associated with
303
Any living creature that could normally be raised as a Benefit: You can wear, wield, and otherwise use corporeal
zombie and that does not possess more than double your items as though you were not incorporeal.
Hit Dice, when slain outright by a fell animated spell, rises Special: Without this feat, an incorporeal creature can
as a zombie under your control at the beginning of your only wear or wield items that have the ghost touch special
next action. ability.
Even if you kill several creatures with a single fell animated
spell, you can’t create more Hit Dice of undead than twice
your caster level. GRAFT FLESH [GENERAL]
The standard rules for controlling undead (see animate dead, You can apply a certain type of grafts to other living
page 198 of the Player’s Handbook) apply to newly created creatures or to yourself.
undead gained through this metamagic feat. Prerequisite: Heal 10 ranks.
A fell animated spell uses up a spell slot three levels higher Benefit: Choose a type of graft: aboleth, beholder,
than the spell’s actual level. fiendish, illithid, undead, or yuan-ti.
You must be an aboleth to choose aboleth grafts.
FELL DRAIN [METAMAGIC] You must be a fiend to choose fiendish grafts.
You must be an illithid to choose illithid grafts.
Living foes damaged by your spell also gain a negative level. You must be a yuan-ti to choose yuan-ti grafts.
Benefit: You can alter a spell that deals damage to foes so There are no additional requirements for choosing
that any living creature that is dealt damage also gains a beholder or undead grafts.
negative level. You can create grafts of your chosen type and apply them to
If the subject has at least as many negative levels as Hit other living creatures or to yourself.
Dice, it dies. Creating a graft takes 24 hours for each 1,000 gp in its price.
Assuming the subject survives, the negative level To create a graft, you must spend 1/25 of the graft’s price in
disappears (without requiring a Fortitude save) after a XP and use up raw materials costing half of this price.
number of hours equal to your caster level (maximum 15). (See Chapter 5 of this book for prerequisites and other
A fell draining spell uses up a spell slot two levels higher information on grafts).
than the spell’s actual level.
HARDENED FLESH [GENERAL]
FELL FRIGHTEN [METAMAGIC] Undead you raise or create can better handle themselves in
Living foes damaged by your spell are also shaken. a fight.
Benefit: You can alter a spell that deals damage to foes so Prerequisite: Corpsecrafter.
that any creature subject to fear effects and mind-affecting Benefit: Every undead you raise or create with any
spells and abilities that is dealt damage also becomes necromancy spell gains a +2 natural armor bonus to Armor
shaken for 1 minute. Class.
A fell frightening spell uses up a spell slot two levels higher
than the spell’s actual level.
HEIGHTEN TURNING [GENERAL]
FELL WEAKEN [METAMAGIC] You can affect more powerful undead with your turning or
rebuking attempts.
Living foes damaged by your spell are also weakened. Prerequisites: Cha 13, Extra Turning.
Benefit: You can alter a spell that deals damage to foes so Benefit: When you turn or rebuke undead, you may
that any living creature that is dealt damage also takes a –4 choose a number no higher than your cleric level.
penalty to Strength for 1 minute. Add that number to your turning check, while subtracting
Strength penalties from multiple spells enhanced by the it from your turning damage roll.
Fell Weakening feat do not stack. If you’re not a cleric, you may choose a number no higher
A fell weakening spell uses up a spell slot one level higher than your effective cleric level (for instance, a paladin could
than the spell’s actual level. choose a number up to two less than his paladin level).
If a prestige class increases your effective turning level, use
GHOST SCARRED [GENERAL] your effective turning level.
You are adept at fighting incorporeal undead.
Prerequisite: Knowledge (religion) 8 ranks. IMPROVED ENERGY DRAIN
Benefit: You gain a +2 insight bonus on attack rolls and
weapon damage rolls against incorporeal undead.
[MONSTROUS]
You also gain a +2 bonus on all saving throws made to resist You draw extra power from your energy-drained victims.
the spells or abilities of incorporeal undead. Prerequisites: Cha 15, energy drain supernatural ability.
Benefits: Whenever you bestow a negative level upon a
creature, you gain a +1 bonus on skill checks, ability checks,
GHOSTLY GRASP [MONSTROUS] attack rolls, and saving throws for 1 hour.
You can handle corporeal objects even while incorporeal.
Prerequisites: Cha 15, incorporeal subtype.

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.

IMPROVED TOUGHNESS [GENERAL] LIFEBOND [MONSTROUS]


You are significantly tougher than normal. Select a specific living creature that is friendly to you.
Prerequisite: Base Fortitude save bonus +2. You create a special bond with that creature.
Benefit: You gain a number of hit points equal to your Prerequisites: Cha 11, undead type.
current Hit Dice. Benefit: Whenever the chosen creature is within 60 feet,
Each time you gain a Hit Die (such as by gaining a level), you gain a +4 bonus to your turn resistance and a +2 bonus
you gain 1 additional hit point. on all saving throws.
If you lose a Hit Die (such as by losing a level), you lose 1 If the chosen creature dies, you lose these bonuses and take
hit point permanently. a –2 penalty on all saves for 24 hours.
If you replace the chosen creature with another living
IMPROVED TURN RESISTANCE creature, the bond can be transferred at your option.
Special: This feat can be selected multiple times.
[MONSTROUS] Each time you select this feat, you apply its effects to a
You have a better than normal chance to resist turning. different living ally of yours.
Prerequisite: Undead type. The effects of multiple lifebonded allies stack.
Benefits: You are less easily affected by clerics or
paladins than you normally would be (see Turn or Rebuke LIFESENSE [MONSTROUS]
Undead, page 159 of the Player’s Handbook).
When resolving a turn, rebuke, command, or bolster You see the light that all living creatures emit.
attempt, add +4 to your character level (monster Hit Dice Prerequisites: Cha 13, Con — (no Constitution score).
plus class levels) to determine your Hit Dice for turn, Benefits: In addition to any normal light that might be
rebuke, command, and bolster attempts. present, your surroundings are illuminated by roving
For example, a 4 HD wight with this feat is treated as an 8 points of brightness created by living creatures.
HD undead for the purpose of turn, rebuke, command, and To your eyes, a Medium or smaller creature gives off life
bolster attempts, even though it is a 4 HD creature for any force sufficient to provide bright illumination in a 60-foot
other purpose. radius, revealing itself and all features and objects in range
A vampire that already has +4 turn resistance adds an to your life-adapted sight.
additional +4 with this feat, for a total of +8. This life-light behaves like regular light—you can’t see into
solid objects, or past solid walls.
A Large creature gives off life-light in a 120-foot radius, and
LASTING LIFE [GENERAL] the radius doubles again for each additional size category
You can shed negative levels with an act of will. larger than Medium, up to a maximum radius of 960 feet
Prerequisites: Endurance, Enduring Life. for a Colossal creature.
Benefit: Once per round as a standard action, you can
attempt to remove a negative level from yourself by MOTHER CYST [GENERAL]
attempting a Will save (DC 10 + 1/2 attacker’s HD +
attacker’s Cha modifier). You gain the ability to cast necrotic cyst spells by growing a
If the saving throw succeeds, the negative level goes away. cyst of your own.
You make a separate saving throw for each negative level Prerequisites: Caster level 1st, Knowledge (religion) 2
you have gained. ranks.
If the save fails, you retain the negative level, but you can Benefit: You grow an internal cyst of undead flesh called
try again next round to remove it. a mother cyst.
The cyst may be noticeable as a discolored swelling on your
skin, if desired.
LIFE DRAIN [MONSTROUS] The mother cyst is slightly painful, but otherwise isn’t
You drain additional life energy from your foes. harmful.
Prerequisites: Cha 13, energy drain supernatural ability. The mother cyst grants you access to a selection of cyst-
Benefits: Whenever you bestow a negative level upon a related spells listed below (and described in Chapter 4 of
creature, add your Charisma modifier to the hit points lost this book).
by the creature due to that negative level. You cast these spells like any other spell you can cast, once
You then gain temporary hit points equal to the amount you host a mother cyst (if you are a caster who prepares
lost by the creature due to the negative level. spells, you can prepare all necrotic cyst spells without
305
referring to a spellbook, as if you had the Spell Mastery feat
for each such spell). NECROPOTENT [GENERAL]
Necrotic Cyst Spells: 1st—necrotic awareness; 2nd—necrotic cyst, Your special melee or ranged attack with one type of
necrotic scrying; 3rd—necrotic bloat; 4th—necrotic domination; weapon is especially effective against undead.
5th—necrotic burst; 6th—necrotic eruption; 7th—necrotic Prerequisites: Proficiency with selected weapon,
tumor; 8th—necrotic empowerment; 9th—necrotic termination. Weapon Focus with selected weapon, Weapon
Normal: A creature without this feat cannot cast necrotic Specialization with selected weapon, fighter level 4th.
cyst spells. Benefit: You gain a +4 bonus on all damage rolls you
make using the selected weapon type against undead.
Special: A fighter may select Necropotent as one of his
NECROMANTIC MIGHT [GENERAL] fighter bonus feats.
Undead you control gain Benefits when they are near you.
Prerequisite: Necromantic Presence.
Benefit: Whenever undead you control are within 60 feet NIMBLE BONES [GENERAL]
of you, they are physically inspired by your necromantic Undead you raise or create are faster and more nimble than
aura, and gain a +2 enhancement bonus on their attack rolls normal.
and saving throws. Prerequisite: Corpsecrafter.
Benefit: Each undead you raise or create with any
necromancy spell gains a +4 bonus on initiative checks and
NECROMANTIC PRESENCE a 10-foot increase to its base land speed.
[GENERAL]
Undead you control are harder to turn when they are near POSITIVE ENERGY RESISTANCE
you.
Benefit: Whenever undead you control are within 60 feet [MONSTROUS]
of you, they gain a +4 bonus to their turn resistance. You are resistant to the damage dealt by positive energy
effects.
Prerequisite: Undead type.
NECROTIC RESERVE [MONSTROUS] Benefit: You gain resistance 10 against positive energy
You are not immediately destroyed when your hit points effects, such as cure spells.
fall to 0 or lower.
Prerequisites: Cha 13, supernatural ability to drain or
damage an ability score or drain energy. PROFANE LIFELEECH [DIVINE]
Benefits: Each day that you slake your hunger by You can channel negative energy to draw the life force
draining or damaging a living creature’s ability score, or from nearby living creatures.
draining a living creature’s life force, you gain a necrotic Prerequisite: Ability to rebuke undead.
reserve. Benefit: As a standard action, you can spend two of your
On days when you have created a reserve, you are rebuke attempts to deal 1d6 points of damage to all living
weakened but not destroyed when you are dealt enough creatures within a 30-foot burst.
damage to reduce your hit points to 0 or lower. This effect can’t reduce any creature’s current hit points to
A weakened undead acting on the strength of its necrotic less than 0.
reserve may take a single move action or standard action You are healed of an amount of damage equal to the total
each round (but not both, nor can it take full-round amount of hit points that you drain from affected creatures,
actions). but this healing does not allow you to exceed your full
It moves at half speed. normal hit point total.
Taking move actions doesn’t risk further injury, but Special: This feat deals no damage to constructs or
performing any standard action (or any other action the undead.
DM deems strenuous, including some free actions such as
casting a quickened spell) immediately expends the
necrotic reserve. PROFANE VIGOR [DIVINE]
Unless the action increased the weakened undead’s hit You can channel negative energy to heal nearby undead
points, it is destroyed. allies of physical damage.
A weakened undead acting on the strength of its necrotic Prerequisite: Cha 11, ability to rebuke undead.
reserve is also destroyed if it is dealt additional damage after Benefit: As a standard action, you can spend one of your
the attack that first weakened it. rebuke attempts to heal one undead ally within 60 feet 2 hit
An undead may only rely on a necrotic reserve up to once points of damage per cleric level.
per day, even if it engages in additional feeding following This healing does not allow the affected undead to exceed
its successful return to positive hit points. their full normal hit point totals.
Normal: Undead reduced to 0 hit points or lower are
immediately destroyed.

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.

TOMB-BORN RESILIENCE UNQUENCHABLE FLAME OF LIFE


[GENERAL] [GENERAL]
The power of undeath taints you, deadening your mind and You are hardened to the attacks of the undead.
body to the effects of mind-controlling magic, poison, and Benefit: You gain a +2 bonus on all saves against the
disease. extraordinary or supernatural abilities of undead creatures.
Prerequisite: Nongood alignment, Tomb-Tainted Soul. Special: If you have selected undead as your favored
Benefit: You gain a +2 bonus on saving throws made to enemy, your bonus on saving throws is instead equal to
resist mind-affecting spells and abilities, poison, and your favored enemy bonus against undead.
disease.
Your nails or claws grow yellow and rotten.
Although this change has no effect on the damage of your VAMPIRE HUNTER [GENERAL]
unarmed or natural attacks, most individuals find such Your knowledge of vampires has given you the
creatures horrid-looking. extraordinary ability to detect subtle signs of their presence
and to resist their dominating gaze ability.
TOMB-BORN VITALITY [GENERAL] Prerequisite: Knowledge (religion) 6 ranks.
Benefits: You can take a move action to unfailingly
The power of undeath taints you, body and soul. determine whether a vampire or vampire spawn is within
Its power has removed your need to sleep and eat. 30 feet of you.
Prerequisite: Nongood alignment, Tomb-Tainted Soul. In addition, you are immune to the dominating gaze ability
Benefit: You do not need to sleep, and you are immune to of vampires and vampire spawn.
magic sleep effects.
If you are a spellcaster, you still require 8 hours of
uninterrupted rest (but not sleep) to prepare your spells.
In addition, you no longer need to eat.
Your body grows unnaturally thin, your flesh stretching
tightly over your bones to give you a freakish, skeletal
appearance.

TOMB-TAINTED SOUL [GENERAL]


Your soul is tainted by the foul touch of undeath.
Prerequisite: Nongood alignment.
Benefit: You are healed by negative energy and harmed
by positive energy as if you were an undead creature.
308
SIDEBAR FEATS
LEADERSHIP FEAT OPTIONS []

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.

PHALANX FIGHTING [FIGHTER,


GENERAL]
You are trained in fighting in close formation with your
allies.
Benefit: If you are using a large shield and a light
weapon, you gain a +1 armor bonus that stacks with the
bonus provided by armor and shield.
In addition, if you are within 5 feet of an ally who is also
using a large shield and light weapon and who also knows
this feat, you may form a shield wall.
A shield wall provides one quarter cover (+2 to AC and +1
on Reflex saves) to all eligible characters participating in
the shield wall.

TATTOO MAGIC [ITEM CREATION]


You can create tattoos that store spells.
Prerequisite: Craft (calligraphy) or Craft (painting) skill,
spellcaster level 3rd+.
Benefit: You can create single-use magic tattoos.
You can create a tattoo of any spell of 3rd level or lower that
you know and that targets a creature or creatures.
Creating a tattoo takes 1 hour, and it must be inked onto a
creature with a corporeal body.
When you create a tattoo, you set the caster level.
The caster level must be sufficient to cast the spell in
question and no higher than your own level.
The base price of a tattoo is its spell level × its caster level ×
50 gp.
To create a tattoo, you must spend 1/25 of this base price in
XP and use up raw materials costing half this base price.
When you create a tattoo, you make any choices that you
would normally make when casting the spell.
The bearer of the tattoo is the only one who can activate it
and is always the target of the spell.

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.

MADNESS (3.5) ABERRATION WILD SHAPE


[ABERRANT]
MAIN SECTION FEATS Most druids detest aberrations and think of them as outside
nature, but some view them simply as examples of nature
from an extreme and alien world.
ABERRATION BANEMAGIC [] Thanks to your heritage, you are one of these latter, and
have learned to channel your inhuman bloodline into your
You can cast spells that do additional damage to aberrations. shapeshifting power.
Benefit: When you cast a spell that deals damage to an Prerequisites: Aberration Blood, wild shape ability.
aberration, you deal an extra 2d6 points of damage. Benefit: You can use your wild shape ability to assume
A single spell can never gain this extra damage more than the form of an aberration.
once per casting. This otherwise functions identically to your normal wild
For instance, a fireball deals the extra damage to all shape ability.
aberrations in the area it affects. The size of the aberration is limited by the size of animal
However, if a 3rd-level wizard casts magic missile and you can normally assume the shape of with wild shape.
produces two missiles, only one of them (of the wizard’s
choice) gains the extra damage, whether or not both
missiles are directed at the same aberration or two different AQUATIC SPELLCASTING []
aberrations. You know how to cast spells that work equally well in or
If a spell deals damage for more than 1 round, it deals this out of water.
extra damage in each round.
Benefit: Water does not impede your spells.
Scrolls scribed by you do not gain any benefit from Creatures partially or completely submerged do not gain
Aberration Banemagic. cover or total cover when you cast a spell from outside the
Scrolls activated by you also gain no benefit from
water.
Aberration Banemagic. The surface does not block line of effect for any spell,
The same is true for most other magic items, such as wands
including spells with the fire descriptor.
and potions. You need not make a Spellcraft check to cast a fire spell
However, staffs activated by you use not only your caster underwater.
level but also gain the benefit of this feat, if applicable.
Normal: Partially or completely submerged creatures
If the spell allows a saving throw, the DC of the saving
gain improved or total cover against attacks from land.
throw increases by 2.
The water surface blocks line of effect for fire spells.
The additional damage dealt by this spell is either halved on
Fire spells do not function underwater unless the caster
a successful saving throw or negated entirely, depending on
succeeds on a Spellcraft check (DC 20 + spell level).
how the regular damage dealt by the spell is affected by a
successful saving throw.
BESTIAL HIDE [ABERRANT]
ABERRATION BLOOD [ABERRANT] Your skin is thicker, scalier, or furrier than normal.
One of your ancestors was an aberration and has passed the Prerequisite: Aberration Blood.
taint of its aberrant physiology down through the Benefit: Your natural armor bonus to AC improves by 1
generations to you. for every two aberrant feats you possess.
This taint manifests physically in your appearance in some
noticeable way. DARKSTALKER []
Prerequisite: Humanoid.
Benefit: You gain a physical feature that grants you a You have learned how to stalk and surprise creatures whose
racial bonus on one type of check; once you select the senses are very different from those of a humanoid.
check to which this bonus applies (as well as the Benefit: When you hide, creatures with blindsense,
corresponding feature) you cannot change it later. blindsight, scent, or tremorsense must make a Listen check
The bonus must be chosen from the following list: or a Spot check (whichever DC is higher) to notice you, just
as sighted creatures would make Spot checks to detect you.
You cannot hide in plain sight unless you have that ability
as a class feature.
In addition, you can flank creatures that have the all-around
vision special quality.
Normal: Creatures with these senses do not need to make
Spot or Listen checks to notice other creatures within
range.
Creatures with all-around vision can’t be flanked. 311
Benefit: You gain a racial bonus on Spot checks equal to
DEEPSPAWN [ABERRANT] the number of aberrant feats you possess.
The abnormalities of your aberration-tainted heritage grow The range of your darkvision improves by 5 feet for every
more pronounced. aberrant feat that you possess.
Your body undergoes a shocking degeneration into If you do not already have darkvision, you gain darkvision
something that is strikingly inhuman. out to 5 feet for each aberrant feat you possess.
Prerequisites: Aberration Blood, one other aberrant
feat.
Benefit: Two short but powerful tentacles sprout from MUSIC OF THE OUTER SPHERES []
your waist. You can use your bardic music to create discordant, insane
You gain two tentacle natural attacks that each deal 1d4 sounds.
points of damage (for a Medium creature) plus your This music is particularly effective against aberrations, and
Strength modifier. can sicken them, vitalize them, or fill them with lethargy.
The tentacle attacks are treated as primary weapons. Prerequisites: Perform (any) 11 ranks, bard level 9th.
You can attack with weapons and also make tentacle Benefit: You can now use the following additional bardic
attacks, but your tentacle attacks are treated as secondary music abilities.
weapons: The attacks are made with a –5 penalty on the Lull Aberration (Sp): You must target a single aberration
attack roll, and you add only 1/2 your Strength bonus to the within 30 feet with this ability.
damage roll. You can target an additional aberration for every three bard
You gain a +2 racial bonus on grapple checks. levels above 9th that you possess.
A targeted aberration must make a Will save (DC 10 + 1/2
bard’s level + bard’s Cha modifier) or become lethargic and
DURABLE FORM [ABERRANT] partially hypnotized by the discordant sounds of your
You are much more resilient than the fragile humanoids performance.
that do not share your aberrant heritage. Affected aberrations are slowed, as per the spell.
Prerequisite: Aberration Blood. Sicken Aberration (Sp): Any aberration within a 30-foot
Benefit: You gain 2 hit points for each aberrant feat you spread centered on you must make a Fortitude saving
have. throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) or
become sickened for as long as you continue to use this
ability.
INHUMAN REACH [ABERRANT] If an aberration makes this saving throw, it does not have to
Your arms elongate, allowing you to touch the floor with make another saving throw to avoid becoming sickened
your hands. unless you activate this ability again.
In addition, you can bend them in strange and unnatural Vitalize Aberration (Sp): All aberrations within a 30-foot
ways. spread centered on you gain a +2 morale bonus to all special
The arms may vary in appearance, perhaps seeming scaly attack and spell-like ability save DCs and a +1 dodge bonus
and snake-like, or slimy like tentacles; conversely, they may to Armor Class.
resemble normal but longer arms with a second elbow
joint.
Unless you wear a large cloak to conceal these deformities, OCULAR SPELL [METAMAGIC]
you are disturbing to behold. Your study of the terrible powers of the beholder has given
Prerequisite: Aberration Blood. you insight into new ways to prepare and cast spells.
Benefit: You gain an additional 5 feet of reach. Prerequisites: Knowledge (dungeoneering) 4 ranks,
For most Small and Medium creatures, this benefit two or more eyes.
increases natural reach to 10 feet. Benefit: You can cast a spell with a casting time of 1 full
If you already have a reach of more than 5 feet for some round or less as an ocular spell.
reason, this feat extends your reach by another 5 feet. An ocular spell does not take effect immediately, but is
As described on page 112 of the Player’s Handbook, a reach instead held in one of your eyes for up to 8 hours.
weapon doubles your normal reach; for example, if you You can store only two ocular spells in this fashion, even if
have this feat and you wield a longspear, you can attack you have more than two eyes.
targets 15 or 20 feet away. Only ray spells and spells with a target other than personal
Your elongated arms also grant you a +2 bonus on Climb can be cast as ocular spells.
checks. When you choose, you can then cast both of the ocular
Special: Due to the disfigured nature of your new limbs, spells as a full-round action; the spells become brilliant
you take a –1 penalty on all melee attack rolls. blasts that shoot out from your eyes.
You can choose different targets for the two ocular spells.
When you release an ocular spell, its effect changes to a ray
INHUMAN VISION [ABERRANT] with a range of up to 60 feet.
You possess the inhuman eyes of some strange creature. If the spell previously would have affected multiple
They might look segmented or larger or without pupils. creatures, it now affects only the creature struck by the ray.
You might even have eyestalks. You must succeed on a ranged touch attack to strike your
Prerequisite: Aberration Blood. target with an ocular spell, and the target is still permitted
any saving throw allowed by the spell.
312
Example: Ferno, an 11th-level wizard with the Ocular Spell Prerequisites: Aberration Blood, one other aberrant
feat, could prepare two scorching ray spells as ocular spells, feat.
casting them at the beginning of the day. Benefit: You gain a fly speed (with average
In combat, he can take a full-round action to fire off both maneuverability) equal to one-half your base land speed
scorching ray spells. (round down to the nearest 5-foot increment).
He can fire each spell at a different target, and he gets all You can use your flight for a number of consecutive rounds
three rays from each spell. equal to 1 + your Constitution modifier (minimum 1
An ocular spell uses up a spell slot two levels higher than round); between these uses you cannot fly for 1 round.
the spell’s actual level. You gain resistance to cold 5.
You are immune to altitude fatigue and altitude sickness.
PARRYING SHIELD []
You have studied advanced techniques for battling foes THRALL BRED []
whose attacks normally bypass armor. You were spawned in the breeding pits of the mind flayers
You use your shield to block or deflect rays and other touch or the beholders.
attacks. You were bred for unusual strength, hardiness, and loyalty
Prerequisite: Shield proficiency. to your unhuman masters, and you can now choose to
Benefit: You gain your shield bonus (and the shield’s bestow your loyalty on other worthy masters.
enhancement bonus, if any) as an addition to your touch Prerequisites: Humanoid, Con 13.
AC. Benefit: When you are within 30 feet of the individual
Special: A fighter can select Parrying Shield as one of his you have designated as your special charge, you gain a +1
fighter bonus feats (see Player’s Handbook page 38). morale bonus on damage rolls and saving throws.
If your special charge is not within 30 feet, or is dead or
incapacitated, you take a –2 morale penalty on damage rolls
QUICK RECOVERY [] and saving throws.
It’s hard to keep you down for long. You can designate a special charge only once per month.
You have a talent for shaking off effects that leave others If your charge dies or abandons you, you take the morale
unable to act. penalty until you have the opportunity to choose a new
Benefit: Whenever you begin your turn stunned or charge (or choose to have no special charge at all).
dazed, you can make a new saving throw at the original DC Your charge must have more Hit Dice than you.
of the effect that stunned or dazed you in an attempt to
recover.
Recovering from being stunned or dazed in this way is a WARPED MIND [ABERRANT]
move action. Your tainted form has altered the physical nature of your
If the effect that caused you to become stunned or dazed brain, making you resistant to mental effects and more
did not allow a saving throw, you can recover by capable of unleashing the power of your mind on others.
succeeding on a Will save (DC 10 + 1/2 HD or caster level Prerequisite: Aberration Blood.
of originator of effect + relevant ability modifier, or Cha Benefit: You gain a racial bonus on Will saves against
modifier if there is not an obvious ability linked to the mindaffecting spells and abilities equal to one-half the
effect). number of aberrant feats you possess.
Normal: You are stunned or dazed as long as the effect You gain 1 psionic power point for each aberrant feat you
calls for, and do not have an opportunity to recover early. possess.

SCAVENGING GULLET [ABERRANT] WATERSPAWN [ABERRANT]


The taint of the aberration in your blood has gifted you Your abnormal body and heritage has become more
with the ability to gain nourishment from things that pronounced.
others would never consider as food. You have prominent fins and are supremely well adapted to
Prerequisite: Aberration Blood. the icy deeps.
Benefit: You gain nourishment from eating any organic Prerequisites: Aberration Blood, one other aberrant
material, despite its freshness or source. feat.
You gain a +4 racial bonus on Fortitude saves to resist the Benefit: You gain a Swim speed equal to your land speed.
effect of ingested poisons, as well as on Fortitude saves to This also grants you a +8 racial bonus on Swim checks, the
resist diseases caused by ingested substances (such as ability to take 10 on any Swim check, and the ability to use
spoiled food). the run action while swimming.
You gain resistance to cold 5.
You can breathe air and water with equal ease.
STARSPAWN [ABERRANT]
Your abnormal body and heritage has become more
pronounced. WILD TALENT []
You grow membranous wings and are comfortable in Your mind wakes to a previously unrealized talent for
extreme elevations. psionics.

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.

ABOLETH FEATS ENLARGE MUCUS CLOUD []


An aboleth with this feat can extend its mucus cloud into a
CRAFT ABOLETH GLYPH [ITEM wider area.
Prerequisites: Aboleth, Con 20.
CREATION] Benefit: The aboleth’s mucus cloud extends to fill an area
An aboleth with this feat can create magic glyphs that store equal to its natural reach (a 10-foot radius for most
spells or have specialized effects of their own. aboleths).
Prerequisites: Aboleth, caster level 5th. Normal: The aboleth’s mucus cloud has a radius of only 1
Benefit: The creature can create a permanent glyph of foot.
warding effect that automatically recharges and replenishes Special: On land, the aboleth’s mucus cloud becomes a
its own energy after a short period of inactivity after it is mucus puddle of an equal radius.
triggered. The mucus can affect other beings in contact with the
Crafting an aboleth glyph takes one day for each 1,000 gp in puddle (including any that move through it using their
its base price. base land speed), but beings that jump or fly over it, or
The base price of an aboleth glyph is its caster level × spell otherwise avoid the puddle, are safe.
level × 1,000 gp.
To create the glyph, the creature must spend 1/25 of the
base price in XP and use up raw materials costing one-half MEMORY EATER []
of the base price. An aboleth with this feat is particularly adept at extracting
A newly created glyph functions exactly as if the creature memories and knowledge from the bodies of those it
had cast glyph of warding on the affected area, except that consumes.
the glyph automatically reappears 1 minute after it is Prerequisites: Aboleth, Cha 21.
discharged. Benefit: The aboleth processes and remembers countless
Similarly, if the glyph is dispelled, it reforms as good as new memories of those it has eaten.
1 minute later. It can make untrained skill checks in any skill, including
An aboleth glyph can be destroyed only in the same those in which it has no ranks and that normally cannot be
manner that a magic item can be destroyed— used untrained.
Mordenkainen’s disjunction, physical destruction of the Normal: Aboleths receive only random flashes of
glyph, and so on. memory that quickly fade while eating the flesh of an
Alternatively, the aboleth can create a master glyph. intelligent creature.
Each master glyph is a unique glyph with specific effects
and base costs; several sample master glyphs are detailed
later in this chapter. POWERFUL BITE []
An aboleth with this feat develops jaws that are much more
DEATH FRENZY [] muscular than normal, allowing it to bite more efficiently.
Prerequisites: Aboleth, Str 28, Weapon Focus (bite).
When an aboleth takes this feat, its sense of immortality Benefit: An aboleth with this feat gains a natural bite
rebels against the very concept of death. attack that deals 2d6 points of damage plus half its Strength
If threatened with death, the creature becomes frenzied modifier.
with speed and fury. If the aboleth makes a full attack, this bite attack is a
Prerequisites: Aboleth, Diehard, Endurance. secondary attack and is made with a –5 penalty on the
Benefit: If the aboleth is reduced to fewer hit points than attack roll.
its total Hit Dice, it automatically enters a death frenzy. Normal: The aboleth’s bite attack is an unarmed strike
Entering this state is an immediate action; the aboleth can that takes a full-round action to use and deals 1d4 points of
enter a death frenzy even when it’s not its turn. damage on a hit.
While in a death frenzy, the aboleth cannot cast spells, use
spell-like abilities, or use supernatural special attacks.
When an aboleth enters a death frenzy, it gains a +4 morale QUICKSLIME []
bonus to its Strength and Dexterity, and the threat range The slime attack of an aboleth with this feat is particularly
for all its natural attacks doubles. fast and difficult to resist.
When it makes a full attack, it can make one additional Prerequisites: Aboleth, Ability Focus (slime).
attack each round at its highest base attack bonus.

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.

GRAFT FLESH [ITEM CREATION]


You can apply a certain type of graft to other living
creatures or to yourself.
Prerequisite: Heal 10 ranks.
Benefit: Choose a type of graft: aboleth, illithid, or
silthilar.
You must be an aboleth to choose aboleth grafts.
You must be an illithid to choose illithid grafts.
There are no additional requirements for choosing silthilar
grafts.
Other races aside from these three can create grafts; see the
Fiend Folio for beholder, fiendish, undead, and yuan-ti
grafts.
You can create grafts of your chosen type and apply them to
other creatures or to yourself.
Creating a graft takes one day for each 1,000 gp in its price.
To create a graft, you must spend 1/25 of the graft’s price in
XP and use up raw materials costing half this price.

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.

WOUNDING SPELL [METAMAGIC]


Because you have studied the cruel arts of the Athalantan
magelords of old, you know how to cast spells that cause
terrible, bleeding wounds.
Prerequisites: Knowledge (history) 4 ranks, Empower
Spell.
Benefit: When affected by this feat, a spell that deals
damage to a creature also inflicts a bleeding wound that
does not heal normally.
On each subsequent round, the victim loses 1 hit point at
the beginning of your turn.
The continuing hit point loss can be stopped with a Heal
check (DC equal to the spell’s save DC, or the save DC it
would otherwise have in the case of a spell with no save), a
cure spell, or a heal spell.
You cannot apply this feat to a spell that does not deal
damage (such as charm person or baleful polymorph).
A wounding spell occupies a spell slot two levels higher
than the spell’s actual level.

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.

SPELLFIRE WIELDER [GENERAL]


You are one of the rare people who have the innate talent to
control raw magic in the form of spellfire.
Benefit: You can use spellfire to absorb spell energy, fire
destructive blasts, or heal others, as described in the
Spellfire section of the previous chapter.
Special: You can only take this feat as a 1st-level character.
Acquiring this feat requires the approval of the DM.

WIDEN SPELL [METAMAGIC]


You can increase the area of your spells.
Benefit: A widened burst, emanation, or spread spell has
its radius increased by 50%.
Spells that do not have an area of one of these three sorts
are not affected by this feat.
A widened spell uses up a spell slot three levels higher than
the spell’s actual level.

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.

AZURE TOUGHNESS [INCARNUM]


INCARNUM (3.5) You can use incarnum to boost your physical vigor.
Prerequisite: Con 13.
Benefit: Once per day, you can invest essentia into this
MAIN SECTION FEATS feat.
You gain three temporary hit points per point of invested
essentia.
AZURE ENMITY [INCARNUM] Once the amount of essentia invested is chosen, it cannot
You can channel incarnum to enhance your ability to deal be altered and remains invested for 24 hours, even if the
damage to your favored enemies. temporary hit points are lost.
Whenever you strike a favored enemy while essentia is You gain 1 point of essentia.
invested in this feat, a gleam of faint blue radiance shines Special: Azure Toughness can be used in place of the
forth from your eyes. Toughness feat to qualify for a feat, prestige class, or other
Prerequisites: Con 13, favored enemy class feature. special ability.
Benefit: Once per day, you can invest essentia into this
feat. AZURE TURNING [INCARNUM]
You gain an insight bonus equal to the invested essentia on
Bluff, Listen, Sense Motive, Spot, and Survival checks made You can blast undead with incarnum-purified positive
against all of your favored enemies. energy.
You also gain an insight bonus equal to the invested When you use this feat, your brow is enveloped in a
essentia on weapon damage rolls against such creatures. brilliant blue corona.
Once the amount of essentia invested is chosen, it cannot Prerequisites: Con 13, turn undead class feature.
be altered and remains invested for 24 hours. Benefit: Once per day, you can invest essentia into this
You gain 1 point of essentia. feat.
When you make turning checks, any undead whose HD are
low enough to be potentially turned or destroyed by your
AZURE TALENT [INCARNUM, checks are also dealt 1d8 points of damage per point of
essentia invested.
PSIONIC] Once the amount of essentia invested is chosen, it cannot
The soul energy of incarnum increases your mental be altered and remains invested for 24 hours.
capacity. You gain 1 point of essentia.
Prerequisites: Con 13, a power point reserve.
Benefit: Once per day, you can invest essentia into this
feat. AZURE WILD SHAPE [INCARNUM]
You gain bonus power points equal to twice the invested You can channel incarnum to enhance your combat
essentia. prowess while wild shaped.
Once the amount of essentia invested is chosen, it cannot Whenever you deal damage with a natural weapon while
be altered and remains invested for 24 hours. this feat is active, a flash of blue light bursts from the
If you have the ability to bind a soulmeld to your crown natural weapon that delivered the strike.
chakra (even if you don’t have one currently bound), you Prerequisites: Con 13, wild shape class feature.
gain an additional 2 bonus power points as long as at least 1 Benefit: Once per day, you can invest essentia into this
point of essentia is invested in this feat. feat.
You gain 1 point of essentia. While wild shaped, you gain an insight bonus on damage
rolls made with natural weapons equal to the invested
essentia.
AZURE TOUCH [INCARNUM] Once the amount of essentia invested is chosen, it cannot
You can channel incarnum to enhance your ability to heal. be altered and remains invested for 24 hours.
When you use your incarnum-infused healing class feature, You gain 1 point of essentia.
your hands glow bright blue.
Prerequisites: Con 13, lay on hands or wholeness of
body class feature. BONUS ESSENTIA []
Benefit: Once per day, you can invest essentia into this You are better able to harness your personal store of
feat. incarnum.
Add the invested essentia to your class level to determine Prerequisites: Con 13, character level 6th.
the amount of healing available to you from your lay on Benefit: You gain 1 point of essentia.
hands or wholeness of body class features. If you are capable of shaping soulmelds, you instead gain 2
If you have both class features, the benefit applies to both. points of essentia.
324
You also gain an insight bonus equal to the invested
CERULEAN FORTITUDE essentia on melee damage rolls made as part of a critical hit.
[INCARNUM] (This extra damage is added before damage is multiplied for
the critical hit).
You can use incarnum to boost your ability to resist effects Once the amount of essentia invested is chosen, it cannot
that would adversely affect your health. be altered and remains invested for 24 hours.
Prerequisite: Con 13. You gain 1 point of essentia.
Benefit: Once per day, you can invest essentia into this
feat.
You gain an insight bonus on Fortitude saves equal to the COBALT EXPERTISE [INCARNUM]
invested essentia. By channeling the soul energy of weapon masters past,
Once the amount of essentia invested is chosen, it cannot present, and future, you become more adept at maneuvers
be altered and remains invested for 24 hours. of skill and expertise.
You gain 1 point of essentia. Prerequisites: Con 13, Int 13, Combat Expertise.
Benefit: Once per day, you can invest essentia into this
CERULEAN REFLEXES [INCARNUM] feat.
You gain an insight bonus on attack rolls, skill checks, or
You can use incarnum to boost your ability to avoid harm. ability checks made to succeed on a disarm attack, a feint in
Prerequisite: Con 13. combat, or a trip attack equal to the invested essentia.
Benefit: Once per day, you can invest essentia into this You also gain an insight bonus equal to the invested
feat. essentia to AC when using Combat Expertise (up to a
You gain an insight bonus on Reflex saves equal to the maximum value equal to the penalty accepted on the attack
invested essentia. roll).
Once the amount of essentia invested is chosen, it cannot Once the amount of essentia invested is chosen, it cannot
be altered and remains invested for 24 hours. be altered and remains invested for 24 hours.
You gain 1 point of essentia. You gain 1 point of essentia.

CERULEAN WILL [INCARNUM] COBALT POWER [INCARNUM]


You can use incarnum to boost your willpower. By channeling the soul energy of brutal warriors past,
Prerequisite: Con 13. present, and future, you become more capable of
Benefit: Once per day, you can invest essentia into this overcoming your enemies through sheer strength.
feat. Prerequisites: Con 13, Str 13, Power Attack.
You gain an insight bonus on Will saves equal to the Benefit: Once per day, you can invest essentia into this
invested essentia. feat.
Once the amount of essentia invested is chosen, it cannot You gain an insight bonus on attack rolls or ability checks
be altered and remains invested for 24 hours. made to succeed on a bull rush, overrun, or sunder attack
You gain 1 point of essentia. equal to the invested essentia.
You also gain an insight bonus equal to the invested
COBALT CHARGE [INCARNUM] essentia on damage rolls made when using Power Attack
(up to a maximum value equal to the penalty accepted on
You can channel incarnum to deal devastating strikes when the attack roll).
charging. Once the amount of essentia invested is chosen, it cannot
When you make a charge attack while this feat is active, be altered and remains invested for 24 hours.
your weapon momentarily turns deep blue. You gain 1 point of essentia.
Prerequisite: Con 13.
Benefit: Once per day, you can invest essentia into this
feat. COBALT PRECISION [INCARNUM]
You gain an insight bonus on attack rolls and damage rolls You can focus your soul energy into your ranged attacks,
equal to the invested essentia on all charge attacks. dealing more damage with successful critical hits.
Once the amount of essentia invested is chosen, it cannot Prerequisites: Con 13, Point Blank Shot.
be altered and remains invested for 24 hours. Benefit: Once per day, you can invest essentia into this
You gain 1 point of essentia. feat.
You gain an insight bonus equal to the invested essentia on
COBALT CRITICAL [INCARNUM] ranged attack rolls made to confirm a critical threat.
You gain an insight bonus equal to the invested essentia on
You can focus your spirit into your melee weapon attacks, ranged damage rolls made as part of a critical hit.
dealing more damage with successful critical strikes. (This extra damage is added before damage is multiplied for
Prerequisite: Con 13. the critical hit).
Benefit: Once per day, you can invest essentia into this Both of these bonuses apply only against targets within 30
feat. feet.
You gain an insight bonus equal to the invested essentia on Once the amount of essentia invested is chosen, it cannot
melee attack rolls made to confirm a critical threat. be altered and remains invested for 24 hours.
325
You gain 1 point of essentia.
HEALING SOUL [INCARNUM]
You can draw upon the soul energy of incarnum to heal
COBALT RAGE [INCARNUM] your wounds.
You can channel incarnum to enhance your rage. Prerequisites: Con 13, Heal 1 rank.
When you do so, your eyes turn deep blue in color. Benefit: Once per day, you can invest essentia in this feat.
Prerequisites: Con 13, rage class feature. As a swift action, you can heal your own wounds.
Benefit: Once per day, you can invest essentia into this Each use of this ability heals 2 hp per point of essentia
feat. invested in the feat, and you can use the feat a number of
While raging, you gain an insight bonus on melee damage times per day equal to the invested essentia.
rolls and on Will saves equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot
Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
be altered and remains invested for 24 hours. If you have the ability to bind a soulmeld to your soul
You gain 1 point of essentia. chakra, each use of this ability instead heals 4 hp per point
of essentia invested in the feat.
You gain 1 point of essentia.
DIVINE SOULTOUCH [DIVINE]
You can channel positive or negative energy to imbue
yourself with incarnum.
HEART OF INCARNUM []
Prerequisites: Con 13, ability to turn or rebuke undead. You tap into the power of your heart chakra to gain
Benefit: You can spend a turn or rebuke undead attempt resilience.
as a free action to add 1 point of essentia to your essentia Prerequisite: Ability to bind a soulmeld to your heart
pool for 1 round. chakra.
For the duration of this effect, your essentia capacity in all Benefit: You gain hit points equal to your essentia pool.
soulmelds, incarnum feats, and other essentia-powered If the size of your essentia pool changes, the number of hit
abilities is increased by 1. points granted by this feat change to match the new total.
You can use this ability once per round.
IMPROVED ESSENTIA CAPACITY []
DOUBLE CHAKRA [] Your capability of investing essentia improves.
One of your chakras becomes capable of holding more Prerequisites: Con 15, essentia pool 2.
incarnum than it is normally capable of containing. Benefit: The essentia capacity of your incarnum feats
Prerequisite: Meldshaper level 9th. improves by 1, up to a maximum value equal to your
Benefit: When this feat is selected, choose a chakra to Constitution bonus.
which you can bind soulmelds.
Two of your shaped soulmelds can occupy (and be bound
to) that chakra simultaneously. INCARNUM-FORTIFIED BODY []
This counts as two chakra binds. The incarnum within you strengthens your body’s
Special: You can gain this feat multiple times. toughness, enabling you to withstand greater injury.
Its effects do not stack. Benefit: When you take this feat, you gain 2 hit points for
Each time you take the feat, it applies to a new chakra. each incarnum feat you have.
Normal: Without this feat, each chakra can only be Whenever you take a new incarnum feat, you gain 2 more
occupied or bound by a single soulmeld. hit points.
You gain a +4 bonus on Fortitude saves made to avoid death
from massive damage.
EXPANDED SOULMELD CAPACITY []
Your soul’s tie to incarnum allows you to maintain more
essentia in a single soulmeld.
INCARNUM RESISTANCE []
Prerequisites: Con 15, meldshaper level 1st. Your body, untainted by incarnum, is not easily affected by
Benefit: When you shape your soulmelds, choose one the power of soul energy.
soulmeld. Prerequisite: No essentia pool.
Your essentia capacity for that soulmeld is increased by 1 Benefit: You gain a +2 bonus on saving throws against
(up to a maximum of your Constitution bonus). effects generated by soulmelds.
Each time you shape your soulmelds, you can change the Special: You lose the benefit of this feat if you gain any
soulmeld that benefits from this feat. essentia.
Special: You can take this feat multiple times.
For each time you take this feat, you can apply its effects to
one additional soulmeld while shaping. INCARNUM SPELLSHAPING
You can’t apply this feat’s effects more than once to the [INCARNUM]
same soulmeld.
You gain the ability to invest incarnum into your
spellcasting.
Prerequisites: Con 13, ability to cast 1st-level spells.
326
Benefit: You can learn, prepare, and/or cast spells with
the incarnum descriptor (see page 98) as appropriate for MIDNIGHT METAMAGIC
your class’s spellcasting ability. [INCARNUM]
You gain 1 point of essentia.
You can channel incarnum to alter your prepared spells.
When you cast such a spell, your hands gleam with a dark
INDIGO STRIKE [INCARNUM] blue radiance.
You can channel incarnum to enhance your ability to deal Prerequisites: Con 13, ability to cast 1st-level spells, any
damage with your skirmish attack, sneak attack, or sudden metamagic feat.
strike. Benefit: Once per day, you can invest essentia into this
When you do so, your eyes turn dark blue. feat and choose one or more spells that you know (and have
Prerequisites: Con 13 and skirmish, sneak attack, or prepared, if you prepare spells) to apply the effect of a
sudden strike class feature. metamagic feat that you know.
Each spell to be affected requires the investment of a
Benefit: Once per day, you can invest essentia into this
number of essentia equal to the normal spell level
feat.
adjustment required by the metamagic feat (minimum 1
You gain an insight bonus on damage rolls made when
point of essentia).
delivering attacks with the skirmish, sneak attack, or
The next time you cast that spell, the spell gains the effect
sudden strike class feature equal to twice the invested
of that metamagic feat without any change to its level (or
essentia.
casting time, if you cast spells spontaneously).
Once the amount of essentia invested is chosen, it cannot
You can apply the effect of this feat to as many spells as you
be altered and remains invested for 24 hours.
can afford to invest with essentia.
If you have more than one of the listed class features, the
You can apply the effect of different metamagic feats to
bonus applies only once on any given attack.
different spells, as long as you know all metamagic feats
You gain 1 point of essentia.
applied and you have sufficient essentia capacity to do so.
For example, you could invest 1 point of essentia to enlarge
MIDNIGHT AUGMENTATION a spell (as Enlarge Spell) and 2 points of essentia to
empower a spell (as Empower Spell), as long as you had at
[INCARNUM, PSIONIC] least 3 points of essentia to invest, had an essentia capacity
You can augment a psionic power with your personal soul (see Table 2–1: Essentia Capacity) of 3 or greater, and knew
energy rather than mental energy. both the Empower Spell and Enlarge Spell feats.
When you manifest the augmented power, a circle of blue- Once essentia is invested in a spell, it remains invested
black energy momentarily coruscates around your brow. until the spell is cast, at which point the essentia returns to
Prerequisites: Con 13, ability to manifest 2nd-level your essentia pool.
psionic powers. You gain 1 point of essentia.
Benefit: Once per day, you can invest essentia into this
feat and choose a particular psionic power that you know. NECROCARNUM ACOLYTE []
If you expend your psionic focus when manifesting that
power, the power point cost to augment that power is You have experienced the power of necrocarnum, a dark
reduced by a value equal to the invested essentia. and twisted form of incarnum (see the necrocarnate
This can’t reduce the augmentation cost to less than 1. prestige class on page 132).
You can’t invest more essentia in this feat than the chosen The power gained from this source can be great, but many
power’s level, even if the maximum essentia capacity of this decry its origins as evil.
feat would normally be higher than that value. Prerequisites: Ability to shape soulmelds, nongood
Once the amount of essentia invested is chosen, it cannot alignment.
be altered and remains invested for 24 hours. Benefits: You can shape soulmelds with the
You gain 1 point of essentia. necrocarnum descriptor regardless of your alignment.
You gain a +1 profane bonus on the save DCs of your
necrocarnum soulmelds.
MIDNIGHT DODGE [INCARNUM] Normal: Nonevil incarnates and nonevil soulborns can’t
You can channel incarnum to enhance your ability to avoid shape necrocarnum soul melds, since those soulmelds have
attacks against you. the evil descriptor.
As long as you have at least 1 point of essentia invested in
this feat, your legs and feet turn blueblack in color.
Prerequisites: Con 13, Dex 13.
OPEN GREATER CHAKRA []
Benefit: Once per day, you can invest essentia in this feat. You open up one of your body’s centers of power, allowing
During your turn, you designate an opponent and receive a you to bind a soulmeld or a magic item to that chakra.
dodge bonus to Armor Class equal to the invested essentia Prerequisites: Con 17, character level 18th.
against attacks from that opponent. Benefit: When this feat is selected, choose one of the
You can select a new opponent on each of your turns. following chakras: throat or waist.
You gain 1 point of essentia. You can now bind a soulmeld or a magic item to that
Special: Midnight Dodge can be used in place of the chakra.
Dodge feat to qualify for a feat, prestige class, or other In addition, you gain a minor benefit from this newfound
special ability. chakra, depending on the chakra chosen: 327
Throat: +1 insight bonus on Bluff and Diplomacy checks.
Waist: +1 insight bonus on Fortitude saves. PSYCARNUM CRYSTAL [PSIONIC]
Special: You can gain this feat multiple times. Your psicrystal taps into the natural ebb and flow of
Its effects do not stack. incarnum, turning it into a small reservoir of soul energy.
Each time you take the feat, it applies to a new greater Prerequisites: Con 13, Psicrystal Affinity*, essentia
chakra. pool.
Benefit: As long as your psicrystal is within arm’s reach,
you gain 1 bonus point of essentia.
OPEN LEAST CHAKRA [] * See the Expanded Psionics Handbook.
You open up one of your body’s centers of power, allowing
you to bind a soulmeld or a magic item to that chakra.
Prerequisites: Con 13, character level 6th. PSYCARNUM INFUSION [PSIONIC]
Benefit: When this feat is selected, choose one of the You transform your mental focus into a brief burst of soul
following chakras: crown, feet, or hands. energy.
You can now bind a soulmeld or a magic item to that Prerequisites: Con 13, Concentration 4 ranks.
chakra. Benefit: To use this feat, you must expend your psionic
In addition, you gain a minor benefit from this newfound focus.
chakra, depending on the chakra chosen: Until the start of your next turn, one of your soulmelds,
Crown: +1 insight bonus on Will saves. incarnum feats, class features, or other incarnum
Feet: +1 insight bonus on Balance and Move Silently checks. receptacles is treated as if it had essentia invested in it equal
Hands: +1 insight bonus on Climb and Swim checks. to its maximum essentia capacity.
Special: You can gain this feat multiple times. You don’t gain any bonus essentia from this effect.
Its effects do not stack.
Each time you take the feat, it applies to a new least chakra.
SAPPHIRE FIST [INCARNUM]
You can channel incarnum to enhance your ability to
OPEN LESSER CHAKRA [] deliver stunning attacks.
You open up one of your body’s centers of power, allowing When you deliver a stunning attack while essentia is
you to bind a soulmeld or a magic item to that chakra. invested in this feat, your hands burn with a faint blue
Prerequisites: Con 15, character level 12th. flame-like radiance.
Benefit: When this feat is selected, choose one of the Prerequisites: Con 13, Stunning Fist.
following chakras: arms, brow, or shoulders. Benefit: Once per day, you can invest essentia into this
You can now bind a soulmeld or a magic item to that feat.
chakra. Add the invested essentia as an insight bonus on the
In addition, you gain a minor benefit from this newfound damage roll for any attack made with Stunning Fist, as well
chakra, depending on the chakra chosen: as to the save DC for the stunning attack.
Arms: +2 insight bonus on grapple checks. Once the amount of essentia invested is chosen, it cannot
Brow: +1 insight bonus on Search and Spot checks. be altered and remains invested for 24 hours.
Shoulders: +1 insight bonus on Reflex saves. You gain 1 point of essentia.
Special: You can gain this feat multiple times.
Its effects do not stack.
Each time you take the feat, it applies to a new lesser SAPPHIRE SMITE [INCARNUM]
chakra. You can channel incarnum to enhance your ability to
deliver mighty blows.
When you do so, your eyes glisten as if they had become
PSYCARNUM BLADE [INCARNUM, brilliant blue gemstones.
PSIONIC] Prerequisites: Con 13, ability to smite (smite evil class
feature, smite domain power, or similar ability).
You can forge your mind blade from a mixture of mental Benefit: At the beginning of the day, you can invest
and soul energy, enabling you to deal devastating strikes essentia into this feat.
with the weapon. You gain additional uses of your smite ability for the day
Prerequisites: Con 13, ability to form a mind blade. equal to the invested essentia.
Benefit: Once per day, you can invest essentia into this In addition, you gain a +1 bonus on damage dealt by your
feat. smite for every point of essentia invested.
You can expend your psionic focus when making an attack Once the amount of essentia invested is chosen, it cannot
with your mind blade to gain an insight bonus on the be altered and remains invested for 24 hours.
damage roll equal to 1d6 per point of invested essentia. You gain 1 point of essentia.
You must decide whether or not to use this feat prior to
making the attack roll.
If your attack misses, you still expend your psionic focus. SAPPHIRE SPRINT [INCARNUM]
Once the amount of essentia invested is chosen, it cannot Drawing on the soul energy of great runners of history, you
be altered and remains invested for 24 hours. infuse your body with incarnum to speed your steps.
You gain 1 point of essentia.
328
Whenever you run, your feet shine with a bright blue
gleam. SOULSIGHT [INCARNUM]
Prerequisite: Con 13. You can attune your soul to sense living creatures near you.
Benefit: Once per day, you can invest essentia into this When you use this feat, your eyes glow with a blue
feat. luminescence.
When you use the run action, you gain an insight bonus to Prerequisites: Con 13, Wis 13, Concentration 4 ranks.
your speed equal to 5 feet per point of invested essentia. Benefit: Once per day, you can invest essentia into this
This applies regardless of the form of movement used to feat.
run. While essentia is invested in this feat you can activate a
You also gain an insight bonus equal to the invested limited form of blindsense, capable of pinpointing living
essentia on Constitution checks made to continue running creatures only, as a move action.
(see the run action on page 144 of the Player’s Handbook for This blindsense has a range equal to 5 feet per point of
details). invested essentia.
Once the amount of essentia invested is chosen, it cannot The blindsense lasts until the start of your next turn.
be altered and remains invested for 24 hours. Once the amount of essentia invested is chosen, it cannot
If you have the ability to bind a soulmeld to your feet be altered and remains invested for 24 hours.
chakra, you also keep your Dexterity bonus when running If you have the ability to bind a soulmeld to your brow
and gain an insight bonus to AC equal to the invested chakra, the blindsense granted by this feat is capable of
essentia against any attacks of opportunity you provoke detecting both living and nonliving creatures.
when moving out of a threatened square during a run. You gain 1 point of essentia.
You gain 1 point of essentia.
SOULTOUCHED SPELLCASTING
SHAPE SOULMELD []
[INCARNUM]
You gain the ability to shape a single soulmeld.
Prerequisite: Con 13. By fusing your spells with incarnum, they become more
capable of overcoming enemy magic and spell resistance.
Benefit: When this feat is selected, choose a soulmeld
from any class’s soulmeld list. Prerequisite: Con 13.
You can shape that soulmeld using the normal Benefit: Once per day, you can invest essentia into this
meldshaping rules (see page 49). feat.
Once chosen, the soulmeld granted by this feat can never You gain an insight bonus on dispel checks and on caster
be changed. level checks made to defeat spell resistance equal to the
Your meldshaper level for this soulmeld is equal to one-half invested essentia.
your character level. Once the amount of essentia invested is chosen, it cannot
If you have essentia, you can invest essentia in the be altered and remains invested for 24 hours.
soulmeld as normal. You gain 1 point of essentia.
See Table 2–1: Essentia Capacity on page 19 to determine
the soulmeld’s essentia capacity. SPLIT CHAKRA []
If you have the ability to bind a soulmeld to a chakra, you
can bind this soulmeld to any chakra available to you (as One of your chakras becomes capable of holding both a
long as the soulmeld can be bound to that chakra). bound soulmeld and a magic item.
Special: You can gain this feat multiple times. Benefit: When this feat is selected, choose a chakra, such
Its effects do not stack. as hands.
Each time you take the feat, choose a new soulmeld. You can gain the benefit of a magic item that occupies the
body space equivalent of that chakra even while a soulmeld
is bound to that chakra.
SHARE SOULMELD [] You can also bind a magic item to the chakra.
You can share a soulmeld with an ally with which you have Special: You can gain this feat multiple times.
a special bond. Its effects do not stack.
Prerequisite: Ability to shape soulmelds and a familiar, Each time you take the feat, it applies to a new chakra.
animal companion, or mount with whom you can share Normal: Without this feat, a soulmeld bound to a chakra
spells. closes the equivalent body space off from gaining the
Benefit: At your option, any soulmeld shaped by you and benefit of a magic item.
currently affecting you can also affect your familiar, animal
companion, or mount. UNDEAD MELDSHAPER
The creature in question must remain within 5 feet of you
to receive the benefit. [MONSTROUS]
If the creature leaves this radius of effect, it loses the Despite having no soul of your own, you maintain the
Benefits of the soulmeld until such time as it returns ability to channel incarnum through force of will alone.
within 5 feet. Prerequisites: Int 3, undead type.
Benefits: Use your Wisdom score to determine the
maximum number of soulmelds you can shape.
329
If you would use your Constitution score to determine a In addition, you gain a +2 insight bonus on damage rolls
soulmeld’s save DC, use your Wisdom score instead. made against creatures whose alignment opposes any
component of your alignment.
For example, a lawful good character would gain this bonus
EPIC FEATS against chaotic creatures and against evil creatures.
Neutral characters can treat the four “extreme” alignments
(lawful good, chaotic good, lawful evil, and chaotic evil) as
BONUS SOULMELD [EPIC] opposed to their alignment for purposes of this feat.
You gain newfound meldshaping ability.
Prerequisite: Ability to shape five soulmelds. RAPID MELDSHAPING [EPIC]
Benefit: Choose a meldshaping class for which you can
shape at least five soulmelds. You can shape a meld in seconds.
The number of soulmelds for that class you can have Prerequisites: Meldshaper level 12th, Knowledge
shaped at any given time increases by one. (arcana) 15 ranks.
Special: You can gain this feat multiple times. Benefit: Once per day, you can unshape one of your
Each time you select this feat, it increases your number of existing soulmelds and immediately shape another
soulmelds for a chosen class by one. soulmeld.
This process requires a full-round action and provokes
attacks of opportunity.
EPIC ESSENTIA [EPIC] The soulmeld that you shape cannot be bound to a chakra,
You unlock more of your inner soul energy. even if the soulmeld that you unshape was bound to a
chakra.
Prerequisite: Ability to shape three soulmelds.
Benefit: You gain 3 points of essentia.
Special: You can gain this feat multiple times, up to a
maximum equal to one-third the number of soulmelds you SIDEBAR FEATS
are capable of shaping.
For example, a character who can shape six soulmelds can PLANAR TOUCHSTONE []
take this feat twice.
Forge a link between you and power-rich planar locations,
referred to as planar touchstones.
EXTRA CHAKRA BIND [EPIC] Prerequisites: Portable object of at least 250 gp value
You gain the ability to use more of your body’s centers of native to any designated planar touchstone site, Knowledge
power in conjunction with your soulmelds. (the planes) 8 ranks.
Prerequisites: Three chakra binds, ability to bind Benefit: Choose any site designated as a planar
soulmelds to your lesser chakras. touchstone for which you also possess an object native to
Benefit: The number of chakras to which you can bind that location, as noted in this feat’s prerequisite.
soulmelds increases by one. When this feat is first taken, forging a link between
Special: You can gain this feat multiple times. yourself and a chosen planar touchstone takes 24 hours of
uninterrupted concentration.
To forge a link, you must spend 10 experience points and
OPEN HEART CHAKRA [EPIC] expend the object described in this feat’s prerequisite.
You open up one of your body’s most potent centers of Once the link is forged, you gain the base ability described
power, allowing you to bind a soulmeld or a magic item to for that touchstone.
your heart chakra. If you physically visit the planar location once you’ve
Prerequisites: Con 19, character level 21st. forged a link, you also gain a higher-order ability with a
Benefit: You can now bind a soulmeld or a magic item to limited number of uses, as described for that planar
your heart chakra. touchstone.
In addition, you gain hit points equal to one-half your Hit You can repeatedly visit the planar touchstone, each time
Dice. recharging your usages of the higher-order ability.
Each time you gain an even-numbered HD (such as when Usages of a higher-order ability do not stack, so visiting
advancing from 21 HD to 22 HD upon gaining a level), you your planar touchstone prior to using up any of your
gain 1 additional hit point. higher-order usages confers no additional benefit.
If you lose an even-numbered HD (such as by losing a level Once you’ve established a link with one planar touchstone
from 22nd to 21st), you lose a hit point permanently. site by taking this feat, you can also freely visit other planar
touchstones.
When you do so and fulfill the higher-order ability’s
OPEN SOUL CHAKRA [EPIC] recharge condition for the alternate site, you immediately
gain the base ability of the new planar touchstone site and
You gain the ability to bind soulmelds to your body’s most
lose the base ability of the previous site.
potent center of power: your soul chakra.
You also lose any remaining uses of the higher-order ability
Prerequisites: Con 21, character level 24th. of your previously selected site (if any), and instead gain the
Benefit: You can now bind a soulmeld or a magic item to specified number of higher-order ability uses appropriate to
your soul chakra. the new site.
330
In this way, you can “unplug” from one site and “plug in” to
a new planar touchstone site as often as you desire.
Thus, after expending the raw materials and experience
points for making your first connection, making
subsequent connections with different sites is as easy as
fulfilling the higher-order recharge condition.
Special: You can take this feat more than once.
Each time, you gain the base ability to retain one more
planar touchstone location in addition to your previous
ability.
You also gain the capacity to retain uses of one more planar
touchstone’s higher-order ability.

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.

BRACHIATION [GENERAL] DRAGON’S TOUGHNESS [GENERAL]


You move through trees like a monkey.
You are incredibly tough.
Prerequisites: Climb 6 ranks.
Jump 6 ranks. Prerequisite: Base Fort save bonus +11.
Str 13. Benefit: You gain +12 hit points.
Special: You can gain this feat multiple times.

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.

Benefit: Select one of your favored enemies that is


normally subject to critical hits.
FAVORED CRITICAL [GENERAL] Whenever you attack this type of creature, the threat range
You know how to hit your favored enemies where it hurts. of whatever weapon you are using is doubled.
Prerequisites: Base attack bonus +5, at least one favored For example, a longsword usually threatens a critical hit on
enemy. a die roll of 19 or 20 (two numbers).
334
In the hands of a character with Favored Critical using it
against a favored enemy, its threat range becomes 17 IMPROVED FLIGHT [GENERAL]
through 20 (four numbers). You gain greater maneuverability when flying than you
If it is also a keen longsword, its threat range becomes 15 would normally have.
through 20 (six numbers: 2 for being a longsword, 2 for Prerequisite: Ability to fly (naturally, magically, or
being doubled as a keen weapon, and 2 for being doubled through shapechanging).
again by Favored Critical). Benefit: Your maneuverability while flying improves by
Special: You can take this feat multiple times. one grade.
Each time you do, it applies to a new favored enemy. For example, if your normal maneuverability is poor, it
The effects of this feat do not stack with those of Improved becomes average.
Critical.
IMPROVED SWIMMING [GENERAL]
FLYBY ATTACK [GENERAL] You swim faster than you normally could.
You attack while on the wing. Prerequisite: Swim 6 ranks.
Prerequisites: Ability to fly, either naturally or through Benefit: You swim at one-half of your land speed as a
shapechanging. move-equivalent action or at three-quarters of your land
Benefit: When flying, you take a move action (including speed as a full-round action.
a dive) plus another partial action at any point during that Normal: You swim at one-quarter of your land speed as a
move. move-equivalent action or at one-half of your land speed as
You cannot take a second move action during a round in a full-round action.
which you make a flyby attack.
You can use this feat only while you are in a form that
allows natural flight; it cannot be used in conjunction with INSTANTANEOUS RAGE [GENERAL]
magical flight (such as a fly spell). You activate your rage instantly.
Normal: Without this feat, you can take a partial action Prerequisite: Ability to rage.
either before or after your move. Benefit: Your rage begins at any time you wish, even
when it’s not your turn or when you’re surprised.
You can activate your rage in response to another’s action
GIANT’S TOUGHNESS [GENERAL] after learning the result but before it takes effect.
You are amazingly tough. Thus, you can gain the benefits of rage in time to prevent or
Prerequisite: Base Fort save bonus +8. ameliorate an undesirable event.
Benefit: You gain +9 hit points. For example, you can gain the additional hit points that
Special: You can gain this feat multiple times. rage grants just before a blow that would otherwise cause
you to tall unconscious, throw against an incoming spell.
Normal: You enter a rage only during your turn.
GREATER RESILIENCY [GENERAL]
Your extraordinary resilience to damage increases.
Prerequisite: Damage reduction as a class feature or INTIMIDATING RAGE [GENERAL]
innate ability. Your rage engenders fear in your opponents.
Benefit: Your damage reduction increases by +1/–. Prerequisites: Ability to rage.
If it would normally rise thereafter with level, it does so at Benefit: While you are raging, you designate a single foe
its previous rate. within 30 feet of you who must make a Will save (DC = 10 +
For example, a 15th-level barbarian has damage reduction one-half your character level + your Charisma modifier) or
2/–. become shaken for as long as you continue to rage and the
By taking this feat, he raises it to 3/–. target can see you.
Thereafter, it continues to rise by +1/– at the designated (A shaken creature suffers a –2 morale penalty on attack
intervals: to 4/– at 17th level, and to 5/– at 20th level. rolls, saves, and checks).
You may not take this feat more than once. A target who makes the save remains immune to the
intimidating effect of your rage for one day.
Creatures immune to fear and those with no visual senses
GREATER TWO-WEAPON FIGHTING are immune to this effect.
[GENERAL]
You are a master at fighting two-handed. MULTIATTACK [GENERAL]
Prerequisites: Improved Two-Weapon Fighting, Two- You are adept at using all your natural weapons at once.
Weapon Fighting, Ambidexterity, base attack bonus +15. Prerequisite: Access to a form that has three or more
Benefit: You get a third attack with your off-hand natural weapons, either naturally or through
weapon, albeit at a –10 penalty. shapechanging.
Benefit: Your secondary attacks with natural weapons
suffer only a –2 penalty.
Normal: Without this feat, your secondary natural attacks
suffer a –5 penalty.
335
Your highest divine caster level is the level at which you
MULTIDEXTERITY [GENERAL] rebuke plants.
You are skilled at utilizing all your hands in combat.
Prerequisites: Dex 15, access to a form with three or
more arms. PLANT DEFIANCE [GENERAL]
Benefit: You ignore all penalties for using your off hands. You channel the power of nature to drive off plant
(A creature has one primary hand, and all the others are off creatures.
hands; for example, a four-armed creature has one primary Prerequisite: Ability to cast detect animals or plants.
hand and three off hands). Benefit: You turn (but not destroy) plants as a good cleric
Normal: Without this feat, a creature suffers a –4 penalty turns undead.
on attack rolls, ability checks, and skill checks made with Treat immobile plant creatures as creatures unable to flee.
an offhand. The number of times per day that you can use this ability is
Special: This feat is the same as the Ambidexterity feat for equal to 3 + your Charisma modifier.
creatures with three or more arms. Your highest divine caster level is the level at which you
turn plants.
NATURAL SPELL [WILD]
You cast spells while in a wild shape. POWER CRITICAL [GENERAL]
Prerequisite: Ability to use wild shape, Wis 13. Choose one weapon, such as a longsword or a greataxe.
Benefit: You complete the verbal and somatic With that weapon, you know how to hit where it hurts.
components of spells while in a wild shape. Prerequisites: Improved Critical with weapon, base
For example, while in the form of a hawk, you could attack bonus +12, proficiency with weapon.
substitute screeches and gestures with your talons for the Benefit: Once per day, you can declare a single melee
normal verbal and somatic components of a spell. attack with your chosen kind of weapon to be an automatic
You can use any material components or focuses that you threat before you make the attack roll.
can hold with an appendage of your current form, but you If the attack is successful, you roll to confirm the critical,
cannot make use of any such items that are melded within regardless of whether the actual attack roll was a threat.
that form. Special: You can take this feat multiple times.
This feat does not permit the use of magic items while in a Each time you do, it applies to a new kind of weapon.
form that could not ordinarily use them, and you do not You may use this ability only once per day per kind of
gain the ability to speak while in a wild shape. weapon to which it applies.

OFF-HAND PARRY [GENERAL] PROPORTIONATE WILD SHAPE


You use your off-hand weapon to defend against melee
attacks.
[WILD]
Prerequisites: Ambidexterity, Dex 13, Two-Weapon You use wild shape to become animals of your own size,
Fighting, base attack bonus +3, proficiency with weapon. even if your wild shape ability would normally exclude that
Benefit: When fighting with two weapons and using the size category.
full attack option, you can on your action decide to attack Prerequisites: Ability to use wild shape, natural form
normally or to sacrifice all your off-hand attacks for that neither Small or Medium-size.
round in exchange for a +2 dodge bonus to your AC. Benefit: You use your wild shape ability to take the form of
If you take this option, you also suffer penalties on your an animal whose normal size category matches your own.
attacks as if you were fighting with two weapons. For example, a cloud giant druid (size Huge) with this feat
If you are also using a buckler, its AC bonus stacks with the could use wild shape to become a Huge shark or a giant
dodge bonus. squid.
You can use only bladed or hafted weapons of a size Normal: The size of the animal form you can assume
category smaller than your own with this feat. through wild shape is limited by the parameters of the
ability, regardless of your original size.

PLANT CONTROL [GENERAL]


You channel the power of nature to gain mastery over plant
REMAIN CONSCIOUS [GENERAL]
creatures. You have a tenacity of will that supports you even when
Prerequisites: Plant Defiance, ability to cast speak with things look bleak.
plants. Prerequisites: Base attack bonus +2, Endurance, Iron
Benefit: You rebuke or command plants as an evil cleric Will, Toughness.
rebukes undead. Benefit: After your hit points are reduced to 0 or below,
To command a plant, you must be able to speak with it via a you may take one partial action on your turn every round
speak with plants effect, though you may issue your until you reach –10 hit points.
commands mentally if desired.
The number of times per day that you can use this ability is
equal to 3 + your Charisma modifier.
RESIST DISEASE [GENERAL]
You have developed a natural resistance to diseases.
336
Benefit: You gain a +4 bonus on Fortitude saves against If you fling a creature while you are flying, it suffers either
disease. flinging or falling damage, whichever is greater.

RESIST POISON [GENERAL] SPEAKING WILD SHAPE [WILD]


You have built up an immunity to the effects of poisons by While in wild shape, you can communicate with animals or
exposing yourself to controlled doses of them. elementals of the same kind as your current form.
Benefit: You gain a +4 bonus on Fortitude saves against Prerequisites: Ability to use wild shape, Int 13.
poison. Benefit: While in a wild shape, you operate as if you were
under a continuous speak with animals effect with respect to
animals of the same kind.
RESISTANCE TO ENERGY [GENERAL] For example, if you use wild shape to take the form of a wolf,
You channel the power of nature to resist a particular you can communicate with wolves as long as you are in that
energy type (fire, cold, electricity, acid, or sonic). form.
Prerequisites: Base Fort save bonus +8. You speak in growls, squawks, chitters, or whatever other
Benefit: Choose an energy form. sounds such an animal would typically use to communicate
You gain resistance 5 against that type of energy. with others of its kind, if you are able to use wild shape to
For example, if you choose fire, you ignore the first 5 points become an elemental, you can also communicate with
of fire damage you take each round, regardless of whether elementals of the same kind as yourself, using their
that damage stems from a mundane or a magical source. language.
Special: You can take this feat multiple times. This feat does not enable mental communication.
If you choose the same energy form two or more times, the
effects stack.
This resistance does not stack with that provided by any
SUPERNATURAL BLOW [GENERAL]
spell or magic item. Choose one favored enemy that is immune to critical hits.
You know how to place blows against this opponent for
best effect.
SCENT [WILD] Prerequisites: Base attack bonus +7, favored enemy
Your olfactory senses are as sharp as the wolf’s. immune to critical hits.
Prerequisites: Ability to use wild shape to become a wolf. Benefit: Whenever your attack roll against this favored
Wis 11. enemy would otherwise be a critical hit, you inflict +1d6
Benefit: You gain the scent extraordinary ability points of extra damage per damage die that your weapon
(airbreather’s type, as described in Chapter 3 of the would do on a critical hit.
DUNGEON MASTER’S Guide), which operates regardless of In addition, your favored enemy damage bonus applies to
your form. this creature type normally.
Normal: Creatures that are immune to critical hits are
also immune to the favored enemy damage bonus.
SHADOW [GENERAL]
You have a better chance than most to trail someone WINGOVER [GENERAL]
unnoticed.
Benefit: You gain a +2 bonus on Hide and Spot checks. You change direction quickly once per round while
airborne.
Prerequisite: Ability to fly.
SNATCH [GENERAL] Benefit: This feat allows you to turn at an angle of up to
You can grapple more easily with your claws or bite. 180 degrees in addition to any other turns you are normally
Prerequisite: Access to a form with either claws or bite allowed, regardless of your maneuverability.
as natural weapons. You cannot gain altitude during the round you execute a
Benefit: If you hit with a claw or bite attack, you wingover, but you can dive.
automatically attempt to start a grapple as a free action For more information, see Tactical Aerial Movement in
without provoking an attack of opportunity. Chapter 3 of the DUNGEON MASTER’S Guide.
If you get a hold with a claw on a creature four or more size
categories smaller than yourself, you squeeze each round
for automatic claw damage.
If you get a hold with your bite on a creature three or more
size categories smaller than yourself, you automatically deal
bite damage each round, or if you do not move and take no
other action in combat, you deal double bite damage to the
snatched creature.
As a free action, you can drop a creature you have snatched,
or you can use a standard action to fling it aside.
A flung creature travels 10 feet (and takes 1d6 points of
damage) for each size category greater than Small that you
are.
337
DISTRACTING ATTACK [GENERAL]
MINIATURES You are skilled at interfering with opponents in melee.
Prerequisite: Base attack bonus +1.
Benefit: When you make a melee attack against a
HANDBOOK (3.5) creature, whether you are successful or not, all other
creatures get a +1 circumstance bonus on attack rolls
against that creature until the start of your next turn.
Special: A fighter may select Distracting Attack as one of
MAIN SECTION FEATS his fighter bonus feats.

BATTLEFIELD INSPIRATION DOUBLE HIT [GENERAL]


You can react with your off hand to make an additional
[GENERAL] attack along with an attack of opportunity.
You inspire courage in your allies. Prerequisites: Combat Reflexes, Two-Weapon Fighting,
Prerequisite: Cha 13. Improved Two-Weapon Fighting.
Benefit: As a free action, you can inspire courage in your Benefit: When making an attack of opportunity, you may
allies. make an attack with your off hand against the same target
Each ally within 30 feet of you (not including you) that can at the same time.
hear you and has an Intelligence of 3 or higher gains a +2 You must decide before your first attack roll whether you
circumstance bonus on saving throws against fear effects. want to also use your off hand.
Special: You may select this feat multiple times. If you do, both attacks take the standard penalties for
Its effects stack. fighting with two weapons.
Each time you take the feat, your bonus increases by +2. Special: A fighter may select Double Hit as one of his
fighter bonus feats.
DANGER SENSE [GENERAL]
You are one twitchy mother goose. ENERGY AFFINITY [METAMAGIC]
Prerequisite: Improved Initiative. You can modify a spell that uses one type of energy to use
Benefit: Once per day, you may reroll an initiative check another type (acid, cold, electricity, or fire) instead.
you have just made. Prerequisites: Knowledge (arcana) 5 ranks, able to cast
You may use the better of your two rolls. at least one spell of each of these energy types: acid, cold,
You must decide to reroll before the round starts. electricity, and fire.
Benefit: Choose acid, cold, electricity, or fire.
You can modify any spell with an energy descriptor to use
DASH [GENERAL] the chosen type of energy instead.
You can move faster than normal. A spell so modified works normally in all respects except
Benefit: If you are wearing light armor or no armor and the type of damage dealt.
are carrying a light load, your speed is 5 feet faster. A modified spell uses a spell slot of the spell’s normal level,
modified by any other metamagic feats.
Special: You can gain this feat multiple times.
DAUNTING PRESENCE [GENERAL] Each time you take the feat, it applies to a different type of
You are skilled at inducing fear in your opponents. energy.
Prerequisites: Cha 13, base attack bonus +1.
Benefit: You may take a standard action to overawe an
opponent.
EXTRA DOMAIN SPELL [GENERAL]
The opponent must be within 30 feet, have line of sight to You have chosen to be more specialized in a particular
you, and have an Intelligence score. domain.
If the opponent fails a Will saving throw (DC 10 + 1/2 your Prerequisite: Wis 15, access to one domain spell.
character level + your Cha modifier), the opponent is Benefit: Choose one domain spell that you can cast.
shaken for 10 minutes. You may cast this spell one extra time each day.
This feat has no affect on a creature that is already shaken. Once this spell is chosen, it may not be changed.
Special: A fighter may select Daunting Presence as one of Special: You may take this feat multiple times.
his fighter bonus feats. Each time you choose this feat, you select a different
domain spell to which it applies.
DEFT OPPORTUNIST [GENERAL]
You are prepared for the unexpected. FOE SPECIALIST [GENERAL]
Prerequisites: Dex 15, Combat Reflexes. You are trained at how to damage a particular type of foe.
Benefit: You get a +4 bonus on attack rolls when making Prerequisites: Sneak attack +1d6, base attack bonus +4.
attacks of opportunity. Benefit: Choose a type of creature from Table 3–14:
Ranger Favored Enemies, page 47 of the Player’s Handbook.
338
You deal an extra 1d6 points of damage on successful sneak You must also follow all the requirements of making a
attacks against that type of creature. charge.
(The selected type cannot be construct, elemental, ooze, If you have the ability to make multiple attacks on a charge,
plant, or undead, since those types are not subject to critical you may make only one attack in addition to the thrown
hits). weapon attack.
Special: You can gain this feat multiple times. You still take the normal –2 penalty to Armor Class for
Its effects do not stack. making a charge attack.
Each time you take the feat, it applies to a new creature type Special: A fighter may select Hurling Charge as one of his
from among those that remain eligible. fighter bonus feats.

GOAD [GENERAL] IMPROVED SHIELDMATE


You are skilled at inducing opponents to attack you. [GENERAL]
Prerequisites: Cha 13, base attack bonus +1.
Benefit: As a move action, you may goad an opponent You have an outstanding ability to protect those near you
that threatens you, has line of sight to you, can hear you, with your shield.
and has an Intelligence of 3 or higher. Prerequisites: Shieldmate, base attack bonus +4.
(The goad is a mind-affecting effect). Benefit: As Shieldmate, except that the bonus is +2, or +3
When the goaded opponent starts its next turn, if it if you are using a tower shield.
threatens you and has line of sight to you, it must make a Special: A fighter may select Improved Shieldmate as one
Will saving throw (DC 10 + 1/2 your character level + your of his fighter bonus feats.
Cha modifier).
If the opponent fails its save, you are the only creature it
can make melee attacks against during this turn.
MAGE SLAYER [GENERAL]
(If it kills you, knocks you unconscious, loses sight of you, You have studied the ways and weaknesses of spellcasters
or otherwise is unable to make melee attacks against you, it and can time your attacks and defenses against them
may make any remaining melee attacks against other foes, expertly.
as normal). Prerequisites: Spellcraft 2 ranks, base attack bonus +3.
A goaded creature may still cast spells, make ranged attacks, Benefit: You gain a +1 bonus on all Will saving throws.
move, or perform other actions normally. Spellcasters you threaten may not cast defensively.
The use of this feat restricts only melee attacks. (They automatically fail Concentration checks to do so).
Special: A fighter may select Goad as one of his fighter
bonus feats.
MARTIAL THROW [GENERAL]
You can switch positions with an opponent you hit in
GREATER POWERFUL CHARGE melee by throwing that opponent.
[GENERAL] Prerequisites: Dex 17, Improved Unarmed Strike.
Benefit: When you are adjacent to an opponent of your
You can charge with extra force. size category or smaller and you hit that opponent with an
Prerequisites: Medium or larger, Powerful Charge, base unarmed strike, you may immediately make a special
attack bonus +4. opposed grapple check against that opponent.
Benefit: As Powerful Charge, but treat yourself as one Make a grapple check using your Dexterity modifier
size category larger than you are. instead of your Strength modifier.
For Colossal creatures, the extra 6d6 points of damage The opponent uses its Strength modifier as normal.
bonus becomes 8d6. If you succeed, you and your opponent are not grappling,
Special: A fighter may select Greater Powerful Charge as but you switch positions with the foe.
one of his fighter bonus feats. (If either combatant occupies more than one square, both
must end up adjacent to each other after the throw, each
must occupy at least one square the other formerly
HURLING CHARGE [GENERAL] occupied, and neither can be located in a square occupied
You are trained in using thrown weapons as part of a charge by any obstacle or other creature.
attack. If both combatants can’t meet these conditions, you can’t
Prerequisites: Quick Draw, base attack bonus +6. execute the throw).
Benefit: If you charge an opponent, you may make a Switching positions in this fashion does not provoke
ranged attack with a thrown weapon as well as a melee attacks of opportunity.
attack with another weapon that you draw during the You can use this feat on allies as well as enemies.
charge. If the other character is willing, your attack roll and grapple
You may use this feat only if you have a throwing weapon check are automatically successful, and you deal unarmed
in hand at the start of your turn. strike damage to your ally normally.
Both attacks must be made at the same opponent, and both (This move is a hard, violent throw, and you can’t pull it off
receive the bonus on attack rolls for making a charge. without actually striking the subject of the throw).
(If you kill the enemy you’re charging with the thrown This feat can be used only once per round.
weapon, you complete the charge but don’t get a melee Special: A fighter may select this feat as one of his fighter
attack). bonus feats. 339
MOUNTED CASTING [GENERAL] SECOND WIND [GENERAL]
You are skilled at casting spells while riding a mount. You can shrug off minor wounds with ease.
Prerequisites: Ride 1 rank, Mounted Combat. Benefit: Once per day, as a free action, you can heal
Benefit: You gain a +10 bonus on Concentration checks yourself of a number of points of damage equal to your
to cast spells while mounted. Constitution modifier (minimum 1).

POWERFUL CHARGE [GENERAL] SHIELDMATE [GENERAL]


You can charge with extra force. You can protect those near you with your shield.
Prerequisites: Medium or larger, base attack bonus +1. Prerequisite: Base attack bonus +1.
Benefit: When you charge, if your melee attack hits, it Benefit: When you are using a shield with which you are
deals an extra 1d8 points of damage (if you’re Medium). proficient, friendly creatures adjacent to you get a +1 shield
For Large creatures, the extra damage is 2d6; for Huge, 3d6; bonus to their Armor Class.
for Gargantuan, 4d6; and for Colossal, 6d6. If you are using a tower shield, those creatures get a +2
This feat works only when you make a charge. shield bonus.
It does not work when you’re mounted. The creatures lose the bonus if they are no longer adjacent
If you have the ability to make multiple attacks on a charge, to you, if you’re grappling, or if you’re stunned, paralyzed,
you may apply this extra damage to only one of those or otherwise unable to take actions.
attacks in a round. This shield bonus doesn’t stack with other shield bonuses
Special: A fighter may select Powerful Charge as one of the allied creatures may have.
his fighter bonus feats. Special: A fighter may select Shieldmate as one of his
fighter bonus feats.
PUSHBACK [GENERAL]
You can knock opponents back when you hit them in SIDESTEP [GENERAL]
melee. You can move nimbly around the battlefield.
Prerequisites: Str 17, Improved Bull Rush, Power Prerequisites: Dex 15, Tumble 8 ranks, Dodge,
Attack. Mobility.
Benefit: When you are adjacent to an opponent of your Benefit: Once per round, when you make an attack of
size category or smaller and you hit that opponent with a opportunity, you may take a 5-foot step after you attack.
melee attack, you may immediately make a special bull rush This 5-foot step doesn’t count against your limit of one 5-
attempt against that opponent. foot step per round or against any movement you take on
If you succeed, you push the opponent back 5 feet (only) your turn.
and move into the square (or one of the squares) previously
occupied by that opponent.
You choose whether the opponent moves one square SUDDEN EMPOWER [METAMAGIC]
straight back, one square diagonally back to the right, or You can cast one spell per day to greater effect without
one square diagonally back to the left. special preparation.
You can’t push an opponent back through (or into) solid Prerequisite: Any metamagic feat.
obstacles or otherwise occupied squares. Benefit: Once per day, you may apply the Empower Spell
If, after making the bull rush attempt, you would not be feat to any spell you cast, without increasing the level of the
able to move into a square previously occupied by the spell or specially preparing it ahead of time.
opponent, you can’t push that opponent back. You may still use the Empower Spell feat normally, if you
This feat can be used once per round. have it.
The movement caused by the use of this feat does not
provoke attacks of opportunity.
Special: A fighter may select Pushback as one of his SUDDEN ENERGY AFFINITY
fighter bonus feats. [METAMAGIC]
You can modify a spell’s energy type once per day without
RECKLESS CHARGE [GENERAL] special preparation.
You can charge with wild abandon. Prerequisite: Energy Affinity.
Prerequisite: Base attack bonus +1. Benefit: Once per day, you may apply the Energy Affinity
Benefit: When you charge, before making your attack feat to any spell you cast, without increasing the level of the
roll, you may choose to take a –4 penalty to Armor Class spell or specially preparing it ahead of time.
until the start of your next turn to gain a +4 bonus on your You may still use the Energy Affinity feat normally.
attack roll. Special: You can gain this feat multiple times.
Normal: Without this feat, a charging character gains a +2 Each time it applies to a different type of energy.
bonus on his attack roll and a –2 penalty to Armor Class
until the start of his next turn.
Special: A fighter may select Reckless Charge as one of
his fighter bonus feats.
340
SUDDEN ENLARGE [METAMAGIC] SUDDEN WIDEN [METAMAGIC]
You may cast one spell per day with a greater range than Once per day you can increase the area of a spell without
normal without special preparation. special preparation.
Benefit: Once per day, you may apply the Enlarge Spell Benefit: Once per day, you may apply the Widen Spell
feat to any spell you cast, without increasing the level of the feat to any spell you cast, without increasing the level of the
spell or specially preparing it ahead of time. spell or specially preparing it ahead of time.
You may still use the Enlarge Spell feat normally, if you You may still use the Widen Spell feat normally, if you have
have it. it.

SUDDEN EXTEND [METAMAGIC]


You can cast one spell per day with a longer duration than
normal without special preparation.
Benefit: Once per day, you may apply the Extend Spell
feat to any spell you cast, without increasing the level of the
spell or specially preparing it ahead of time.
You may still use the Extend Spell feat normally, if you
have it.

SUDDEN MAXIMIZE [METAMAGIC]


Once per day you can cast a spell to maximum effect
without special preparation.
Prerequisite: Any metamagic feat.
Benefit: Once per day, you may apply the Maximize Spell
feat to any spell you cast, without increasing the level of the
spell or specially preparing it ahead of time.
You may still use the Maximize Spell feat normally, if you
have it.

SUDDEN QUICKEN [METAMAGIC]


Once per day you can cast a spell with a moment’s thought
without special preparation.
Prerequisites: Quicken Spell, Sudden Empower,
Sudden Extend, Sudden Maximize, Sudden Silent, Sudden
Still.
Benefit: Once per day, you may apply the Quicken Spell
feat to any spell you cast, without increasing the level of the
spell or specially preparing it ahead of time.
You may still use the Quicken Spell feat normally.

SUDDEN SILENT [METAMAGIC]


Once per day you can cast a spell silently without special
preparation.
Benefit: Once per day, you may apply the Silent Spell feat
to any spell you cast, without increasing the level of the
spell or specially preparing it ahead of time.
You may still use the Silent Spell feat normally, if you have
it.

SUDDEN STILL [METAMAGIC]


Once per day you can cast a spell without gestures without
special preparation.
Benefit: Once per day, you may apply the Still Spell feat
to any spell you cast, without increasing the level of the
spell or specially preparing it ahead of time.
You may still use the Still Spell feat normally, if you have it.

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.

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.

IMPROVED CONTROL SHAPE []

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.

MAIN SECTION FEATS EMPOWER SPELL-LIKE ABILITY


[GENERAL]
ABILITY FOCUS [GENERAL] The creature can use a spell-like ability with greater effect
than normal.
Choose one of the creature’s special attacks. Prerequisite: Spell-like ability at caster level 6th or
This attack becomes more potent than normal. higher.
Prerequisite: Special attack. Benefit: Choose one of the creature’s spell-like abilities,
Benefit: Add +2 to the DC for all saving throws against subject to the restrictions below.
the special attack on which the creature focuses. The creature can use that ability as an empowered spell-like
Special: A creature can gain this feat multiple times. ability three times per day (or less, if the ability is normally
Its effects do not stack. usable only once or twice per day).
Each time the creature takes the feat, it applies to a When a creature uses an empowered spell-like ability, all
different special attack. variable, numeric effects of the spell-like ability are
increased by one-half.
An empowered spell-like ability does half again as much
AWESOME BLOW [GENERAL, damage as normal, cures half again as many hit points,
FIGHTER] affects half again as many targets, and so on as appropriate.
For example, a night hag’s empowered magic missile deals 1-
The creature can choose to deliver blows that send its
1/2 times normal damage (roll 1d4+1 and multiply the
smaller opponents flying like bowling pins.
result by 1-1/2 for each missile).
Prerequisites: Str 25, Power Attack, Improved Bull Saving throws and opposed rolls (such as the one made
Rush, size Large or larger. when a character casts dispel magic) are not affected.
Benefit: As a standard action, the creature may choose to Spell-like abilities without random variables are not
subtract 4 from its melee attack roll and deliver an awesome affected.
blow. The creature can only select a spell-like ability duplicating a
If the creature hits a corporeal opponent smaller than itself spell with a level less than or equal to half its caster level
with an awesome blow, its opponent must succeed on a (round down) –2.
Reflex save (DC = damage dealt) or be knocked flying 10 For a summary, see the table in the description of the
feet in a direction of the attacking creature’s choice and fall Quicken Spell-Like Ability feat.
prone. For example, a creature that uses its spell-like abilities as a
The attacking creature can only push the opponent in a 13th-level caster can only empower spell-like abilities
straight line, and the opponent can’t move closer to the duplicating spells of 4th level or lower.
attacking creature than the square it started in. Special: This feat can be taken multiple times.
If an obstacle prevents the completion of the opponent’s Each time it is taken, the creature can apply it to a different
move, the opponent and the obstacle each take 1d6 points one of its spell-like abilities.
of damage, and the opponent stops in the space adjacent to
the obstacle.
FLYBY ATTACK [GENERAL]
CRAFT CONSTRUCT [ITEM The creature can attack on the wing.
Prerequisite: Fly speed.
CREATION] Benefit: When flying, the creature can take a move action
The creature can create golems and other magic (including a dive) and another standard action at any point
automatons that obey its orders. during the move.
Prerequisites: Craft Magic Arms and Armor, Craft The creature cannot take a second move action during a
Wondrous Item. round when it makes a flyby attack.
Benefit: A creature with this feat can create any construct Normal: Without this feat, the creature takes a standard
whose prerequisites it meets. action either before or after its move.
Enchanting a construct takes one day for each 1,000 gp in
its market price.
To enchant a construct, a spellcaster must spend 1/25 the
HOVER [GENERAL]
item’s price in XP and use up raw materials costing half of The creature can come to a halt in midair.
this price (see the Golem, Homunculus, and Shield Prerequisite: Fly speed.
Guardian monster entries for details). Benefit: When flying, the creature can halt its forward
motion and hover in place as a move action. 343
It can then fly in any direction, including straight down or Normal: Without this feat, the creature’s secondary
straight up, at half speed, regardless of its maneuverability. attacks with natural weapons take a –5 penalty.
If a creature begins its turn hovering, it can hover in place
for the turn and take a full-round action.
A hovering creature cannot make wing attacks, but it can MULTIWEAPON FIGHTING
attack with all other limbs and appendages it could use in a
full attack.
[GENERAL]
The creature can instead use a breath weapon or cast a spell A creature with three or more hands can fight with a
instead of making physical attacks, if it could normally do weapon in each hand.
so. The creature can make one extra attack each round with
If a creature of Large size or larger hovers within 20 feet of each extra weapon.
the ground in an area with lots of loose debris, the draft Prerequisites: Dex 13, three or more hands.
from its wings creates a hemispherical cloud with a radius Benefit: Penalties for fighting with multiple weapons are
of 60 feet. reduced by 2 with the primary hand and reduced by 6 with
The winds so generated can snuff torches, small campfires, off hands.
exposed lanterns, and other small, open flames of Normal: A creature without this feat takes a –6 penalty on
nonmagical origin. attacks made with its primary hand and a –10 penalty on
Clear vision within the cloud is limited to 10 feet. attacks made with its off hands.
Creatures have concealment at 15 to 20 feet (20% miss (It has one primary hand, and all the others are off hands).
chance). See Two-Weapon Fighting, page 160 of the Player’s
At 25 feet or more, creatures have total concealment (50% Handbook.
miss chance, and opponents cannot use sight to locate the Special: This feat replaces the Two-Weapon Fighting feat
creature). for creatures with more than two arms.
Those caught in the cloud must succeed on a
Concentration check (DC 10 + 1/2 creature’s HD) to cast a
spell. QUICKEN SPELL-LIKE ABILITY
Normal: Without this feat, a creature must keep moving [GENERAL]
while flying unless it has perfect maneuverability.
The creature can employ a spell-like ability with a
moment’s thought.
IMPROVED NATURAL ARMOR Prerequisite: Spell-like ability at caster level 10th or
higher.
[GENERAL] Benefit: Choose one of the creature’s spell-like abilities,
The creature’s natural armor is thicker and harder than that subject to the restrictions described below.
of others of its kind. The creature can use that ability as a quickened spell-like
Prerequisites: Natural armor, Con 13. ability three times per day (or less, if the ability is normally
Benefit: The creature’s natural armor bonus increases by usable only once or twice per day).
1. Using a quickened spell-like ability is a free action that does
Special: A creature can gain this feat multiple times. not provoke an attack of opportunity.
Each time the creature takes the feat, its natural armor The creature can perform another action—including the
bonus increases by another point. use of another spell-like ability—in the same round that it
uses a quickened spell-like ability.
The creature may use only one quickened spell-like ability
IMPROVED NATURAL ATTACK per round.
The creature can only select a spell-like ability duplicating a
[GENERAL] spell with a level less than or equal to half its caster level
The creature’s natural attacks are more dangerous than its (round down) –4.
size and type would otherwise dictate. For a summary, see the table below.
Prerequisite: Natural weapon, base attack bonus +4. For example, a creature that uses its spell-like abilities as a
Benefit: Choose one of the creature’s natural attack 15th-level caster can only quicken spell-like abilities
forms. duplicating spells of 3rd level or lower.
The damage for this natural weapon increases by one step, In addition, a spell-like ability that duplicates a spell with a
as if the creature’s size had increased by one category: 1d2, casting time greater than 1 full round cannot be quickened.
1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. Normal: Normally the use of a spell-like ability requires a
A weapon or attack that deals 1d10 points of damage standard action and provokes an attack of opportunity
increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8. unless noted otherwise.
Special: This feat can be taken multiple times.
Each time it is taken, the creature can apply it to a different
MULTIATTACK [GENERAL] one of its spell-like abilities.
The creature 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.
344
SNATCH [GENERAL]
The creature can grab opponents much smaller than itself
and hold them in its mouth or claw.
Prerequisite: Size Huge or larger.
Benefits: The creature can choose to start a grapple when
it hits with a claw or bite attack, as though it had the
improved grab special attack.
If the creature gets a hold on a creature three or more sizes
smaller, it squeezes each round for automatic bite or claw
damage.
A snatched opponent held in the creature’s mouth is not
allowed a Reflex save against the creature’s breath weapon,
if it has one.
The creature can drop a creature it has snatched as a free
action or use a standard action to fling it aside.
A flung creature travels 1d6×10 feet, and takes 1d6 points of
damage per 10 feet traveled.
If the creature flings a snatched opponent while flying, the
opponent takes this amount or falling damage, whichever is
greater.

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.

ABILITY FOCUS [] FLYBY ATTACK []


A particular special ability of a creature that has this feat is A creature that has this feat can attack on the wing.
more potent than normal. Prerequisite: Fly speed.
Prerequisite: Special ability that allows a saving throw. Benefit: When flying, the creature can take a move action
Benefit: Add +2 to the DC for all saving throws against (including a dive) and another standard action at any point
the special ability on which the creature focuses. during the move.
Special: A creature can gain this feat multiple times. The creature cannot take a second move action during a
Its effects do not stack. round when it makes a flyby attack.
Each time the creature takes the feat, it applies to a Normal: Without this feat, the creature takes a standard
different special ability. action either before or after its move.

AWESOME BLOW [] HOVER []


A creature that has this feat can choose to deliver blows that The creature can come to a halt in midair.
send its smaller opponents flying like bowling pins. Prerequisite: Fly speed.
Prerequisites: Str 25, Power Attack, Improved Bull Benefit: When flying, the creature can halt its forward
Rush, size Large or larger. motion and hover in place as a move action.
Benefit: As a standard action, the creature can choose to It can then fly in any direction, including straight down or
subtract 4 from its melee attack roll and deliver an awesome straight up, at half speed, regardless of its maneuverability.
blow. If a creature begins its turn hovering, it can hover in place
If the creature hits a corporeal opponent smaller than itself for the turn and take a full-round action.
with an awesome blow, its opponent must succeed on a A hovering creature cannot make wing attacks, but it can
Reflex save (DC equal to damage dealt) or be knocked attack with all other limbs and appendages it could use in a
flying 10 feet in a direction of the attacking creature’s full attack.
choice and fall prone. The creature can instead use a breath weapon or cast a spell
The attacking creature can push the opponent only in a instead of making physical attacks, if it could normally do
straight line, and the opponent can’t move closer to the so.
attacking creature than the square it started in. If a creature of Large size or larger hovers within 20 feet of
If an obstacle prevents the completion of the opponent’s the ground in an area with lots of loose debris, the draft
move, the opponent and the obstacle each take 1d6 points from its wings creates a hemispherical cloud with a radius
of damage, and the opponent stops in the space adjacent to of 60 feet.
the obstacle. The winds so generated can snuff torches, small campfires,
Special: A fighter can select Awesome Blow as one of his exposed lanterns, and other small, open flames of
fighter bonus feats. nonmagical origin.
Clear vision within the cloud is limited to 10 feet.
Creatures have concealment at 15 to 20 feet (20% miss
EMPOWER SPELL-LIKE ABILITY [] chance).
At 25 feet or more, creatures have total concealment (50%
The creature can use a spell-like ability with greater effect
miss chance, and opponents cannot use sight to locate the
than normal.
creature).
Prerequisite: Spell-like ability at caster level 6th or Those caught in the cloud must succeed on a
higher.
Concentration check (DC 10 + 1/2 creature’s HD) to cast a
Benefit: Choose one of the creature’s spell-like abilities, spell.
subject to the restrictions below.
Normal: Without this feat, a creature must keep moving
The creature can use that ability as an empowered spell-like
when flying unless it has good or better maneuverability.
ability three times per day (or less, if the ability is normally
usable only once or twice per day).
When a creature uses an empowered spell-like ability, all IMPROVED NATURAL ATTACK []
variable, numeric effects of the spell-like ability are
increased by one half. The natural attacks of a creature that has this feat are more
Saving throws and opposed rolls are not affected. dangerous than its size and type would otherwise dictate.
Prerequisite: Natural weapon, base attack bonus +4.
354
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 select a only spell-like ability duplicating a
3d6,4d6,6d6, 8d6, 12d6. spell of a level less than or equal to half its caster level
A weapon or attack that deals 1d10 points of damage (round down) minus 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 quicken only spell-like abilities that
IMPROVED TOUGHNESS [] duplicate spells of 3rd level or lower.
A creature that has this feat is significantly tougher than In addition, a spell-like ability that duplicates a spell with a
normal. casting time of greater than 1 full round cannot be
Prerequisite: Base Fortitude save bonus +2. quickened.
Benefit: The creature gains a number of hit points equal Normal: Normally the use of a spell-like ability requires a
to its current Hit Dice. standard action and provokes attacks of opportunity unless
Each time it gains a Hit Die (such as by gaining a level or otherwise noted.
advancing), it gains 1 additional hit point. Special: This feat can be taken multiple times.
If it loses a Hit Die (such as by losing a level), it loses 1 hit Each time it is taken, the creature can apply it to a different
point permanently. one of its spell-like abilities.
Special: A fighter can select Improved Toughness as one
of his fighter bonus feats.

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.

SIDEBAR FEATS MAGE SLAYER []


You have studied the ways and weaknesses of spellcasters
BATTLE MAGIC TACTICS [] and Can time your attacks and defenses against them
Through intense training and impeccable timing, you and expertly.
your allies learn to augment each other’s magical attacks Prerequisites: Spellcraft 2 ranks, base attack bonus +3.
when you focus your efforts on a single target. Benefit: You gain a +1 bonus on Will saves.
Prerequisites: Spellcraft 6 ranks, arcane caster level 3rd. Spellcasters you threaten cannot cast defensively (they
Benefit: Each time you cast a spell that requires the target automatically fail their Concentration checks to do so), but
to make a saving throw, that target gains a Battle Magic they are aware that they cannot cast defensively while
Tactics token after the spell resolves. being threatened by you.
A creature gains a token whether the save succeeds or fails, Special: Taking this feat reduces your caster level for all
but a creature that avoids a spell through spell resistance your spells and spell-like abilities by 4.
does not gain a token.
Each Battle Magic Tactics token imposes a cumulative –1
penalty on saving throws against the spells of spellcasters
MIND-SHATTERING STRIKE []
that have this feat. Violent madness lurks just beneath the surface in all kuo-
At the end of each round, all Battle Magic Tactics tokens toas.
disappear. The monitors learn to control this madness and channel it
into their enemies.
Prerequisites: Kuo-toa, Kuo-Toa Monasticism,
BRUTAL THROW [] Stunning Fist, flurry of blows.
You have learned how to hurl weapons to deadly effect. Benefit: Before making an unarmed strike, a kuo-toa
Benefit: You can add your Strength modifier (instead of monitor can choose to use this feat, consuming one of the
your Dexterity modifier) to attack rolls with thrown monitor’s daily uses of the Stunning Fist feat.
weapons. If kuo-toa monitor’s next unarmed attack hits, the struck
Normal: A character attacking with a ranged weapon adds opponent must make a Will save (DC 10 + 1/2 the
his Dexterity modifier to the attack roll. monitor’s HD + its Wis modifier).
Special: A fighter can select Brutal Throw as one of his On a failed save, that foe attacks the closest nonkuo-toa on
fighter bonus feats. his next turn.
This feat also grants one additional daily use of the
Stunning Fist feat.
DAUNTING PRESENCE []
You are skilled at inducing fear in your opponents. SENSE QUINTESSENCE []
Prerequisites: Cha 13, base attack bonus +1.
Benefit: You can take a standard action to awe an You are capable of discerning sources of quintessence, a
opponent. magic substance precious to Thoon.
The opponent must be within 30 feet, have line of sight to Prerequisites: Detect magic (as a spell or spell-like
you, and have an Intelligence score. ability), affiliation with Thoon.
If the opponent fails a Will saving throw (DC 10 + 1/2 your Benefit: When you use detect magic, you also detect any
character level + your Cha modifier), it is shaken for 10 quantities of quintessence within the spell’s area.
minutes. The amount of information revealed depends on how long
This feat has no effect on a creature that is already shaken. you study a particular area or subject.
Special: A fighter can select Daunting Presence as one of 1st Round: Presence or absence of quintessence.
his fighter bonus feats. 2nd Round: Number of different quintessence sources, and
the size and potency (moderate or strong) of the most
powerful quintessence source.

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.

ARTIST [ANCESTOR] CRAFT CRYSTAL WEAPON [ITEM


You claim descent from Doji, the founder of the Crane CREATION]
household, known as a creator of culture and civilization.
Clan: Crane. You can create magic weapons from Kuni crystal, which is
Benefit: You get a +2 bonus on all Perform checks and on deadly to creatures of the Shadowlands.
checks for one Craft skill that involves art (such as Prerequisite: Spellcaster level 7+, Craft Magic Arms and
calligraphy, origami, painting, or sculpture). Armor, Craft (weaponsmithing) skill.
Benefit: You can forge a weapon out of Kuni crystal, if
you meet the other prerequisites for doing so (holy smite or
ATTENTION TO DETAIL [ANCESTOR] jade strike and daylight).
You are descended from Akodo’s advisor Ikoma—a You must first create the weapon, using the rules for the
historian, judge, and storyteller. Craft skill in the Player’s Handbook (a Kuni crystal weapon
Clan: Lion. adds 400 gp to the listed weapon price and has a DC of 20).
Benefit: You gain a +2 bonus on Sense Motive and Spot Then you must enhance the weapon, which takes one day
checks. for each 1,000 gp in the price of its magical features.
To enhance a weapon, you must spend 1/25 of its features’
total price in XP and use up raw materials costing half this
BLOOD SORCERER [ANCESTOR] total price.
See Chapter 8: Magic Items for details of Kuni crystal
You are descended from Yogo, the Scorpion shugenja who
weapons’ cost and abilities.
was the first guardian of the Black Scrolls of Fu Leng.
Normal: Weapons and other items made from normal
Clan: Scorpion.
crystal are not inherently dangerous to Shadowlands
Benefit: Add +3 to the Difficulty Class of all maho-tsukai creatures, nor do they possess any other extraordinary
spells you cast. abilities, unless specifically augmented.
However, you also add +3 to the DC for the Fortitude save
you must make to avoid accumulating Taint when you cast
maho spells. CRAFT TALISMAN [ITEM CREATION]
This feat is only available if the maho-tsukai prestige class,
You can create magic fetishes, single-use magic items that
described in Chapter 12: The Shadowlands, is available.
hold spells until triggered.
360
Prerequisite: Intelligence 13+, appropriate Craft skill, Normal: A character can normally only attack an
spellcaster level 1+. opponent’s weapon with a slashing or bludgeoning weapon.
Benefit: You can create a tsangusuri, a one-use magic
talisman, imbuing it with the power of any spell you know
that is 3rd level or lower. EARTH’S EMBRACE [GENERAL]
You must provide any material components or focuses the You can crush opponents when you grapple them.
spell requires. This feat is called tsuchi-do in Rokugan.
If casting the spell would reduce your XP total, you pay the Prerequisites: Improved Unarmed Strike, Improved
cost upon beginning the process in addition to the XP cost Grapple, Str 15+.
for making the talisman itself. Benefit: While grappling, if you pin your opponent, you
Likewise, material components are consumed when you deal critical damage (double normal unarmed damage) each
begin crafting, but focuses are not. round that you maintain the pin.
(A focus used in crafting a talisman can be reused). You hold your opponent immobile as normal, but you must
The talisman has a base price of the spell level × caster level also remain completely immobile, giving opponents (other
× 50 gp (a 0-level spell counts as 1/2 level). than the one you’re pinning) a +4 bonus on attack rolls
You must spend 1/25 of its base price in XP and use up raw against you (but you are not helpless).
materials costing half this base price.
A talisman’s market value equals its base price.
FALLING STAR STRIKE [GENERAL]
You have mastered the art of striking a nerve that blinds a
DEFENSIVE STRIKE [GENERAL] humanoid opponent.
You can turn a strong defense into a powerful offense. Prerequisites: Improved Unarmed Strike, base attack
This feat is called musubi in Rokugan. bonus +4 or higher, Stunning Fist or monk’s stunning
Prerequisite: Int 13+, Expertise, Dex 13+, Dodge. attack, Wis 17+.
Benefit: If an opponent attacks you and misses while you Benefit: Against a humanoid opponent, you can make an
are using the total defense action, you can attack that unarmed attack that has a chance of blinding your target.
opponent on your next turn with a +4 bonus on your attack If your attack is successful, your target must attempt a
roll. Fortitude saving throw (DC 10 + 1/2 your level + your
You gain no bonus against an opponent that does not attack Wisdom modifier).
you or against an opponent that attacks and does not miss. If the target fails this saving throw, he is blinded for 1
round per level you possess.
In addition to the obvious effects, a blinded creature suffers
DEFENSIVE THROW [GENERAL] a 50% miss chance in combat (all opponents have full
You can use your opponent’s weight, strength, and concealment), loses any Dexterity bonus to AC, grants a +2
momentum against her, deflecting her attack and throwing bonus on attackers’ attack rolls (they are effectively
her to the ground. invisible), moves at half speed, and suffers a –4 penalty on
Prerequisite: Dex 13+, Improved Unarmed Strike, most Strength- and Dexterity-based skills.
Dodge, Improved Trip, Combat Reflexes.
Benefit: If the opponent you have chosen to receive your
AC bonus from the Dodge feat attacks you and misses, you FEARSOME AND FEARLESS
can make an immediate improved trip attack against that [ANCESTOR]
opponent.
This attempt counts against your allowed attacks of You claim descent from the first Akodo, the paragon of
opportunity this round. samurai virtue.
Clan: Lion.
Benefit: You gain a +1 bonus on all Will saves against fear
DISCIPLINE [ANCESTOR] effects, and the Difficulty Class of any fear effect you create
Your ancestor, Naka Kaeteru, was the first Grand Master of (through spell or other ability) is increased by 1.
all the elements, a master of meditation and contemplation. If you adopt the Akodo champion prestige class (see
Clan: Phoenix. Chapter 11), allies within your aura of courage gain an
Benefit: You gain a +2 bonus on all Concentration checks additional +1 bonus on their saving throws against fear.
and a +1 bonus on Will saves.
FISTS OF IRON [GENERAL]
EAGLE CLAW ATTACK [GENERAL] You have learned the secrets of imbuing your unarmed
Your unarmed attacks shatter objects. attacks with extra force.
Prerequisites: Base attack bonus +2 or higher, improved Prerequisites: Base attack bonus +2 or higher, improved
Unarmed Strike, Sunder, Dex 15+. Unarmed Strike.
Benefit: You can strike an opponent’s weapon or shield Benefit: Declare that you are using this feat before you
with an unarmed strike. make your attack roll (thus, a missed attack roll ruins the
Special: Weapon hardness and hit point ratings are given attempt).
on Table 8–13: Common Weapon and Shield Hardness You deal an extra 1d4 points of damage when you make a
Ratings and Hit Points in the Player’s Handbook. successful unarmed attack.
361
You may use this feat a number of times per day equal to You may only use this feat against weapons up to two sizes
three + your Wisdom modifier. larger than you.

FLYING KICK [GENERAL] GREAT CRAFTER [ANCESTOR]


You literally leap into battle, dealing devastating damage. Your ancestor, Kaiu, was the first and greatest blacksmith of
Prerequisite: Str 13+, Power Attack, Improved the Crab clan.
Unarmed Strike, Jump (4 ranks). Kaiu forged the weapons which the Crab used against the
Benefit: When fighting unarmed and using the charge Shadowlands, and gave his name to the engineering school
action, you deal double damage with your unarmed attack. of the clan.
Clan: Crab.
Benefit: You gain a +3 bonus on all Craft checks.
FREEZING THE LIFEBLOOD
[GENERAL] GREAT DIPLOMAT [ANCESTOR]
You can paralyze a humanoid opponent with an unarmed You are descended from Asako, one of the companions of
attack. the first Phoenix, a great healer, diplomat, and warrior.
Prerequisite: Improved Unarmed Strike, base attack Clan: Phoenix.
bonus +5 or higher, Stunning Fist or monk’s stunning Benefit: You gain a +2 bonus on Diplomacy checks, and
attack, Wis 17+. your Leadership score (see the DUNGEON MASTER’s
Benefit: Against a humanoid opponent, you can make an Guide) is increased by 2.
unarmed attack that deals no damage, but has a chance of
paralyzing your target.
If your attack is successful, your target must attempt a GREAT KI SHOUT [GENERAL]
Fortitude saving throw (DC 10 + 1/2 your level + your Your ki shout can panic your opponents.
Wisdom modifier). Prerequisites: Cha 13+, Ki Shout, base attack bonus +9
If the target fails this saving throw, he is paralyzed for or higher.
1d4+1 rounds.
Benefit: When you make a ki shout, your opponents are
A paralyzed character stands rigid and helpless, unable to
panicked for 2d6 rounds unless they succeed at their Will
move or act physically.
saves (DC 10 + 1/2 your character level + your Charisma
He has effective Strength and Dexterity scores of 0 but may modifier).
take purely mental actions.
Panicked characters suffer a –2 morale penalty on attack
rolls, saves, and checks, they have a 50% chance to drop
GIFTED GENERAL [ANCESTOR] what they are holding, and they run away from you as
quickly as they can.
Your ancestor Daidoji Yurei, an ancient daimyo of the The effects of being panicked supersede the effects of being
Daidoji family, was a gifted general-the first in Rokugan to shaken.
use guerilla tactics.
Clan: Crane.
Benefit: You gain a +2 bonus on Initiative checks and a +1 GREAT STAMINA [ANCESTOR]
bonus on all Fortitude saves. Your ancestor, Daidoji Masashigi, gave his life defending
the Kaiu Wall alongside the Crab at the Battle of the
GRAPPLING BLOCK [GENERAL] Landbridge.
Clan: Crane.
You can catch and pin an opponent’s weapon with your Benefit: You gain a +2 bonus on all checks you make for
bare hands. performing a physical action that extends over a period of
Prerequisite: Improved Unarmed Strike, Deflect time (running, swimming, holding your breath, and so on),
Arrows, Int 13+, Expertise, Improved Disarm, Combat and +1 to your hit point total.
Reflexes.
Benefit: You must have both hands free or be holding
weapons designed to catch other weapons (such as the sai GREAT TEAMWORK [ANCESTOR]
or jitte) to use this feat. You are a descendant of Hida Banuken, the Crab champion
Once per round when you would normally be hit by a who oversaw the construction of the Kaiu Wall during the
melee weapon, you may make a special disarm attempt Battle of the Cresting Wave.
against your opponent. Clan: Crab.
This attempt counts against your allowed attacks of
Benefit: When you and an ally flank an opponent, you
opportunity this round. gain a +4 bonus on your attack roll, instead of the normal +2
You make an opposed attack roll (with your unarmed
bonus.
strike, sai, or jitte) against the attack roll that hit you.
The opponent’s attack roll is not modified by the size of the
weapon. GREAT THROW [GENERAL]
If you succeed, you grab the weapon away from your
opponent (if you are unarmed) or knock the weapon to the You can throw your opponents to the ground, choosing
where they land and dealing damage in the process.
362 ground (if you are armed).
Prerequisites: Improved Unarmed Strike, Dexterity Benefit: If you hit with an unarmed strike, you deal
13+, Dodge, Improved Trip, Combat Reflexes. normal damage and can attempt to start a grapple as a free
Benefit: When you make a successful unarmed trip action without provoking an attack of opportunity.
attack against a creature no larger than your own size, you No initial touch attack is required.
can choose where the creature lands, within the area you You can deal normal damage while grappling, rather than
threaten. subdual damage, without suffering a penalty on your
In addition, you deal your normal unarmed strike damage grapple check.
to the opponent. Normal: Characters without this feat make a melee touch
The creature’s movement does not provoke attacks of attack to grab their opponent and provoke an attack of
opportunity, no matter how far you move it. opportunity when doing so.
When you use this option, however, you cannot make a They also suffer a –4 penalty on their grapple checks when
follow-up melee attack using the Improved Trip feat. trying to inflict normal damage in a grapple.

HONEST MERCHANT [ANCESTOR] KAMI’S INTUITION [ANCESTOR]


Your ancestor, Bayushi Tesaguri, was the son of Bayushi You are descended from Shinjo, the first Unicorn, the
Junzen, Scorpion Clan Champion. kindest and most compassionate of the kami.
He did not trust the Yogo family, so he gave three of the Clan: Unicorn.
Black Scrolls of Fu Leng to his son, Tesaguri. Benefit: You get a +2 bonus on Sense Motive checks and
Tesaguri, however, betrayed this trust by selling the Scrolls on intelligence checks made to figure things out.
to the Phoenix clan-and paid for his crime with his life.
Clan: Scorpion.
Benefit: You get a +2 bonus on all Profession checks, KARMIC STRIKE [GENERAL]
allowing you to make more money at your work. You have learned to strike when your opponent is most
vulnerable: at the same instant your opponent strikes you.
This feat is also called ai uchi.
IAIJUTSU MASTER [ANCESTOR] Prerequisites: Dex 13+, Dodge.
You are not only descended from Kakita, the greatest Benefit: You can make an attack of opportunity against
duelist ever to have lived, but you share a karmic tie to his an opponent that hits you in melee.
spirit. You take a –4 penalty to your Armor Class, in exchange for
Clan: Crane. the ability to make an attack of opportunity against any
Benefit: Once per day, you can make any one attack roll, creature that makes a successful melee attack roll or melee
saving throw, or skill check using your Iaijutsu Focus skill touch attack roll against you.
modifier in place of all other modifiers. The opponent that hits you must be in your threatened
For example, you can roll a melee attack roll using only area, and this feat does not grant you more attacks of
your Iaijutsu Focus skill modifier instead of your total opportunity than you are normally allowed in a round.
attack bonus (including Strength modifier, weapon If you hit with your attack of opportunity, you and your
enhancement bonus, Weapon Focus bonus, size modifier, opponent deal and take damage simultaneously.
and all other bonuses to your attack roll). You specify on your turn that you are activating this feat,
You give up all your other modifiers and use your skill and the change to your Armor Class and your ability to
modifier instead. make these special attacks of opportunity last until your
next turn.
IMPROVED AID [ANCESTOR]
You are descended from Hida Tadaka, the great Crab KARMIC TWIN [ANCESTOR]
daimyo who gave his life to avert a war between his clan You are descended from Bayushi, the first Scorpion, whose
and the Lion. love for his daughter proved his final downfall.
Clan: Crab. Clan: Scorpion.
Benefit: When using the Aid Another action in melee Benefit: You get a +2 bonus on all Charisma-based skill
combat (see Aid Another in the Player’s Handbook), your ally checks and Charisma checks.
gains a +4 circumstance bonus on his attack roll or to his You have a karmic tie to another character.
AC. You may detect the direction of this character if he or she is
Normal: The Aid Another action normally gives a +2 alive, on the same plane, and you succeed at an intuit
circumstance bonus on your ally’s attack roll or AC against Direction check against DC 15 (or a Wisdom check if you
a single opponent. do not have the skill).
A failure on this check gives no information.
You may retry once per round as a standard action.
IMPROVED GRAPPLE [GENERAL] The character to whom you have this karmic connection
You are skilled in martial arts that emphasize holds and may be another player character or an NPC under control
throws. of the DM, but he or she must also have the Karmic Twin
Prerequisite: Improved Unarmed Strike. ancestor feat.

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.

RESIST POISON [ANCESTOR] SILVER TONGUE [ANCESTOR]


Your ancestor, Agasha Kitsuki, founded the fourth family of Your ancestor, Mirumoto Kaijuko, was the first woman to
the Dragon clan and a school for magistrates renowned for become daimyo of the Mirumoto family.
teaching skills of investigation and deduction. At the age of 16, she defeated her uncle in a duel to claim
Clan: Dragon. leadership of the family.
Benefit: You gain a +4 bonus on Fortitude saving throws Clan: Dragon.
against poison. Benefit: You gain a +2 bonus on Bluff and Diplomacy
checks.
365
SMOOTH TALK [ANCESTOR] STRENGTH OF THE CHARGER
You are descended from Doji Taehime, a Crane ambassador [ANCESTOR]
to the Scorpion court-a courtier skilled at discovering
falsehoods and uncovering plots. You share the spirit of Utaku Shiko, the founder of the
Clan: Crane. Utaku Battle Maiden tradition.
Benefit: You gain a +2 bonus on Diplomacy and Sense Clan: Unicorn.
Motive checks. Benefit: You gain a +2 bonus on all Fortitude saves and +1
to your hit point total.

SOUL OF HONOR [ANCESTOR]


STRENGTH OF THE CRAB
Your ancestor Shinjo Martera, the firstborn son of Shinjo,
was the living incarnation of bushido for the Unicorn, [ANCESTOR]
utterly without fault or failing. You claim descent from Hida, the first Crab.
Clan: Unicorn. Clan: Crab.
Benefit: You are aware of any action or item that could Benefit: When fighting side by side with at least one
adversely affect your honor or your alignment, including other Crab character, you gain a +1 morale bonus on attack
magical effects. rolls and on saves against fear effects.
A moment’s contemplation allows you to discern such
information before performing such an action or becoming
associated with such an item. STRONG SOUL [ANCESTOR]
You claim descent from Moto Soro, the simple peasant who
SOUL OF LOYALTY [ANCESTOR] earned his place among samurai and founded the Moto
family.
Your ancestor, Mirumoto Tokeru, was renowned for his Clan: Unicorn.
loyalty to his twin brother, Ryudumu. Benefit: You get a +1 bonus on all Fortitude and Will
Clan: Dragon. saves and an additional +1 bonus against energy draining
Benefit: You gain a +4 bonus on Will saving throws and death effects.
against compulsion effects.

SUPERIOR EXPERTISE [GENERAL]


SOUL OF SINCERITY [ANCESTOR]
You have mastered the art of defense in combat.
You are descended from the famous Scorpion daimyo Prerequisites: Int 13+, Expertise, base attack bonus +6
Bayushi Tangen, author of Lies and Little Truths. or higher.
Clan: Scorpion. Benefit: When you use the Expertise feat to improve
Benefit: You gain a +4 bonus on Sense Motive checks and your Armor Class, the number you subtract from your
a –2 penalty on Bluffchecks. attack and add to your AC can be any number that does not
exceed your base attack bonus.
SPELL POWER [ANCESTOR] (Without this feat, the number can be no greater than +5).
Special: Superior Expertise is a bonus feat for fighters.
Your lineage traces back to the young shugenja Kuni It can be taken whenever a fighter is eligible for a bonus
Osaku, who single-handedly held off a massive army of oni feat, as long as the character has met the prerequisites.
at the Battle of the Cresting Wave.
Her spell summoned a tsunami and made the Seigo no
Kamae river impassible for seventy-three days while the UNBALANCING STRIKE [GENERAL]
Crab built the Kaiu Wall, but its powerful magic cost Osaku You can strike a humanoid opponent’s joints to knock your
her life. target off balance.
Clan: Crab. This feat is called kuzushi in Rokugan.
Benefit: Three times per day, you can cast a spell with Prerequisites: Improved Unarmed Strike, Stunning
extraordinary power. Fist or monk’s stunning attack, Wis 15+.
Add +1 to the saving throw Difficulty Class for these spells. Benefit: Against a humanoid opponent, you can make an
unarmed attack that has a chance of unbalancing your
SPELLCASTER SUPPORT target.
If your attack is successful, you deal normal damage and
[ANCESTOR] your target must attempt a Reflex saving throw (DC 10 +
Your ancestor, Shiba Kaigen, was a samurai who used his 1/2 your level + your Wisdom modifier).
knowledge of spellcraft to help defend a mountain pass If the target fails this saving throw, he is thrown off balance
from a Lion invasion. for 1 round, losing any Dexterity bonus to AC and giving
Clan: Phoenix. attackers a +2 bonus on their attack rolls.
Benefit: You can use the Aid Another action, making a
Spellcraft check against DC 10, to add +2 to the Difficulty
Class of an allied shugenja’s spell.
366
WARRIOR INSTINCT [ANCESTOR] MIGHTY WORKS MASTERY II []
Your ancestor, Matsu Hitomi, was the most famous female You have mastered the deeper secrets of the “Mighty
samurai of the early Empire. Works” martial arts style.
Hitomi donned her brother’s armor to avenge his death, Prerequisites: Mighty Works Mastery I, Improved Trip,
earning command of a unit of samurai through her fierce Earth’s Embrace, Ki Shout, Iron Will.
devotion to war. Benefit: When you make a stunning attack, you may
Clan: Lion. choose to inflict 1d4 points of temporary Strength damage
Benefit: You gain a +2 bonus on Initiative and Spot instead of stunning your target.
checks
FOOT AND FIST MASTERY []
WARRIOR SHUJENJA [ANCESTOR] You have mastered the martial arts style of “Foot and
Your ancestor, Agasha Nodotai, was a shugenja well versed Fist”— a hard form emphasizing strikes with the hands and
in the code of bushido and the way of war. feet.
Clan: Dragon. Prerequisites: Improved Unarmed Strike, Power
Benefit: You gain a +2 bonus on your Concentration Attack, Roundabout Kick, Flying Kick, Fists of Iron,
checks when casting defensively and a +1 bonus on your Deflect Arrows, 5 or more ranks in Jump and Tumble.
Fortitude saves. Benefit: You gain a +10 competence bonus on Balance,
Jump, and Tumble checks.

MARTIAL ART STYLE THE GENTLE WAY MASTERY []


MASTERY ABILITIES You have mastered the martial arts style of “The Gentle
Way”— a soft form emphasizing throws and movement.
Prerequisites: Improved Unarmed Strike, Dodge,
EMPTY HAND MASTERY [] Improved Trip, Defensive Throw, Combat Reflexes, Great
Throw, 6 or more ranks in Tumble.
You have mastered the martial arts style of “Empty
Benefits: Once per day, you can make yourself
Hand”—a hard form emphasizing strikes with the hand.
unmovable.
Prerequisites: Improved Unarmed Strike, Power You automatically win an opposed Strength check when an
Attack, Fists of Iron, Sunder, Eagle Claw Attack, Ki Shout, 4 opponent attempts to bull rush you.
or more ranks in Bluff. A creature with the improved grab ability must move into
Benefit: Your unarmed damage increases by one die type, your space to grapple you, since it cannot pull you into its
as if you were one size category larger than you are. space.
No spell or other effect can force you to move.
If you become frightened or panicked, you suffer the full
effect of the fear but do not run away.
You cannot move, even to make a 5-foot step, while this
ability is in effect.
This ability lasts for 1 round per level, but you can end it at
any time.

MEDITATION OF WAR MASTERY []


You have mastered the martial arts style of “Meditation of
War”—a hard/soft form emphasizing weapon use and
strikes to pressure points.
Prerequisites: Improved Unarmed Strike, Stunning
MIGHTY WORKS MASTERY I [] Fist (or monk’s stunning attack ability), Fists of Iron,
Freezing the Lifeblood, Falling Star Strike, 6 or more ranks
You have mastered the initial secrets of the “Mighty
in Jump and Tumble.
Works” martial arts style—a hard/soft form emphasizing
Benefits: The saving throw DC of your stunning attack
locks and hand strikes.
and other pressure-point attacks is increased by 2.
Prerequisites: Improved Unarmed Strike, Improved You also gain Weapon Focus as a bonus feat; you must
Grapple, Stunning Fist (or monk’s stunning attack), Choke already have proficiency with the weapon and you must
Hold, Fists of Iron, Deflect Arrows.
select one of the following weapons for the feat to apply to:
Benefit: When you make an attack or full attack action bastard sword, dagger, shortsword, spear, quarterstaff, or
using an unarmed strike, you gain a +2 dodge bonus to your heavy mace.
AC for that round.

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.

NONVERBAL SPELL [GENERAL]


You can cast spells that have verbal components without
actually verbalizing the words.
Benefit: You can cast spells with verbal components
without needing to utter the actual verbal components.
You still make noise when casting such a spell (which may
be anything from recognizable speech to elaborate song to
simple growls), but the noise is unrecognizable as a verbal
spell component.
(A silence spell still would prevent you from completing the
spell, for example).
Spells without verbal components are not affected.
This feat is most beneficial to races incapable of speech in
the traditional sense, but still capable of communication.
However, it also can prove helpful to characters wishing to
disguise the verbal components of their spells. The improved familiar is magically linked to its master in
the same way as a normal familiar.
The familiar uses the basic statistics for a creature of its
PERSONAL TOUCHSTONE kind, as given in the Monster Manual or this book, except as
[GENERAL] noted below.
Hit Dice: For effects that depend upon Hit Dice, use the
You draw more power from one of the planar touchstone master’s character level or the familiar’s normal Hit Dice
locations to which you have forged a link. total, whichever is higher.
Prerequisites: Planar Touchstone, a portable object of at Hit Points: Use one-half the master’s total or the familiar’s
least 250 gp value native to a chosen planar touchstone normal total, whichever is higher.
plane, Knowledge (the planes) 8 ranks. Attacks: Use the master’s base attack bonus or the familiar’s,
Benefit: Choose any planar touchstone for which you whichever is better.
have previously fulfilled the higher-order recharge Saving Throws: For each saving throw, use the master’s base
condition (see page 154); this is now your personal touch save bonus (as calculated from his character level) or the
stone. familiar’s, whichever is better.
Each time you visit your touchstone from now on, you gain Familiar Special Abilities: Use the second table in the
double the number of uses of the higher-order ability when Familiars sidebar, page 53 of the Player’s Handbook, to
you fulfill the recharge condition. determine additional abilities, just as you would for a
You may continue to visit other touchstone sites and gain normal familiar.
the standard number of higher-order uses with each visit to With the exception of anarchic, axiomatic, celestial, and
those sites (and you lose the higher-order uses left unused fiendish animals, planar familiars do not grant their masters
at your personal site, unless you have taken Planar any of the benefits that appear on the first table in that
Touchstone enough times to allow you to keep the higher- sidebar.
order uses of more than one planar touch stone
simultaneously).
Special: You can gain this feat multiple times. PLANAR TOUCHSTONE [GENERAL]
Its effects do not stack. Forge a link between you and power-rich planar locations,
Each time you take this feat, it applies to a new planar referred to as planar touchstones (see Planar Touchstones,
touchstone. page 153).
Prerequisite: Portable object of at least 250 gp value
PLANAR FAMILIAR [GENERAL] native to any designated planar touchstone site, Knowledge
(the planes) 8 ranks.
When you are ready and able to acquire a new familiar, you
may choose one of several nonstandard familiars.
370
Benefit: Choose any site designated as a planar
touchstone for which you also possess an object native to STALWART PLANAR ALLY
that location, as noted in this feat’s prerequisite. [GENERAL]
When this feat is first taken, forging a link between
yourself and a chosen planar touchstone takes 24 hours of The allies you summon from a specific plane are tougher
uninterrupted concentration. than normal.
To forge a link, you must spend 10 experience points and Prerequisites: Cha 13, Spellcraft 5 ranks, Planar
expend the object described in this feat’s prerequisite. Touchstone.
Once the link is forged, you gain the base ability described Benefit: When you use a spell or spell-like ability to
for that touchstone. summon a creature native to a plane that has a planar
If you physically visit the planar location once you’ve touchstone site to which you have forged a link (see the
forged a link, you also gain a higher-order ability with a Planar Touchstone feat), you imbue the creature with
limited number of uses, as described for that planar exceptional resilience.
touchstone. The creature gains a +4 bonus to its Armor Class and on
You may repeatedly visit the planar touchstone, each time saving throws for the duration of the summoning effect.
recharging your usages of the higher-order ability. Furthermore, the duration of the summoning effect that
Usages of a higher-order ability do not stack, so visiting brought the creature is doubled.
your planar touchstone prior to using up any of your (Effects with a duration of concentration, instantaneous, or
higher-order usages confers no additional benefit. permanent are not affected).
Once you’ve established a link with one planar touchstone For example, a cleric who has used his Planar Touchstone
site by taking this feat, you may also freely visit other planar feat to forge a link between himself and Empyrea Mere (a
touchstones. touchstone located on the Seven Mounting Heavens of
When you do so and fulfill the higher-order ability’s Celestia) grants these bonuses to any creature he summons
recharge condition for the alternate site, you immediately from Celestia, such as a hound archon.
gain the base ability of the new planar touchstone site and Special: If a creature’s indicated environment doesn’t
lose the base ability of the previous site. specify a particular home plane, but rather a group of
You also lose any remaining uses of the higher-order ability related planes (such as “any good-aligned plane”), you may
of your previously selected site (if any), and instead gain the choose to summon a creature of that kind that is native to
specified number of higher-order ability uses appropriate to your chosen plane and thus apply the feat’s effect normally.
the new site. However, no component of the alignment of the creature
In this way, you can “unplug” from one site and “plug in” to to be summoned may be opposed to any alignment traits of
a new planar touchstone site as often as you desire. your chosen plane for the feat to work.
Thus, after expending the raw materials and experience For instance, the cleric in the example above could apply
points for making your first connection, making the feat’s effect to a summoned celestial black bear (lawful
subsequent connections with different sites is as easy as good) or a celestial bison (neutral good), since celestial
fulfilling the higher-order recharge condition. creatures have an environment of “any good-aligned plane”.
Special: You can take this feat more than once. He couldn’t apply it to a summoned celestial lion (chaotic
Each time, you gain the base ability to retain one more good), since the lion’s alignment has at least one
planar touchstone location in addition to your previous component (chaotic) that is opposed to the alignment traits
ability. of the Seven Mounting Heavens of Celestia (lawful).
You also gain the capacity to retain uses of one more planar
touchstone’s higher-order ability. WATER HERITAGE [HERITAGE]
Thus, you could retain the base abilities for both the
Breaching Obelisk and Echolost (planar touchstone You are descended from creatures native to the Elemental
locations described in Chapter 7), as well as both sites’ Plane of Water.
higher-order uses, simultaneously. You share some of your ancestors’ natural aquatic talents.
If you then visit a third planar touchstone and fulfill its Benefits: You gain a swim speed of 20 feet, or your
recharge condition, unless you have taken this feat three existing swim speed increases by 20 feet.
times, you must choose which of your two previous Also, you gain a +4 bonus on Constitution checks made to
touchstone site abilities to lose when you gain the abilities hold your breath.
of the third touchstone site. Special: A creature with a swim speed also gains a +8
racial bonus on Swim checks made to perform some special
action or avoid a hazard, and can take 10 on a Swim check
SHADOW HERITAGE [HERITAGE] even if distracted or endangered.
You are descended from creatures native to the Plane of It can use the run action while swimming, provided it
Shadow. swims in a straight line.
You share some of your ancestors’ natural stealth, but only
in areas of dim or no illumination.
Benefits: You gain a +3 bonus on Hide and Move Silently
checks when in an area of darkness or shadowy
illumination.

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.

DAUNTLESS [REGIONAL] DISCIPLINE [REGIONAL]


You can stand up to greater punishment than most and still Your people are admired for their single-minded
keep on going. determination and clarity of purpose.
Prerequisite: Dwarf (the Galena Mountains, the You are difficult to distract by spell or blow.
Smoking Mountains, Turmish, Underdark [Earthroot], or Prerequisite: Chitine (Underdark [Yathchol]), elf
Underdark [Old Shanatar]), human (Damara, the Great (Evereska or the Yuirwood), gnome (the Western
Dale, Impiltur, or the Moonshae Isles), lizardfolk (Surkh), Heartlands), halfling (Luiren), human (Aglarond, Cormyr,
orc (Amn, Chessenta, or Vaasa), or slyth (Underdark Shadovar, Shou Expatriate, or Thay), planetouched
[Fluvenilstra]). (Mulhorand), or slyth (Underdark [Fluvenilstra]).
Benefit: You gain +5 hit points. Benefit: You gain a +2 bonus on Will saves and a +2
Special: You may not select this feat more than once, but bonus on Concentration checks.
its benefit stacks with Toughness. Special: You may select this feat only as a 1st-level
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.

DAYLIGHT ADAPTATION DREADFUL WRATH [REGIONAL]


You are terrible to behold in battle, and few foes have the
[REGIONAL] heart to face you without quailing.
You have accustom ed yourself to the painful sunlight of Prerequisite: Human (Rashemen), kuo-toa (Underdark
the surface world. [Sloopdilmonpolop]), or planetouched (Impiltur, the Silver
Prerequisite: Dwarf (Underdark [Northdark]), elf Marches, Thay, or Western Heartlands).
(Cormanthor Drow), kuo-toa (Underdark Benefit: When you charge, make a full attack, or cast a
[Sloopdilmonpolop]), or orc (Chessenta, the Hordelands, spell that either targets an enemy or includes an enemy in
the North, or Thesk). its area, you gain the frightful presence ability for that
Benefit: Unlike other members of your race, you are not round.
dazzled or blinded by exposure to bright light or sunlight.
373
Each enemy within a 20-foot radius of you must succeed on Special: You may select this feat only as a 1st-level
a Will save (DC 10 + 1/2 your character level + your Cha character.
modifier) or be shaken for 1 minute. You may have only one regional feat.
Regardless of its success or failure on the saving throw, any
creature exposed to this effect is immune to your frightful
presence for the next 24 hours. FLEET OF FOOT [REGIONAL]
This is an extraordinary morale effect. You are extraordinarily swift.
Special: You may select this feat only as a 1st-level Prerequisite: Elf (the Forest of Lethyr, the High Forest,
character. or the Wealdath), half-elf (the Dalelands or the High
You may have only one regional feat. Forest), or human (the Shaar or Thindol).
Benefit: Your land speed is faster than the norm for your
race by 10 feet.
EDUCATION [REGIONAL] This benefit applies only when you are wearing no armor or
You hail from a land where the pen is held in higher regard light armor and not carrying a heavy load.
than the sword. Apply this bonus before modifying your speed for any load
In your youth, you received the benefit of formal schooling carried.
of some type. Special: If a feature of your character class also improves
Prerequisite: Elf (Evermeet, Silverymoon, or Snow your land speed, the speed increase for Fleet of Foot stacks
Eagle Aerie), gnome (Lantan), half-elf (Silverymoon), or with that provided by the class feature.
human (Chessenta, Lantan, Silverymoon, or Waterdeep). You may select this feat only as a 1st-level character.
Benefit: All Knowledge skills are class skills for your You may have only one regional feat.
current and all your future classes.
You may also select two Knowledge skills to develop more
fully. FOE HUNTER [REGIONAL]
You get a +2 bonus on all checks you make with those In a land threatened by fierce raiders, you have learned to
skills. fight effectively against certain foes.
If you select a Knowledge skill in which you do not yet You know their ways and how to beat them.
have ranks, you gain no immediate benefit, since
Knowledge skills can be used only with training.
But the selection still represents your improved potential
for that skill.
Special: You may select this feat only as a 1st-level
character.
You may have only one regional feat.

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.

FORGEHEART [REGIONAL] Improved familiars do not grant any special abilities to


their masters other than the Alertness feat, an empathic
Because you are inured to the hellish heat of your link, and the ability to share spells with the familiar.
homeland, you are resistant to blasts of fire that would
damage other creatures.
Prerequisite: Dwarf (the Smoking Mountains or the INNATE SPELL [METAMAGIC]
Sword Coast). You have mastered a spell so thoroughly that you can now
Benefit: You gain resistance to fire 5. use it as a spell-like ability.
Special: You may select this feat only as a 1st-level Prerequisites: Silent Spell, Still Spell.
character. Benefit: Choose a spell that you know.
You may have only one regional feat. You can now use this spell three times per day as a spell-like
ability.
If the innate spell has an XP cost, you pay that cost each
FURIOUS CHARGE [REGIONAL] time you use the spell.
Your people are known for their love of battle, and they If it has a focus, you must have it to use the spell in this
rarely waste time in meeting a foe blade-to-blade. manner.
You know how to make the most of a charge. If the innate spell has a costly material component, you
Prerequisite: Aarakocra (the Stormhorns), human need an item worth 50 times that amount to use as a focus
(Cormyr, the Ride, Tethyr, or Uthgardt Tribesfolk), orc for the spell-like ability.
(Chessenta), or wemic (the Shaar). Otherwise, you need no components to use the innate spell
Benefit: You gain a +4 bonus on the attack roll you make as a spell-like ability.
at the end of a charge. You must permanently assign one spell slot of the
Normal: A character gains a +2 bonus on the attack roll appropriate spell level to the innate spell.
made at the end of a charge. You can’t use this spell slot for anything else—that is, you
Special: You may select this feat only as a 1st-level can cast one fewer spell per day at that spell level than you
character. could if you didn’t have an innate spell.
You may have only one regional feat. For example, if you could normally cast three 3rd-level
spells per day and you choose fireball as your innate spell,
you can now cast only two 3rd-level spells per day, but you
HORSE NOMAD [REGIONAL] gain three uses per day of fireball as a spell-like ability.
You have been raised in a culture that relies upon riding Special: You can choose this feat more than once,
and shooting. selecting a different innate spell each time.
Prerequisite: Human (the Hordelands, Nimbral, the
Ride, or the Shaar).
Benefit: You gain proficiency with the composite
INSCRIBE RUNE [ITEM CREATION]
shortbow, light lance, and scimitar. You can create magic runes that hold spells until triggered.
You also get a +3 bonus on all Ride checks. Prerequisites: Int 13, appropriate Craft skill, divine
Special: You may select this feat only as a 1st-level spellcaster level 3rd.
character. Benefit: You can cast any divine spell you have access to
You may have only one regional feat. as a rune.
You must have prepared the spell to be scribed and must
provide any material components or focuses the spell
IMPROVED FAMILIAR [GENERAL] requires.
Refer to the Improved Familiar feat description on page If casting the spell would reduce your XP total, you pay that
200 of the Dungeon Master’s Guide. cost upon beginning the rune in addition to the XP cost for
In addition to the choices presented there, the following making the rune itself.
familiars are available in a FORGOTTEN REALMS Likewise, material components are consumed when you
campaign. begin writing the rune, but focuses are not.
See Rune Magic in Chapter 2 of the FORGOTTEN REALMS
Campaign Setting for details on runes and rune magic.
A single object of Medium size or smaller can hold only
one rune.
A larger object can hold one rune per 25 square feet of
surface area.
375
Runes cannot be placed on creatures, although they can be
drawn on equipment a creature carries. LUCK OF HEROES [REGIONAL]
The rune has a price equal to its spell level × caster level × Your land is known for producing heroes.
50 gp. Through pluck, determination, and resilience, you survive
(A 0-level spell counts as 1/2 level). when no one expects you to come through.
You must spend 1/25 of the price in XP and use up raw Prerequisite: Elf (Elven Court, the Forest of Lethyr, or
materials costing one-half the price to inscribe the rune. the Yuirwood), gloaming (Sphur Upra), half-elf (Aglarond),
Note: The rune cost multiple given here (50 gp) supersedes halfling (Channath Vale or the Western Heartlands), or
the one given in the FORGOTTEN REALMS Campaign human (Aglarond, the Dalelands, Tethyr, Turmish, or the
Setting (100 gp). Vast).
Benefit: You receive a +1 luck bonus on all saving throws
and a +1 luck bonus to Armor Class.
INSIDIOUS MAGIC [METAMAGIC] Special: You may select this feat only as a 1st-level
You can use the Shadow Weave to make your spells harder character.
for Weave users to detect. You may have only one regional feat.
Prerequisite: Shadow Weave Magic.
Benefit: Any Weave user who employs a divination spell
(such as detect magic), spell-like ability, or magic item that MAGIC IN THE BLOOD [REGIONAL]
could detect the magical aura of one of your spells must You have a knack for getting the most out of your innate
make a successful level check (DC 11 + your caster level) to magical abilities.
succeed. You can use them more often than others of your race can.
Similarly, a Weave user attempting to reveal the effects of Prerequisite: Dwarf (Oldonnar or Underdark
one of your spells via a divination spell (such as see [Darklands]), elf (Menzoberranyr), gnome (the Great Dale,
invisibility) must make a caster level check to succeed. Thesk, or Underdark [Northdark]), planetouched
The Weave user may check only once for each divination (Calimshan, Mulhorand, or Unther), or spirit folk (Ashane).
spell used, no matter how many of your spell effects are Benefit: You can use your racial spell-like abilities more
operating in that area. often than you otherwise could.
All creatures employing spells or spell-like abilities are Any ability that is otherwise usable once per day is now
considered Weave users unless they possess the Shadow usable three times per day.
Weave Magic feat. Special: You may select this feat only as a 1st-level
This benefit does not extend to spells you cast from the character.
schools of evocation or transmutation. You may have only one regional feat.

KNIFEFIGHTER [REGIONAL] MAGICAL ARTISAN [GENERAL]


You’re an expert at using weapons in a grapple. You have mastered the method of creating a certain kind of
Prerequisite: Bugbear (the Earthfast Mountains), magic item.
chitine (Underdark [Yathchol]), goblin (the Earthfast Prerequisite: Any item creation feat.
Mountains), half-elf (Dambrath or the Dragon Coast), Benefit: Choose one item creation feat that you possess.
halfling (Channath Vale), hobgoblin (the Earthfast When you make an item with that feat, you pay only 75% of
Mountains), human (Anauroch, Dambrath, the Lake of the normal cost to create the item.
Steam, or the Sword Coast), orc (Thesk), or planetouched Special: You may gain Magical Artisan multiple times.
(Chessenta). Each time you take the feat, it applies to a new item
Benefit: You can use a light weapon to attack your creation feat.
opponent in a grapple with no penalty on the attack roll.
In addition, you need not win a grapple check to draw a
light weapon while grappling, although you still must use a MAGICAL TRAINING [REGIONAL]
move action to do so. You come from a land where cantrips are taught to all who
If your base attack bonus is +6 or higher, you can make a have the aptitude to learn magic.
full attack with a light weapon while grappling, provided Every crafter and artisan, it seems, knows a minor spell or
that you already have your weapon drawn. two.
Normal: A character in a grapple takes a –4 penalty on Prerequisites: Int 10 or Cha 10, elf (Evereska or
attack rolls when attacking the grappled opponent with a Evermeet) or human (Halruaa or Nimbral).
light weapon. Benefit: You can cast three 0-level arcane spells per day as
A character in a grapple must win a grapple check in order either a sorcerer or wizard (your choice, so long as you have
to draw a weapon and cannot make a full attack in the a score of at least 10 in the ability that controls the
round she does so. spellcasting for that class).
Special: You may select this feat only as a 1st-level You must make this decision when you first take the feat.
character. Thereafter, you have an arcane spell failure chance if you
You may have only one regional feat. wear armor and are treated as a sorcerer or wizard of your
arcane spellcaster level (minimum 1st) for the purpose of
determining level-based variables of the spells you cast.

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.

EPIC DEVOTION [EPIC]


DIVINE SPELL PENETRATION [EPIC]
Choose an alignment component (chaotic, evil, good, or
Choose one component of your alignment (chaotic, evil, lawful) that you do not possess.
good, or lawful). You are particularly resistant to spells with that descriptor.
Any divine spells of that alignment that you cast are more Prerequisites: Wis 21, Iron Will, alignment different
capable of defeating spell resistance than normal. from the chosen component, patron deity who does not
Prerequisites: Wis 21, Improved Alignment-Based accept clerics with the chosen component.
Casting, domain of chosen alignment, alignment matching Benefit: You gain a +4 divine bonus on saves against
chosen component, ability to cast 9th-level divine spells. spells of the chosen alignment component.
Benefits: When casting spells of the chosen alignment, For instance, a lawful good paladin of Helm who selected
you gain a +4 bonus on caster level checks made to chaos would gain a +4 divine bonus on saves against chaotic
overcome spell resistance. spells.
That paladin could not select good or law because they are
ENHANCE EFFECT [EPIC] part of her own alignment.
She also could not select evil because Helm accepts evil
You can change the characteristics of a persistent spell clerics.
effect that is already in place. Special: You can take Epic Devotion more than once.
Prerequisites: Knowledge (arcana) 30 ranks, Spellcraft Each time you take the feat, you must select a new
30 ranks, Skill Focus (Spellcraft), metamagic effect class alignment component.
ability.
Benefit: You can change any variables of a persistent spell
effect that is already in place (except its point of origin or EPIC SPELLFIRE WIELDER [EPIC]
the spell’s center of effect) as if you were casting the spell Your can store more spellfire energy levels than normal.
yourself, even if you can’t normally cast that spell. Prerequisites: Concentration 20 ranks, Endurance,
For example, you can change the radius of a ring-shaped Spellfire Wielder.
wall of fire, but you cannot change its point of origin. Benefit: For the purpose of determining your limit of
You can substitute your own caster level for the spell’s stored spellfire energy levels, treat your Constitution score
original caster level if you choose. as if it were 4 points higher than it is.
You can also shape the effect as you desire within the Normal: Without this feat, a spellfire wielder’s limit of
parameters of the spell. stored spellfire energy levels is equal to her Constitution
As with the metamagic effect ability, you must be adjacent score.
to or within the spell effect and make a Spellcraft check— Special: You can select Epic Spellfire Wielder multiple
in this case against a DC equal to 30 + (3 × the spell’s level). times.
You can use this ability and your metamagic effect ability a Each time you take this feat, your limit of stored spellfire
total number of times per day equal to 5 + your Intelligence energy levels increases by 4.
modifier.
Like metamagic effect, using this ability is a full-round
action that provokes attacks of opportunity. IMPROVED COOPERATIVE
METAMAGIC [EPIC]
EPIC COUNTERSPELL [EPIC] Your ability to enhance an ally’s spell during casting is
You can counterspell any number of spells each round. expanded.
Prerequisites: Spellcraft 30 ranks, Combat Reflexes, Prerequisites: Spellcraft 30 ranks, Silent Spell, Still
Improved Counterspell, Improved Initiative, Quicken Spell, Quicken Spell, cooperative metamagic class feature.
Spell, Reactive Counter spell. Benefit: You can use your cooperative metamagic ability
Benefit: Any number of times per round, you can to apply the Silent Spell, Still Spell, or Quicken Spell feats
counterspell an opponent’s spell even if you have not to your ally’s spell.
readied an action to do so. If you apply the Quicken Spell feat to the spell, both your
Such a counterspell doesn’t count against your later actions action and the caster’s are free actions.
for the round. You must still ready an action to use this ability when your
You can even use this feat when flat-footed. ally begins casting, but you can ready a different standard
Normal: Without this feat, a character must ready an action as well.
382 action in each round that she wishes to use a counterspell.
In addition, you can use your cooperative metamagic ability
an extra two times per day. EXALTED AND VILE FEATS
Normal: Without this feat, a character cannot use
cooperative metamagic to apply the Silent Spell, Still Spell,
or Quicken Spell feats to an ally’s spell. BLESSED OF THE SEVEN SISTERS
[EXALTED]
IMPROVED SNATCH SPELL [EPIC] As a result of a personal connection to one of the Seven
When you take over a spell from another spellcaster, you Sisters, you have a taste of Mystra’s special favor.
gain more control over its effect. Prerequisite: Able to cast 6th-level arcane spells.
Prerequisites: Knowledge (arcana) 40 ranks, Spellcraft Benefit: You may add the following spells to the spell list
40 ranks, Epic Skill Focus (Spellcraft), snatch spell class of one arcane spellcasting class that grants you access to
ability. 6th-level spells.
Benefit: When you use your seize concentration or 1st Level: Ray of hope, vision of heaven.
snatch spell ability, you can enhance and control the spell’s 2nd Level Ease pain.
effect as though you had cast it yourself. 3rd Level: Blessed sight.
You can substitute your own caster level for the original 4th Level: Sword of conscience.
caster level if you wish, and you can change any other 5th Level: Crown of flame, sacred guardian.
variables determined by the original caster. 6th Level: Crown of brilliance.
7th Level: Righteous smite.
If you have a spellbook, you may add these spells to your
IMPROVED SPELLPOOL ACCESS spellbook as normal.
If you cast spells spontaneously in the manner of a sorcerer
[EPIC] or bard, you may immediately, as an additional benefit of
You can use your spellpool access to call spells of greater this feat, swap any one spell that you know for a spell of the
than normal power. same level from the above list.
Prerequisites: Knowledge (arcana) 30 ranks, Spellcraft After you take this feat, you may swap spells known
30 ranks, ability to call spells from a spellpool. according to the usual rules for your class.
Benefit: The chance of a desired spell being available in
the spellpool in any given 24-hour period is equal to 90%
minus 5% per spell level (minimum 5% for spells of 17th FAVORED OF THE ZULKIRS [VILE]
level or higher). Through your position of prestige among the Red Wizards,
Normal: The chance of a spell being available is equal to you have gained access to secrets of evil magic known to
65% minus 5% per spell level (minimum 5% for spells of few outside the zulkirs themselves.
12th level or higher). Prerequisite: Red Wizard level 5th, Corrupt Spell (Book
Special: This feat should be considered part of the epic of Vile Darkness).
bonus feat list for any class that grants its members Benefit: When you cast a corrupted spell, the ability
spellpool access. damage you take is reduced by 1 point.

INSCRIBE EPIC RUNE [EPIC] GIFT OF DISCERNMENT [EXALTED]


You can inscribe runes of epic power. You can rely on your conscience to steer you away from evil
Prerequisites: Int 19, Craft (any appropriate for deeds.
runecasting) 24 ranks, Inscribe Rune. Benefit: If you take a moment (a free action) to
Benefit: You can inscribe runes that exceed the normal contemplate an action you are about to perform, you know
limits (see Runcaster prestige class). with certainty whether that action will adversely affect
For instance, you could inscribe a rune with a spell greater your alignment and standing with your deity (if any).
than 9th level, or a rune with a caster level greater than This knowledge is identical with that provided by a
20th. phylactery of faithfulness.
Even this feat does not allow you to inscribe a rune with an
epic spell (see Chapter 2: Epic Spells in the Epic Level
Handbook). LLIIRA’S BLESSING [EXALTED]
Such magic defies the power of the written word and thus Thanks to the favor of the goddess of freedom, you are
cannot be scribed into runic form. difficult to restrain.
Prerequisite: Escape Artist 1 rank, Nimbus of Light
(Book of Exalted Deeds).
Benefit: You gain a +2 sacred bonus on Escape Artist
checks and a +2 sacred bonus on saving throws against any
effect that would cause you to become paralyzed, held, or
entangled.
If you fail a saving throw against such an effect, you can
attempt a second saving throw 1 round later.

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.

INITIATE OF SELÛNE [INITIATE]


You have been initiated into the greatest secrets of Selûne’s
church.
Prerequisites: Cleric, druid, hathran, or ranger level
3rd, patron deity Selûne.
Benefit: You cast augury and divination spells at +5 caster
level.
In addition, you may add the following spells to your cleric,
druid, Harper agent, hathran, or ranger spell list.
Level
1st Handfire: Your melee touch attack deals 1d8
damage +1/level (max +5) against a living creature
or 2d6 damage +1/level (max +5) against an
undead.
3rd Moon Blade: Touch attack deals 1d8 damage
+1/two levels, more to undead, plus scrambles
spellcasting.
4th Strength of the Beast: You gain benefits of your
lycanthropic animal form while in human form.
4th Wall of Moonlight: Creates a luminous wall that
deals 4d12 damage to undead and 2d10 damage to
evil creatures and clergy of Shar or Umberlee,
illuminates area and counters/dispels darkness.
5th Moon Path: Grants sanctuary to 1 creature/level.

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.

AMBIDEXTERITY [GENERAL] BLIND-FIGHT [GENERAL]


You are equally adept at using either hand. You know how to fight in melee without being able to see
Prerequisite: Dex 15+. your foes.
Benefit: You ignore all penalties for using an off hand. Benefit: In melee, every time you miss because of
You are neither left-handed nor right-handed. concealment, you can reroll your miss chance percentile
Normal: Without this feat, a character who uses his or her roll one time to see if you actually hit (see Table 8–10:
off hand suffers a –4 penalty to attack rolls, ability checks, Concealment, page 133).
and skill checks. An invisible attacker gets no bonus to hit you in melee.
For example, a right-handed character wielding a weapon That is, you don’t lose your positive Dexterity bonus to
with her left hand suffers a –4 penalty to attack rolls with Armor Class, and the attacker doesn’t get the usual +2
that weapon. bonus (see Table 8–8: Attack Roll Modifiers, page 132).
Special: This feat helps offset the penalty for fighting The invisible attacker’s bonuses do still apply for ranged
with two weapons. attacks, however.
See the Two-Weapon Fighting feat, page 86, and Table 8–2: You suffer only half the usual penalty to speed for being
Two-Weapon Fighting Penalties, page 125. unable to see.
A ranger wearing light armor or no armor can fight with Darkness and poor visibility in general reduces your speed
two weapons as if he had the feats Ambidexterity and Two- to three-quarters of normal, instead of one-half (see Table
Weapon Fighting. 9–4: Hampered Movement, page 143).
Normal: Regular attack roll modifiers for invisible
ARMOR PROFICIENCY (HEAVY) attackers trying to hit you (see Table 8–8: Attack Roll
Modifiers, page 132) apply, as does the speed reduction for
[GENERAL] darkness and poor visibility (see Table 9–4: Hampered
You are proficient with heavy armor (see Table 7–5: Armor, Movement, page 143).
page 104). Special: The Blind-Fight feat is of no use against a
Prerequisites: Armor Proficiency (light), Armor character who is the subject of a blink spell (see the spell
Proficiency (medium). description, page 180, for details).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light). BREW POTION [ITEM CREATION]
Special: Fighters, paladins, and clerics have this feat for
free. You can create potions, which carry spells within
themselves.
See the DUNGEON MASTER’s Guide for rules on potions.
ARMOR PROFICIENCY (LIGHT) Prerequisite: Spellcaster level 3rd+.
Benefit: You can create a potion of any spell of 3rd level
[GENERAL] or lower that you know and that targets a creature or
You are proficient with light armor (see Table 7–5: Armor, creatures.
page 104). Brewing a potion takes one day.
Benefit: When you wear a type of armor with which you When you create a potion, you set the caster level.
are proficient, the armor check penalty applies only to The caster level must be sufficient to cast the spell in
question and no higher than your own level.
387
The base price of a potion is its spell level multiplied by its Benefit: You can create any magic weapon, armor, or
caster level multiplied by 50 gp. shield whose prerequisites you meet.
To brew a potion, you must spend 1/25 of this base price in Enhancing a weapon, suit of armor, or shield takes one day
XP and use up raw materials costing half this base price. for each 1,000 gp in the price of its magical features.
When you create a potion, you make any choices that you To enhance a weapon, suit of armor, or shield, you must
would normally make when casting the spell. spend 1/25 of its features’ total price in XP and use up raw
Whoever drinks the potion is the target of the spell. materials costing half of this total price.
Any potion that stores a spell with a costly material See the DUNGEON MASTER’s Guide for descriptions of
component or an XP cost also carries a commensurate cost. magic weapons, armor, and shields, the prerequisites
In addition to the costs derived from the base price, you associated with each one, and prices of their features.
must expend the material component or pay the XP when You can also mend a broken magic weapon, suit of armor,
creating the potion. or shield if it is one that you could make.
Doing so costs half the XP, half the raw materials, and half
the time it would take to enchant that item in the first
CLEAVE [GENERAL] place.
You can follow through with powerful blows. The weapon, armor, or shield to be enhanced must be a
Prerequisites: Str 13+, Power Attack. masterwork item that you must provide.
Benefit: If you deal a creature enough damage to make it (Its cost is not included in the above cost).
drop (typically by dropping it to below 0 hit points, killing
it, etc.), you get an immediate, extra melee attack against
another creature in the immediate vicinity. CRAFT ROD [ITEM CREATION]
You cannot take a 5-foot step before making this extra You can create magic rods, which have varied magical
attack. effects.
The extra attack is with the same weapon and at the same Prerequisite: Spellcaster level 9th+.
bonus as the attack that dropped the previous creature. Benefit: You can create any rod whose prerequisites you
You can use this ability once per round. meet.
Crafting a rod takes one day for each 1,000 gp in its base
price.
COMBAT CASTING [GENERAL] To craft a rod, you must spend 1/25 of its base price in XP
You are adept at casting spells in combat. and use up raw materials costing half of its base price.
Benefit: You get a +4 bonus to Concentration checks See the DUNGEON MASTER’s Guide for descriptions of
made to cast a spell while on the defensive (see Casting on rods, the prerequisites associated with each one, and their
the Defensive, page 125). prices.
Some rods incur extra costs in material components or XP
as noted in their descriptions.
COMBAT REFLEXES [GENERAL] These costs are in addition to those derived from the rod’s
You can respond quickly and repeatedly to opponents who base price.
let their defenses down.
Benefit: When foes leave themselves open, you may
make a number of additional attacks of opportunity equal
CRAFT STAFF [ITEM CREATION]
to your Dexterity modifier. You can create magic staffs, which have multiple magical
For example, a character with a Dexterity of 15 can make a effects.
total of three attacks of opportunity in a round—the one Prerequisite: Spellcaster level 12th+.
attack of opportunity any character is entitled to, plus two Benefit: You can create any staff whose prerequisites you
more attacks because of his +2 Dexterity bonus. meet.
If four goblins move through the character’s threatened Crafting a staff takes one day for each 1,000 gp in its base
area, he can make attacks of opportunity against three of price.
the four. To craft a staff, you must spend 1/25 of its base price in XP
You still only make one attack of opportunity per enemy. and use up raw materials costing half of its base price.
You may also make attacks of opportunity while flat-footed. See the DUNGEON MASTER’s Guide for descriptions of
Normal: A character not capable of this feat can make staffs, the prerequisites associated with each one, and their
only one attack of opportunity per round and can’t make prices.
attacks of opportunity while flat-footed. A newly created staff has 50 charges.
Special: The Combat Reflexes feat does not allow a rogue Some staffs incur extra costs in material components or XP
to use his opportunist ability (page 48) more than once per as noted in their descriptions.
round. These costs are in addition to those derived from the staff’s
base price.
CRAFT MAGIC ARMS AND ARMOR
CRAFT WAND [ITEM CREATION]
[ITEM CREATION] You can create wands, which cast spells (see the
You can create magic weapons, armor, and shields. DUNGEON MASTER’s Guide for rules on wands).
Prerequisite: Spellcaster level 5th+. Prerequisite: Spellcaster level 5th+.
388
Benefit: You can create a wand of any spell of 4th level or
lower that you know.
DODGE [GENERAL]
Crafting a wand takes one day for each 1,000 gp in its base You are adept at dodging blows.
price. Prerequisite: Dex 13+.
The base price of a wand is its caster level multiplied by the Benefit: During your action, you designate an opponent
spell level multiplied by 750 gp. and receive a +1 dodge bonus to Armor Class against attacks
To craft a wand, you must spend 1/25 of this base price in from that opponent.
XP and use up raw materials costing half of this base price. You can select a new opponent on any action.
A newly created wand has 50 charges. Note: A condition that makes you lose your Dexterity
Any wand that stores a spell with a costly material bonus to Armor Class (if any) also makes you lose dodge
component or an XP cost also carries a commensurate cost. bonuses.
In addition to the cost derived from the base cost, you must Also, dodge bonuses (such as this one and a dwarf’s racial
expend fifty copies of the material component or pay fifty bonus to dodge giants) stack with each other, unlike most
times the XP cost. other types of bonuses.

CRAFT WONDROUS ITEM [ITEM EMPOWER SPELL [METAMAGIC]


CREATION] You can cast spells to greater effect.
Benefit: All variable, numeric effects of an empowered
You can create miscellaneous magic items, such as crystal spell are increased by one-half.
balls and flying carpets. An empowered spell deals half again as much damage as
Prerequisite: Spellcaster level 3rd+. normal, cures half again as many hit points, affects half
Benefit: You can create any miscellaneous magic item again as many targets, etc., as appropriate.
whose prerequisites you meet. For example, an empowered magic missile deals one and
Enchanting a miscellaneous magic item takes one day for one-half times normal damage (roll 1d4+1 and multiply the
each 1,000 gp in its price. result by 1.
To enchant a miscellaneous magic item, the spellcaster 5 for each missile).
must spend 1/25 of the item’s price in XP and use up raw Saving throws and opposed rolls (such as the one you make
materials costing half of this price. when you cast dispel magic) are not affected.
See the DUNGEON MASTER’s Guide for information on Spells without random variables are not affected.
miscellaneous magic items. An empowered spell uses up a spell slot two levels higher
You can also mend a broken miscellaneous magic item if it than the spell’s actual level.
is one that you could make.
Doing so costs half the XP, half the raw materials, and half
the time it would take to enchant that item in the first ENDURANCE [GENERAL]
place. You are capable of amazing feats of stamina.
Some wondrous items incur extra costs in material Benefit: Whenever you make a check for performing a
components or XP as noted in their descriptions. physical action that extends over a period of time (running,
These costs are in addition to those derived from the item’s swimming, holding your breath, and so on), you get a +4
base price. bonus to the check.
You must pay such a cost to create an item or to mend a
broken one.
ENLARGE SPELL [METAMAGIC]
DEFLECT ARROWS [GENERAL] You can cast spells farther than normal.
Benefit: An enlarged spell has its range doubled.
You can deflect incoming arrows, as well as crossbow bolts, Spells whose ranges are not defined by distance do not have
spears, and other shot or thrown weapons. their ranges increased.
Prerequisites: Dex 13+, Improved Unarmed Strike. A spell whose area or effect is determined by its range (such
Benefit: You must have at least one hand free (holding as bless or a cone spell) has the dimensions of its area or
nothing) to use this feat. effect increased proportionally.
Once per round when you would normally be hit with a An enlarged spell uses up a spell slot one level higher than
ranged weapon, you may make a Reflex saving throw the spell’s actual level.
against a DC of 20 (if the ranged weapon has a magical
bonus to attack, the DC increases by that amount).
If you succeed, you deflect the weapon. EXOTIC WEAPON PROFICIENCY
You must be aware of the attack and not flat-footed.
Attempting to deflect a ranged weapon doesn’t count as an [GENERAL]
action. Choose a type of exotic weapon, such as dire flail or
Exceptional ranged weapons, such as boulders hurled by shuriken (see Table 7–4: Weapons, page 99, for a list of
giants or Melf’s acid arrows, can’t be deflected. exotic weapons).
Special: A monk receives this feat for free at 2nd level, You understand how to use that type of exotic weapon in
even if she does not have the prerequisite Dexterity score. combat.
Prerequisite: Base attack bonus +1 or higher.
Benefit: You make attack rolls with the weapon normally. 389
Normal: A character who uses a weapon without being
proficient with it suffers a –4 penalty on attack rolls.
FORGE RING [ITEM CREATION]
Special: You can gain this feat multiple times. You can create magic rings, which have varied magical
Each time you take the feat, it applies to a new weapon. effects.
Proficiency with the bastard sword or the dwarven waraxe Prerequisite: Spellcaster level 12th+.
has a prerequisite of Str 13+. Benefit: You can create any ring whose prerequisites you
meet.
Crafting a ring takes one day for each 1,000 gp in its base
EXPERTISE [GENERAL] price.
You are trained at using your combat skill for defense as To craft a ring, you must spend 1/25 of its base price in XP
well as offense. and use up raw materials costing half of its base price.
Prerequisite: Int 13+. See the DUNGEON MASTER’s Guide for descriptions of
Benefit: When you use the attack action or full attack rings, the prerequisites associated with each one, and their
action in melee, you can take a penalty of as much as –5 on prices.
your attack and add the same number (up to +5) to your You can also mend a broken ring if it is a ring that you
Armor Class. could make.
This number may not exceed your base attack bonus. Doing so costs half the XP, half the raw materials, and half
The changes to attack rolls and Armor Class last until your the time it would take to craft that ring in the first place.
next action. Some magic rings incur extra costs in material components
The bonus to your Armor Class is a dodge bonus. or XP as noted in their descriptions.
Normal: A character not capable of the Expertise feat can For example, a ring of three wishes costs 15,000 XP in
fight defensively while using the attack or full attack action addition to costs derived from its base price (as much XP as
to take a –4 penalty on attacks and gain a +2 dodge bonus to it costs to cast wish three times).
Armor Class. You must pay such a cost to create a ring or to mend a
broken one.

EXTEND SPELL [METAMAGIC]


You can cast spells that last longer than normal.
GREAT CLEAVE [GENERAL]
Benefit: An extended spell lasts twice as long as normal. You can wield a melee weapon with such power that you
Spells with a concentration, instantaneous, or permanent can strike multiple times when you fell your foes.
duration are not affected by this feat. Prerequisites: Str 13+, Power Attack, Cleave, base attack
An extended spell uses up a spell slot one level higher than bonus +4 or higher.
the spell’s actual level. Benefit: As Cleave, except that you have no limit to the
number of times you can use it per round.
EXTRA TURNING [SPECIAL]
Extra Turning is available only to clerics and paladins.
GREAT FORTITUDE [GENERAL]
It is described in the Cleric section, on page 32, and the You are tougher than normal.
Paladin section, on page 42, in Chapter 3: Classes. Benefit: You get a +2 bonus to all Fortitude saving
Extra Turning: As a feat, a cleric may take Extra throws.
Turning.
This feat allows the cleric to turn undead four more times
per day than normal.
HEIGHTEN SPELL [METAMAGIC]
A cleric can take this feat multiple times, gaining four extra You can cast a spell as if it were higher level than it actually
daily turning attempts each time. is.
Extra Turning: As a feat, a paladin may take Extra Benefit: A heightened spell has a higher spell level than
Turning. normal (up to 9th level).
This feat allows the paladin to turn undead four more times Unlike other metamagic feats, Heighten Spell actually
per day than normal. increases the effective level of the spell that it modifies.
A paladin can take this feat multiple times, gaining four All effects dependent on spell level (such as saving throw
extra daily turning attempts each time. DCs and ability to penetrate a minor globe of invulnerability)
are calculated according to the heightened level.
The heightened spell is as difficult to prepare and cast as a
FAR SHOT [GENERAL] spell of its effective level.
You can get greater distance out of a ranged weapon. For example, a cleric could prepare hold person as a 4th-
Prerequisite: Point Blank Shot. level spell (instead of a 2nd-level spell), and it would in all
Benefit: When you use a projectile weapon, such as a ways be treated as a 4th-level spell.
bow, its range increment increases by one-half (multiply by
1.5).
When you use a thrown weapon, its range increment is
IMPROVED BULL RUSH [GENERAL]
doubled. You know how to push opponents back.
Prerequisites: Str 13+, Power Attack.

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).

IMPROVED DISARM [GENERAL] IRON WILL [GENERAL]


You know how to disarm opponents in melee combat. You have a stronger will than normal.
Prerequisites: Int 13+, Expertise. Benefit: You get a +2 bonus to all Will saving throws.
Benefit: You do not suffer an attack of opportunity when
you attempt to disarm an opponent, nor does the opponent
have a chance to disarm you. LEADERSHIP [GENERAL]
Normal: See the normal disarm rules, page 137. Leadership is described in the DUNGEON MASTER’s Guide.

IMPROVED INITIATIVE [GENERAL] LIGHTNING REFLEXES [GENERAL]


You can react more quickly than normal in a fight. You have faster than normal reflexes.
Benefit: You get a +4 bonus on initiative checks. Benefit: You get a +2 bonus to all Reflex saving throws.

IMPROVED TRIP [GENERAL] MARTIAL WEAPON PROFICIENCY


You are trained not only in tripping opponents but in
following through with an attack. [GENERAL]
Prerequisites: Int 13+, Expertise. Choose a type of martial weapon, such as longbow (see
Benefit: If you trip an opponent in melee combat, you Table 7–4: Weapons, pages 98–99, for a list of martial
immediately get a melee attack against that opponent as if weapons).
you hadn’t used your attack for the trip attempt. You understand how to use that type of martial weapon in
For example, at 11th level, Tordek gets three attacks at base combat.
attack bonuses of +11, +6, and +1. Use this feat to expand the list of weapons you are
In the current round, he attempts to trip his opponent. proficient with beyond the basic list in the class
His first attempt fails (using up his first attack). description.
His second attempt succeeds, and he immediately makes a Benefit: You make attack rolls with the weapon normally.
melee attack against his opponent with a base attack of +6. Normal: A character who uses a weapon without being
Finally, he takes his last attack at +1. proficient with it suffers a –4 penalty on attack rolls.
Normal: See Trip, page 139. Special: Barbarians, fighters, paladins, and rangers are
Special: At 6th level, a monk gains the Improved Trip feat proficient with all martial weapons.
even if she does not have the Expertise feat. You can gain this feat multiple times.
Each time you take the feat, it applies to a new weapon.
391
A cleric whose deity’s favored weapon is a martial weapon
and who chooses War as one of his domains receives the POINT BLANK SHOT [GENERAL]
Martial Weapon Proficiency feat related to that weapon for You are skilled at making well-placed shots with ranged
free, as well as the Weapon Focus feat related to that weapons at close range.
weapon. Benefit: You get a +1 bonus to attack and damage rolls
A sorcerer or wizard who casts the spell Tenser’s with ranged weapons at ranges of up to 30 feet.
transformation on herself gains proficiency with all martial
weapons for the duration of the spell.
POWER ATTACK [GENERAL]
You can make exceptionally powerful melee attacks.
MAXIMIZE SPELL [METAMAGIC] Prerequisite: Str 13+.
You can cast spells to maximum effect. Benefit: On your action, before making attack rolls for a
Benefit: All variable, numeric effects of a maximized spell round, you may choose to subtract a number from all melee
are maximized. attack rolls and add the same number to all melee damage
A maximized spell deals maximum damage, cures the rolls.
maximum number of hit points, affects the maximum This number may not exceed your base attack bonus.
number of targets, etc., as appropriate. The penalty on attacks and bonus on damage apply until
For example, a maximized fireball deals 6 points of damage your next action.
per caster level (up to 60 points of damage).
Saving throws and opposed rolls (such as the one you make
when you cast dispel magic) are not affected. PRECISE SHOT [GENERAL]
Spells without random variables are not affected. You are skilled at timing and aiming ranged attacks.
A maximized spell uses up a spell slot three levels higher Prerequisite: Point Blank Shot.
than the spell’s actual level. Benefit: You can shoot or throw ranged weapons at an
An empowered, maximized spell gains the separate benefits opponent engaged in melee without suffering the standard
of each feat: the maximum result plus one-half the –4 penalty (see Shooting or Throwing into a Melee, page
normally rolled result. 124).

MOBILITY [GENERAL] QUICK DRAW [GENERAL]


You are skilled at dodging past opponents and avoiding You can draw weapons with startling speed.
blows. Prerequisite: Base attack bonus +1 or higher.
Prerequisites: Dex 13+, Dodge. Benefit: You can draw a weapon as a free action instead of
Benefit: You get a +4 dodge bonus to Armor Class against as a move-equivalent action.
attacks of opportunity caused when you move out of or
within a threatened area.
Note: A condition that makes you lose your Dexterity QUICKEN SPELL [METAMAGIC]
bonus to Armor Class (if any) also makes you lose dodge You can cast a spell with a moment’s thought.
bonuses. Benefit: Casting a quickened spell is a free action.
Also, dodge bonuses (such as this one and a dwarf’s racial You can perform another action, even casting another spell,
bonus to dodge giants) stack with each other, unlike most in the same round as you cast a quickened spell.
types of bonuses. You may only cast one quickened spell per round.
A spell whose casting time is more than 1 full round cannot
MOUNTED ARCHERY [GENERAL] be quickened.
A quickened spell uses up a spell slot four levels higher
You are skilled at using ranged weapons from horseback. than the spell’s actual level.
Prerequisite: Ride skill, Mounted Combat.
Benefit: The penalty you suffer when using a ranged
weapon from horseback is halved: –2 instead of –4 if your RAPID SHOT [GENERAL]
mount is taking a double move, and –4 instead of –8 if your You can use ranged weapons with exceptional speed.
mount is running. Prerequisites: Point Blank Shot, Dex 13+.
(See Mounted Combat, page 138). Benefit: You can get one extra attack per round with a
ranged weapon.
MOUNTED COMBAT [GENERAL] The attack is at your highest base attack bonus, but each
attack (the extra one and the normal ones) suffers a –2
You are skilled in mounted combat. penalty.
Prerequisite: Ride skill. You must use the full attack action (see page 124) to use this
Benefit: Once per round when your mount is hit in feat.
combat, you may make a Ride check to negate the hit.
The hit is negated if your Ride check is greater than the
attack roll (essentially, the Ride check becomes the mount’s RIDE-BY ATTACK [GENERAL]
Armor Class if it’s higher than the mount’s regular AC). You are skilled at fast attack from horseback.
Prerequisites: Ride skill, Mounted Combat.
392
Benefit: When you are mounted and use the charge
action, you may move and attack as with a standard charge
SILENT SPELL [METAMAGIC]
and then move again (continuing the straight line of the You can cast spells silently.
charge). Benefit: A silent spell can be cast with no verbal
Your total movement for the round can’t exceed double components.
your mounted speed. Spells without verbal components are not affected.
You do not provoke an attack of opportunity from the A silent spell uses up a spell slot one level higher than the
opponent that you attack. spell’s actual level.
Special: Bard spells cannot be enhanced by this
metamagic feat.
RUN [GENERAL]
You are fleet of foot.
Benefit: When running, you move five times your SIMPLE WEAPON PROFICIENCY
normal speed instead of four times the speed (see Run, page [GENERAL]
127).
If you make a running jump (see the Jump skill description, You understand how to use all types of simple weapons in
page 70), increase the distance or height you clear by one- combat (see Table 7–4: Weapons, page 98, for a list of
fourth, but not past the maximum. simple weapons).
Benefit: You make attack rolls with simple weapons
normally.
SCRIBE SCROLL [ITEM CREATION] Normal: A character who uses a weapon without being
You can create scrolls, from which you or another a proficient with it suffers a –4 penalty on attack rolls.
spellcaster can cast the scribed spells. Special: All characters except for druids, monks, rogues,
See the DUNGEON MASTER’s Guide for rules on scrolls. and wizards are automatically proficient with all simple
Prerequisite: Spellcaster level 1st+. weapons.
Benefit: You can create a scroll of any spell that you A wizard who casts the spell Tenser’s transformation on
know. herself gains proficiency with all simple weapons for the
Scribing a scroll takes one day for each 1,000 gp in its base duration of the spell.
price.
The base price of a scroll is its spell level multiplied by its SKILL FOCUS [GENERAL]
caster level multiplied by 25 gp.
To scribe a scroll, you must spend 1/25 of this base price in Choose a skill, such as Move Silently.
XP and use up raw materials costing half of this base price. You have a special knack with that skill.
Any scroll that stores a spell with a costly material Benefit: You get a +2 bonus on all skill checks with that
component or an XP cost also carries a commensurate cost. skill.
In addition to the costs derived from the base price, you Special: You can gain this feat multiple times.
must expend the material component or pay the XP when Its effects do not stack.
scribing the scroll. Each time you take the feat, it applies to a new skill.

SHIELD PROFICIENCY [GENERAL] SPELL FOCUS [GENERAL]


You are proficient with shields. Choose a school of magic, such as Illusion.
Benefit: You can use a shield and suffer only the standard Your spells of that school are more potent than normal.
penalties (see Table 7–5: Armor, page 104). Benefit: Add +2 to the Difficulty Class for all saving
Normal: A character who is using a shield with which he throws against spells from the school of magic you select to
or she is not proficient suffers the shield’s armor check focus on.
penalty on attack rolls and on all skill rolls that involve Special: You can gain this feat multiple times.
moving, including Ride. Its effects do not stack.
Special: Barbarians, bards, clerics, druids, fighters, Each time you take the feat, it applies to a new school of
paladins, and rangers have this feat for free. magic.
Monks, rogues, sorcerers, and wizards do not.
SPELL MASTERY [SPECIAL]
SHOT ON THE RUN [GENERAL] Spell Mastery is available only to wizards.
You are highly trained in skirmish ranged weapon tactics. It is described on page 54 in Chapter 3: Classes.
Prerequisites: Point Blank Shot, Dex 13+, Dodge, Spell Mastery: A wizard (and only a wizard) can take the
Mobility. special feat Spell Mastery.
Benefit: When using the attack action with a ranged Each time the wizard takes this feat, choose a number of
weapon, you can move both before and after the attack, spells equal to the wizard’s Intelligence modifier (they
provided that your total distance moved is not greater than must be spells that the wizard already knows).
your speed. From that point on, the wizard can prepare these spells
without referring to a spellbook.
The wizard is so intimately familiar with these spells that
she doesn’t need a spellbook to prepare them anymore. 393
SPELL PENETRATION [GENERAL] SUNDER [GENERAL]
Your spells are especially potent, breaking through spell You are skilled at attacking others’ weapons.
resistance more readily than normal. Prerequisites: Str 13+, Power Attack.
Benefit: You get a +2 bonus to caster level checks Benefit: When you strike at an opponent’s weapon, you
(1d20+caster level) to beat a creature’s spell resistance. do not provoke an attack of opportunity (see Strike a
Weapon, page 136).
SPIRITED CHARGE [GENERAL]
You are trained at making a devastating mounted charge. TOUGHNESS [GENERAL]
Prerequisites: Ride skill, Mounted Combat, Ride-By You are tougher than normal.
Attack. Benefit: You gain +3 hit points.
Benefit: When mounted and using the charge action, you Special: A character may gain this feat multiple times.
deal double damage with a melee weapon (or triple damage Its effects stack.
with a lance).
TRACK [GENERAL]
SPRING ATTACK [GENERAL] You can follow the trails of creatures and characters across
You are trained in fast melee attacks and fancy footwork. most types of terrain.
Prerequisites: Dex 13+, Dodge, Mobility, base attack Benefit: To find tracks or to follow them for one mile
bonus +4 or higher. requires a Wilderness Lore check.
Benefit: When using the attack action with a melee You must make another Wilderness Lore check every time
weapon, you can move both before and after the attack, the tracks become difficult to follow, such as when other
provided that your total distance moved is not greater than tracks cross them or when the tracks backtrack and diverge.
your speed. You move at half your normal speed (or at your normal
Moving in this way does not provoke an attack of speed with a –5 penalty on the check).
opportunity from the defender you attack. The DC depends on the surface and the prevailing
You can’t use this feat if you are in heavy armor. conditions:

STILL SPELL [METAMAGIC]


You can cast spells without gestures.
Benefit: A still spell can be cast with no somatic
components. Very Soft Ground: Any surface (fresh snow, thick dust, wet
Spells without somatic components are not affected. mud) that holds deep, clear impressions of footprints.
A still spell uses up a spell slot one level higher than the Soft Ground: Any surface soft enough to yield to pressure,
spell’s actual level. but firmer than wet mud or fresh snow, in which the
creature leaves frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns,
STUNNING FIST [GENERAL] fields, woods, and the like) or exceptionally soft or dirty
indoor surfaces (thick rugs, very dirty or dusty floors).
You know how to strike opponents in vulnerable areas.
The creature might leave some traces (broken branches,
Prerequisites: Dex 13+, Improved Unarmed Strike, Wis
tufts of hair) but leaves only occasional or partial footprints.
13+, base attack bonus +8 or higher.
Hard Ground: Any surface that doesn’t hold footprints at all,
Benefit: Declare that you are using the feat before you such as bare rock or indoor floors.
make your attack roll (thus, a missed attack roll ruins the Most streambeds fall into this category, since any footprints
attempt). left behind are obscured or washed away.
It forces a foe damaged by your unarmed attack to make a The creature leaves only traces (scuff marks, displaced
Fortitude saving throw (DC 10 + one-half your level + your pebbles).
Wis modifier), in addition to dealing damage normally.
If the defender fails his saving throw, he is stunned for 1
round (until just before your next action).
A stunned character can’t act and loses any Dexterity bonus
to Armor Class.
Attackers get a +2 bonus on attack rolls against a stunned
opponent.
You may attempt a stunning attack once per day for every
four levels you have attained, and no more than once per
round.
Special: Attacks using Stunning Fist are in addition to
any stunning attacks already possessed by a character such
as a monk.

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.

WEAPON FOCUS [GENERAL]


Choose one type of weapon, such as greataxe.
You are especially good at using this weapon.
You can choose “unarmed strike” or “grapple” for your
If you fail a Wilderness Lore check, you can retry after 1 weapon for purposes of this feat.
hour (outdoors) or 10 minutes (indoors) of searching. If you are a spellcaster, you can choose “ray,” in which case
Normal: A character without this feat can use the Search you are especially good with rays, such as the one produced
skill to find tracks, but can only follow tracks if the DC is 10 by the ray of frost spell.
or less. Prerequisites: Proficient with weapon, base attack
Special: A ranger receives Track as a bonus feat. bonus +1 or higher.
This feat does not allow you to find or follow the tracks of a Benefit: You add +1 to all attack rolls you make using the
subject of a pass without trace spell. selected weapon.
Special: You can gain this feat multiple times.
TRAMPLE [GENERAL] Its effects do not stack.
Each time you take the feat, it applies to a new weapon.
You are trained in using your mount to knock down A fighter must have Weapon Focus with a weapon to gain
opponents. the Weapon Specialization feat for that weapon.
Prerequisites: Ride skill, Mounted Combat.
Benefit: When you attempt to overrun an opponent
while mounted, the target may not choose to avoid you. WEAPON SPECIALIZATION
If you knock down the target, your mount may make one
hoof attack against him or her, gaining the standard +4 [SPECIAL]
bonus on attack rolls against prone targets. Weapon Specialization is available only to fighters of 4th or
(See Overrun, page 139). higher level.
See page 37.
Weapon Specialization: On achieving 4th level or
TWO-WEAPON FIGHTING higher, as a feat the fighter (and only the fighter) may take
[GENERAL] Weapon
Specialization.
You can fight with a weapon in each hand. Weapon Specialization adds a +2 damage bonus with a
You can make one extra attack each round with the second chosen weapon.
weapon. The fighter must have Weapon Focus with that weapon to
Benefit: Your penalties for fighting with two weapons are take Weapon Specialization.
reduced by 2. If the weapon is a ranged weapon, the damage bonus only
Normal: See Attacking with Two Weapons, page 124, and applies if the target is within 30 feet, because only at that
Table 8–2: Two-Weapon Fighting Penalties, page 125. range can the fighter strike precisely enough to hit more
Special: The Ambidexterity feat reduces the attack effectively.
penalty for the second weapon by 4. The fighter may take this feat as a bonus feat or as a regular
A ranger wearing light armor or no armor can fight with one.
two weapons as if he had the feats Ambidexterity and Two-
Weapon Fighting.
WHIRLWIND ATTACK [GENERAL]
WEAPON FINESSE [GENERAL] You can strike nearby opponents in an amazing, spinning
attack.
You are especially skilled at using a certain weapon, one Prerequisites: Int 13+, Expertise, Dex 13+, Dodge,
that can benefit as much from Dexterity as from Strength. Mobility, base attack bonus +4 or higher, Spring Attack.
Choose one light weapon. Benefit: When you perform the full attack action, you
can give up your regular attacks and instead make one 395
melee attack at your full base attack bonus against each
opponent within 5 feet.

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.

MAIN SECTION FEATS ARMOR PROFICIENCY (MEDIUM)


[GENERAL]
ACROBATIC [GENERAL] You are proficient with medium armor (see Table 7–6:
Armor and Shields, page 123).
You have excellent body awareness and coordination. Prerequisite: Armor Proficiency (light).
Benefit: You get a +2 bonus on all Jump checks and Benefit: See Armor Proficiency (light).
Tumble checks. Normal: See Armor Proficiency (light).
Special: Fighters, barbarians, paladins, clerics, druids, and
AGILE [GENERAL] bards automatically have Armor Proficiency (medium) as a
bonus feat.
You are particularly flexible and poised. They need not select it.
Benefit: You get a +2 bonus on all Balance checks and
Escape Artist checks.
ATHLETIC [GENERAL]
ALERTNESS [GENERAL] You have a knack for athletic endeavors.
Benefit: You get a +2 bonus on all Climb checks and
You have finely tuned senses. Swim checks.
Benefit: You get a +2 bonus on all Listen checks and Spot
checks.
Special: The master of a familiar (see the Familiars AUGMENT SUMMONING
sidebar, page 52) gains the benefit of the Alertness feat
whenever the familiar is within arm’s reach. [GENERAL]
Your summoned creatures are more powerful than normal.
Prerequisite: Spell Focus (conjuration).
ANIMAL AFFINITY [GENERAL] Benefit: Each creature you conjure with any summon
You are good with animals. spell gains a +4 enhancement bonus to Strength and
Benefit: You get a +2 bonus on all Handle Animal checks Constitution for the duration of the spell that summoned it.
and Ride checks.
BLIND-FIGHT [GENERAL]
ARMOR PROFICIENCY (HEAVY) You know how to fight in melee without being able to see
[GENERAL] your foes.
Benefit: In melee, every time you miss because of
You are proficient with heavy armor (see Table 7–6: Armor concealment, you can reroll your miss chance percentile
and Shields, page 123). roll one time to see if you actually hit (see Concealment,
Prerequisites: Armor Proficiency (light), Armor page 152).
Proficiency (medium). An invisible attacker gets no advantages related to hitting
Benefit: See Armor Proficiency (light). you in melee.
Normal: See Armor Proficiency (light). That is, you don’t lose your Dexterity bonus to Armor Class,
Special: Fighters, paladins, and clerics automatically have and the attacker doesn’t get the usual +2 bonus for being
Armor Proficiency (heavy) as a bonus feat. invisible (see Table 8–5: Attack Roll Modifiers and Table 8–
They need not select it. 6: Armor Class Modifiers, page 151).
The invisible attacker’s bonuses do still apply for ranged
ARMOR PROFICIENCY (LIGHT) attacks, however.
You take only half the usual penalty to speed for being
[GENERAL] unable to see.
Darkness and poor visibility in general reduces your speed
You are proficient with light armor (see Table 7–6: Armor
to three-quarters normal, instead of one-half (see Table 9–4:
and Shields, page 123).
Hampered Movement, page 163).
Benefit: When you wear a type of armor with which you
Normal: Regular attack roll modifiers for invisible
are proficient, the armor check penalty for that armor
attackers trying to hit you (see Table 8–5: Attack Roll 397
Modifiers, page 151) apply, and you lose your Dexterity Prerequisite: Int 13.
bonus to AC. Benefit: When you use the attack action or the full attack
The speed reduction for darkness and poor visibility (see action in melee, you can take a penalty of as much as –5 on
Table 9–4: Hampered Movement, page 163) also applies. your attack roll and add the same number (+5 or less) as a
Special: The Blind-Fight feat is of no use against a dodge bonus to your Armor Class.
character who is the subject of a blink spell (see page 206). This number may not exceed your base attack bonus.
A fighter may select Blind-Fight as one of his fighter bonus The changes to attack rolls and Armor Class last until your
feats (see page 38). next action.
Normal: A character without the Combat Expertise feat
can fight defensively while using the attack or full attack
BREW POTION [ITEM CREATION] action to take a –4 penalty on attack rolls and gain a +2
You can create potions, which carry spells within dodge bonus to Armor Class.
themselves. Special: A fighter may select Combat Expertise as one of
See the Dungeon Master’s Guide for rules on potions. his fighter bonus feats (see page 38).
Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower
spell that you know and that targets one or more creatures. COMBAT REFLEXES [GENERAL]
Brewing a potion takes one day. You can respond quickly and repeatedly to opponents who
When you create a potion, you set the caster level, which let their defenses down.
must be sufficient to cast the spell in question and no Benefit: When foes leave themselves open, you may
higher than your own level. make a number of additional attacks of opportunity equal
The base price of a potion is its spell level × its caster level × to your Dexterity bonus.
50 gp. For example, a fighter with a Dexterity of 15 can make a
To brew a potion, you must spend 1/25 of this base price in total of three attacks of opportunity in 1 round—the one
XP and use up raw materials costing one-half this base attack of opportunity any character is entitled to, plus two
price. more because of his +2 Dexterity bonus.
When you create a potion, you make any choices that you If four goblins move out of the character’s threatened
would normally make when casting the spell. squares, he can make one attack of opportunity each against
Whoever drinks the potion is the target of the spell. three of the four.
Any potion that stores a spell with a costly material You can still make only one attack of opportunity per
component or an XP cost also carries a commensurate cost. opportunity.
In addition to the costs derived from the base price, you With this feat, you may also make attacks of opportunity
must expend the material component or pay the XP when while flat-footed.
creating the potion. Normal: A character without this feat can make only one
attack of opportunity per round and can’t make attacks of
opportunity while flat-footed.
CLEAVE [GENERAL] Special: The Combat Reflexes feat does not allow a rogue
You can follow through with powerful blows. to use her opportunist ability (see page 51) more than once
Prerequisites: Str 13, Power Attack. per round.
Benefit: If you deal a creature enough damage to make it A fighter may select Combat Reflexes as one of his fighter
drop (typically by dropping it to below 0 hit points or bonus feats (see page 38) A monk may select Combat
killing it), you get an immediate, extra melee attack against Reflexes as a bonus feat at 2nd level.
another creature within reach.
You cannot take a 5-foot step before making this extra
attack. CRAFT MAGIC ARMS AND ARMOR
The extra attack is with the same weapon and at the same
bonus as the attack that dropped the previous creature.
[ITEM CREATION]
You can use this ability once per round. You can create magic weapons, armor, and shields.
Special: A fighter may select Cleave as one of his fighter Prerequisite: Caster level 5th.
bonus feats (see page 38). Benefit: You can create any magic weapon, armor, or
shield whose prerequisites you meet (see the Dungeon
Master’s Guide for prerequisites and other information on
COMBAT CASTING [GENERAL] these items).
You are adept at casting spells in combat. Enhancing a weapon, suit of armor, or shield takes one day
Benefit: You get a +4 bonus on Concentration checks for each 1,000 gp in the price of its magical features.
made to cast a spell or use a spell-like ability while on the To enhance a weapon, suit of armor, or shield, you must
defensive (see Casting on the Defensive, page 140) or while spend 1/25 of its features’ total price in XP and use up raw
you are grappling or pinned. materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a
masterwork item that you provide.
COMBAT EXPERTISE [GENERAL] Its cost is not included in the above cost.
You are trained at using your combat skill for defense as You can also mend a broken magic weapon, suit of armor,
well as offense. or shield if it is one that you could make.
398
Doing so costs half the XP, half the raw materials, and half
the time it would take to craft that item in the first place. CRAFT WONDROUS ITEM [ITEM
CREATION]
CRAFT ROD [ITEM CREATION] You can create a wide variety of magic items, such as a
You can create magic rods, which have varied magical crystal ball or a flying carpet.
effects. Prerequisite: Caster level 3rd.
Prerequisite: Caster level 9th. Benefit: You can create any wondrous item whose
Benefit: You can create any rod whose prerequisites you prerequisites you meet (see the Dungeon Master’s Guide for
meet (see the Dungeon Master’s Guide for prerequisites and prerequisites and other information on wondrous items).
other information on rods). Enchanting a wondrous item takes one day for each 1,000
Crafting a rod takes one day for each 1,000 gp in its base gp in its price.
price. To enchant a wondrous item, you must spend 1/25 of the
To craft a rod, you must spend 1/25 of its base price in XP item’s price in XP and use up raw materials costing half of
and use up raw materials costing one-half of its base price. this price.
Some rods incur extra costs in material components or XP, You can also mend a broken wondrous item if it is one that
as noted in their descriptions. you could make.
These costs are in addition to those derived from the rod’s Doing so costs half the XP, half the raw materials, and half
base price. the time it would take to craft that item in the first place.
Some wondrous items incur extra costs in material
components or XP, as noted in their descriptions.
CRAFT STAFF [ITEM CREATION] These costs are in addition to those derived from the item’s
base price.
You can create magic staffs, each of which has multiple
You must pay such a cost to create an item or to mend a
magical effects.
broken one.
Prerequisite: Caster level 12th.
Benefit: You can create any staff whose prerequisites you
meet (see the Dungeon Master’s Guide for prerequisites and DECEITFUL [GENERAL]
other information on staffs). You have a knack for disguising the truth.
Crafting a staff takes one day for each 1,000 gp in its base
Benefit: You get a +2 bonus on all Disguise checks and
price.
Forgery checks.
To craft a staff, you must spend 1/25 of its base price in XP
and use up raw materials costing one-half of its base price.
A newly created staff has 50 charges. DEFLECT ARROWS [GENERAL]
Some staffs incur extra costs in material components or XP,
as noted in their descriptions. You can deflect incoming arrows, as well as crossbow bolts,
These costs are in addition to those derived from the staff’s spears, and other projectile or thrown weapons.
base price. Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding
nothing) to use this feat.
CRAFT WAND [ITEM CREATION] Once per round when you would normally be hit with a
You can create wands, which hold spells (see the Dungeon ranged weapon, you may deflect it so that you take no
Master’s Guide for rules on wands). damage from it.
You must be aware of the attack and not flat-footed.
Prerequisite: Caster level 5th.
Attempting to deflect a ranged weapon doesn’t count as an
Benefit: You can create a wand of any 4th-level or lower
action.
spell that you know.
Unusually massive ranged weapons, such as boulders
Crafting a wand takes one day for each 1,000 gp in its base
hurled by giants, and ranged attacks generated by spell
price.
effects, such as Melf’s acid arrow, can’t be deflected.
The base price of a wand is its caster level × the spell level ×
750 gp. Special: A monk may select Deflect Arrows as a bonus
To craft a wand, you must spend 1/25 of this base price in feat at 2nd level, even if she does not meet the
XP and use up raw materials costing one-half of this base prerequisites.
price. A fighter may select Deflect Arrows as one of his fighter
A newly created wand has 50 charges. bonus feats (see page 38).
Any wand that stores a spell with a costly material
component or an XP cost also carries a commensurate cost. DEFT HANDS [GENERAL]
In addition to the cost derived from the base price, you
must expend fifty copies of the material component or pay You have exceptional manual dexterity.
fifty times the XP cost. Benefit: You get a +2 bonus on all Sleight of Hand checks
and Use Rope checks.

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).

IMPROVED DISARM [GENERAL] IMPROVED PRECISE SHOT


You know how to disarm opponents in melee combat. [GENERAL]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity Your ranged attacks can ignore the effects of cover or
when you attempt to disarm an opponent, nor does the concealment.
opponent have a chance to disarm you. Prerequisites: Dex 19, Point Blank Shot, Precise Shot,
You also gain a +4 bonus on the opposed attack roll you base attack bonus +11.
make to disarm your opponent. Benefit: Your ranged attacks ignore the AC bonus
Normal: See the normal disarm rules, page 155. granted to targets by anything less than total cover, and the
Special: A fighter may select Improved Disarm as one of miss chance granted to targets by anything less than total
his fighter bonus feats (see page 38). concealment.
A monk may select Improved Disarm as a bonus feat at 6th Total cover and total concealment provide their normal
level, even if she does not meet the prerequisites. benefits against your ranged attacks.
In addition, when you shoot or throw ranged weapons at a
grappling opponent, you automatically strike at the
IMPROVED FEINT [GENERAL] opponent you have chosen.
You are skilled at misdirecting your opponent’s attention in Normal: See pages 150–152 for rules on the effects of
combat. cover and concealment.
Prerequisites: Int 13, Combat Expertise. Without this feat, a character who shoots or throws a
Benefit: You can make a Bluff check to feint in combat as ranged weapon at a target involved in a grapple must roll
a move action. randomly to see which grappling combatant the attack
strikes.
Normal: Feinting in combat is a standard action.
A fighter may select Improved Feint as one of his fighter Special: A fighter may select Improved Precise Shot as
bonus feats (see page 38). one of his fighter bonus feats (see page 38).
An 11th-level ranger who has chosen the archery combat
style is treated as having Improved Precise Shot, even if he
IMPROVED GRAPPLE [GENERAL] does not have the prerequisites for it, but only when he is
wearing light or no armor (see page 48).
You are skilled at grappling opponents.
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity IMPROVED SHIELD BASH
when you make a touch attack to start a grapple.
You also gain a +4 bonus on all grapple checks, regardless of [GENERAL]
whether you started the grapple. You can bash with a shield while retaining its shield bonus
Normal: Without this feat, you provoke an attack of to your Armor Class.
opportunity when you make a touch attack to start a Prerequisite: Shield Proficiency.
grapple. Benefit: When you perform a shield bash, you may still
Special: A fighter may select Improved Grapple as one of apply the shield’s shield bonus to your AC.
his fighter bonus feats (see page 38). Normal: Without this feat, a character who performs a
A monk may select Improved Grapple as a bonus feat at 1st shield bash loses the shield’s shield bonus to AC until his or
level, even if she does not meet the prerequisites. her next turn.
Special: A fighter may select Improved Shield Bash as
IMPROVED INITIATIVE [GENERAL] one of his fighter bonus feats (see page 38).
You can react more quickly than normal in a fight.
Benefit: You get a +4 bonus on initiative checks. IMPROVED SUNDER [GENERAL]
Special: A fighter may select Improved Initiative as one You are skilled at attacking your opponents’ weapons and
of his fighter bonus feats (see page 38). shields, as well as other objects.
Prerequisites: Str 13, Power Attack.
IMPROVED OVERRUN [GENERAL] Benefit: When you strike at an object held or carried by
an opponent (such as a weapon or shield), you do not
You are skilled at knocking down opponents. provoke an attack of opportunity (see Sunder, page 158).
Prerequisites: Str 13, Power Attack. You also gain a +4 bonus on any attack roll made to attack
Benefit: When you attempt to overrun an opponent, the an object held or carried by another character.
target may not choose to avoid you. Normal: Without this feat, you provoke an attack of
You also gain a +4 bonus on your Strength check to knock opportunity when you strike at an object held or carried by
down your opponent. another character.
403
Special: A fighter may select Improved Sunder as one of
his fighter bonus feats (see page 38). IMPROVED UNARMED STRIKE
[GENERAL]
IMPROVED TRIP [GENERAL] You are skilled at fighting while unarmed.
You are trained not only in tripping opponents safely but Benefit: You are considered to be armed even when
also in following through with an attack. unarmed — that is, you do not provoke attacks or
opportunity from armed opponents when you attack them
Prerequisites: Int 13, Combat Expertise.
while unarmed.
Benefit: You do not provoke an attack of opportunity
However, you still get an attack of opportunity against any
when you attempt to trip an opponent while you are
opponent who makes an unarmed attack on you.
unarmed. In addition, your unarmed strikes can deal lethal or
You also gain a +4 bonus on your Strength check to trip
nonlethal damage, at your option.
your opponent.
Normal: Without this feat, you are considered unarmed
If you trip an opponent in melee combat, you immediately
when attacking with an unarmed strike, and you can deal
get a melee attack against that opponent as if you hadn’t
only nonlethal damage with such an attack.
used your attack for the trip attempt.
For example, at 11th level, Tordek gets three attacks at Special: A monk automatically gains Improved Unarmed
bonuses of +11, +6, and +1. Strike as a bonus feat at 1st level.
In the current round, he attempts to trip his opponent. She need not select it.
His first attempt fails (using up his first attack). A fighter may select Improved Unarmed Strike as one of
His second attempt succeeds, and he immediately makes a his fighter bonus feats (see page 38).
melee attack against his opponent with a bonus of +6.
Finally, he takes his last attack at a bonus of +1. INVESTIGATOR [GENERAL]
Normal: Without this feat, you provoke an attack of
opportunity when you attempt to trip an opponent while You have a knack for finding information.
you are unarmed. Benefit: You get a +2 bonus on all Gather Information
See Trip, page 158. checks and Search checks.
Special: At 6th level, a monk may select Improved Trip as
a bonus feat, even if she does not have the prerequisites. IRON WILL [GENERAL]
A fighter may select Improved Trip as one of his fighter
bonus feats (see page 38). You have a stronger will than normal.
Benefit: You get a +2 bonus on all Will saving throws.

IMPROVED TURNING [GENERAL]


LEADERSHIP [GENERAL]
Your turning or rebuking attempts are more powerful than
normal. You are the sort of person others want to follow, and you
Prerequisite: Ability to turn or rebuke creatures. have done some work attempting to recruit cohorts and
Benefit: You turn or rebuke creatures as if you were one followers.
level higher than you are in the class that grants you the Prerequisite: Character level 6th.
ability. Benefit: You can attract loyal companions and devoted
followers, subordinates who assist you.
Your DM has information on what sort of cohort and how
IMPROVED TWO-WEAPON many followers you can recruit.
Special: Check with your DM before selecting this feat,
FIGHTING [GENERAL] and work with your DM to determine an appropriate
You are an expert in fighting two-handed. cohort and followers for your character (the Dungeon
Prerequisites: Dex 17, Two-Weapon Fighting, base Master’s Guide has more information on cohorts and
attack bonus +6. followers).
Benefit: In addition to the standard single extra attack
you get with an off-hand weapon, you get a second attack
with it, albeit at a – 5 penalty (see Table 8–10, page 160). LIGHTNING REFLEXES [GENERAL]
Normal: Without this feat, you can only get a single extra You have faster than normal reflexes.
attack with an off-hand weapon. Benefit: You get a +2 bonus on all Reflex saving throws.
Special: A fighter may select Improved Two-Weapon
Fighting as one of his fighter bonus feats.
A 6th-level ranger who has chosen the two-weapon combat MAGICAL APTITUDE [GENERAL]
style is treated as having Improved Two-Weapon Fighting, You have a knack for magical endeavors.
even if he does not have the prerequisites for it, but only Benefit: You get a +2 bonus on all Spellcraft checks and
when he is wearing light or no armor (see page 48). Use Magic Device checks.

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).

MAXIMIZE SPELL [METAMAGIC]


You can cast spells to maximum effect.
405
If you choose to use a double weapon like a two-handed
NATURAL SPELL [GENERAL] weapon, attacking with only one end of it in a round, you
You can cast spells while in a wild shape. treat it as a two-handed weapon).
Prerequisites: Wis 13, wild shape ability. A fighter may select Power Attack as one of his fighter
Benefit: You can complete the verbal and somatic bonus feats (see page 38).
components of spells while in a wild shape.
For example, while in the form of a hawk, you could
substitute screeches and gestures with your talons for the PRECISE SHOT [GENERAL]
normal verbal and somatic components of a spell. You are skilled at timing and aiming ranged attacks.
You can also use any material components or focuses you Prerequisite: Point Blank Shot.
possess, even if such items are melded within your current Benefit: You can shoot or throw ranged weapons at an
form. opponent engaged in melee without taking the standard –4
This feat does not permit the use of magic items while you penalty on your attack roll (see Shooting or Throwing into
are in a form that could not ordinarily use them, and you do a Melee, page 140).
not gain the ability to speak while in a wild shape. Special: A fighter may select Precise Shot as one of his
fighter bonus feats (see page 38).
NEGOTIATOR [GENERAL]
You are good at gauging and swaying attitudes. QUICK DRAW [GENERAL]
Benefit: You get a +2 bonus on all Diplomacy checks and You can draw weapons with startling speed.
Sense Motive checks. Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of
NIMBLE FINGERS [GENERAL] as a move action.
You can draw a hidden weapon (see the Sleight of Hand
You are adept at manipulating small, delicate objects. skill, page 81) as a move action.
Benefit: You get a +2 bonus on all Disable Device checks A character who has selected this feat may throw weapons
and Open Lock checks. at his full normal rate of attacks (much like a character with
a bow).
Normal: Without this feat, you may draw a weapon as a
PERSUASIVE [GENERAL] move action, or (if your base attack bonus is +1 or higher) as
You have a way with words and body language. a free action as part of movement (see page 142).
Benefit: You get a +2 bonus on all Bluff checks and Without this feat, you can draw a hidden weapon as a
Intimidate checks. standard action.
Special: A fighter may select Quick Draw as one of his
fighter bonus feats (see page 38).
POINT BLANK SHOT [GENERAL]
You are skilled at making well-placed shots with ranged
weapons at close range. QUICKEN SPELL [METAMAGIC]
Benefit: You get a +1 bonus on attack and damage rolls You can cast a spell with a moment’s thought.
with ranged weapons at ranges of up to 30 feet. Benefit: Casting a quickened spell is a free action.
Special: A fighter may select Point Blank Shot as one of You can perform another action, even casting another spell,
his fighter bonus feats (see page 38). in the same round as you cast a quickened spell.
You may cast only one quickened spell per round.
A spell whose casting time is more than 1 full-round action
POWER ATTACK [GENERAL] cannot be quickened.
You can make exceptionally powerful melee attacks. A quickened spell uses up a spell slot four levels higher
Prerequisite: Str 13. than the spell’s actual level.
Benefit: On your action, before making attack rolls for a Casting a quickened spell doesn’t provoke an attack of
round, you may choose to subtract a number from all melee opportunity.
attack rolls and add the same number to all melee damage Special: This feat can’t be applied to any spell cast
rolls. spontaneously (including sorcerer spells, bard spells, and
This number may not exceed your base attack bonus. cleric or druid spells cast spontaneously), since applying a
The penalty on attacks and bonus on damage apply until metamagic feat to a spontaneously cast spell automatically
your next turn. increases the casting time to a full-round action.
Special: If you attack with a two-handed weapon, or with
a one-handed weapon wielded in two hands, instead add
twice the number subtracted from your attack rolls. RAPID RELOAD [GENERAL]
You can’t add the bonus from Power Attack to the damage Choose a type of crossbow (hand, light, or heavy).
dealt with a light weapon (except with unarmed strikes or You can reload a crossbow of that type more quickly than
natural weapon attacks), even though the penalty on attack normal.
rolls still applies. Prerequisite: Weapon Proficiency (crossbow type
(Normally, you treat a double weapon as a one-handed chosen).
weapon and a light weapon.
406
Benefit: The time required for you to reload your chosen more than a light load) or three times your speed (if
type of crossbow is reduced to a free action (for a hand or wearing heavy armor or carrying a medium or heavy load),
light crossbow) or a move action (for a heavy crossbow). and you lose your Dexterity bonus to AC.
Reloading a crossbow still provokes an attack of
opportunity.
If you have selected this feat for hand crossbow or light SCRIBE SCROLL [ITEM CREATION]
crossbow, you may fire that weapon as many times in a full You can create scrolls, from which you or another
attack action as you could attack if you were using a bow. spellcaster can cast the scribed spells.
Normal: A character without this feat needs a move See the Dungeon Master’s Guide for rules on scrolls.
action to reload a hand or light crossbow, or a full-round Prerequisite: Caster level 1st.
action to reload a heavy crossbow. Benefit: You can create a scroll of any spell that you
Special: You can gain Rapid Reload multiple times. know.
Each time you take the feat, it applies to a new type of Scribing a scroll takes one day for each 1,000 gp in its base
crossbow. price.
A fighter may select Rapid Reload as one of his fighter The base price of a scroll is its spell level × its caster level ×
bonus feats (see page 38). 25 gp.
To scribe a scroll, you must spend 1/25 of this base price in
XP and use up raw materials costing one-half of this base
RAPID SHOT [GENERAL] price.
You can use ranged weapons with exceptional speed. Any scroll that stores a spell with a costly material
Prerequisites: Dex 13, Point Blank Shot. component or an XP cost also carries a commensurate cost.
Benefit: You can get one extra attack per round with a In addition to the costs derived from the base price, you
ranged weapon. must expend the material component or pay the XP when
The attack is at your highest base attack bonus, but each scribing the scroll.
attack you make in that round (the extra one and the
normal ones) takes a –2 penalty.
You must use the full attack action (see page 143) to use this SELF-SUFFICIENT [GENERAL]
feat. You can take care of yourself in harsh environments and
Special: A fighter may select Rapid Shot as one of his situations.
fighter bonus feats (see page 38). Benefit: You get a +2 bonus on all Heal checks and
A 2nd-level ranger who has chosen the archery combat Survival checks.
style is treated as having Rapid Shot, even if he does not
have the prerequisites for it, but only when he is wearing
light or no armor (see page 48). SHIELD PROFICIENCY [GENERAL]
You are proficient with bucklers, small shields, and large
shields.
RIDE-BY ATTACK [GENERAL] Benefit: You can use a shield and take only the standard
You are skilled at making fast attacks for your mount. penalties (see Table 7–6: Armor and Shields, page 123).
Prerequisites: Ride 1 rank, Mounted Combat. Normal: When you are using a shield with which you are
Benefit: When you are mounted and use the charge not proficient, you take the shield’s armor check penalty on
action, you may move and attack as if with a standard attack rolls and on all skill checks that involve moving,
charge and then move again (continuing the straight line of including Ride checks.
the charge). Special: Barbarians, bards, clerics, druids, fighters,
Your total movement for the round can’t exceed double paladins, and rangers automatically have Shield Proficiency
your mounted speed. as a bonus feat.
You and your mount do not provoke an attack of They need not select it.
opportunity from the opponent that you attack.
Special: A fighter may select Ride-By Attack as one of his
fighter bonus feats (see page 38). SHOT ON THE RUN [GENERAL]
You are highly trained in skirmish ranged weapon tactics.
Prerequisites: Dex 13, Dodge, Mobility, Point Blank
RUN [GENERAL] Shot, base attack bonus +4.
You are fleet of foot. Benefit: When using the attack action with a ranged
Benefit: When running, you move five times your weapon, you can move both before and after the attack,
normal speed (if wearing medium, light, or no armor and provided that your total distance moved is not greater than
carrying no more than a medium load) or four times your your speed.
speed (if wearing heavy armor or carrying a heavy load). Special: A fighter may select Shot on the Run as one of
If you make a jump after a running start (see the Jump skill his fighter bonus feats (see page 38).
description, page 77), you gain a +4 bonus on your Jump
check.
While running, you retain your Dexterity bonus to AC. SILENT SPELL [METAMAGIC]
Normal: You move four times your speed while running You can cast spells silently.
(if wearing medium, light or no armor and carrying no
407
Benefit: A silent spell can be cast with no verbal Each time you take the feat, it applies to a new school of
components. magic.
Spells without verbal components are not affected.
A silent spell uses up a spell slot one level higher than the
spell’s actual level. SPELL MASTERY [SPECIAL]
Special: Bard spells cannot be enhanced by this You are so intimately familiar with certain spells that you
metamagic feat. don’t need a spellbook to prepare them anymore.
Prerequisite: Wizard level 1st.
Benefit: Each time you take this feat, choose a number of
SIMPLE WEAPON PROFICIENCY spells equal to your Intelligence modifier that you already
[GENERAL] know.
From that point on, you can prepare these spells without
You understand how to use all types of simple weapons in referring to a spellbook.
combat (see Table 7–5: Weapons, page 116, for a list of Normal: Without this feat, you must use a spellbook to
simple weapons). prepare all your spells, except read magic.
Benefit: You make attack rolls with simple weapons
normally.
Normal: When using a weapon with which you are not SPELL PENETRATION [GENERAL]
proficient, you take a –4 penalty on attack rolls. Your spells are especially potent, breaking through spell
Special: All characters except for druids, monks, rogues, resistance more readily than normal.
and wizards are automatically proficient with all simple Benefit: You get a +2 bonus on caster level checks (1d20 +
weapons. caster level) made to overcome a creature’s spell resistance.
They need not select this feat.
A sorcerer or wizard who casts the spell Tenser’s
transformation on himself or herself gains proficiency with SPIRITED CHARGE [GENERAL]
all simple weapons for the duration of the spell. You are trained at making a devastating mounted charge.
Prerequisites: Ride 1 rank, Mounted Combat, Ride-By
SKILL FOCUS [GENERAL] Attack.
Benefit: When mounted and using the charge action, you
Choose a skill, such as Move Silently. deal double damage with a melee weapon (or triple damage
You have a special knack with that skill. with a lance).
Benefit: You get a +3 bonus on all checks involving that Special: A fighter may select Spirited Charge as one of his
skill. fighter bonus feats (see page 38).
Special: You can gain this feat multiple times.
Its effects do not stack.
Each time you take the feat, it applies to a new skill. SPRING ATTACK [GENERAL]
You are trained in fast melee attacks and fancy footwork.
SNATCH ARROWS [GENERAL] Prerequisites: Dex 13, Dodge, Mobility, base attack
bonus +4.
You are adept at grabbing incoming arrows, as well as
Benefit: When using the attack action with a melee
crossbow bolts, spears, and other projectile or thrown
weapon, you can move both before and after the attack,
weapons.
provided that your total distance moved is not greater than
Prerequisites: Dex 15, Deflect Arrows, Improved your speed.
Unarmed Strike. Moving in this way does not provoke an attack of
Benefit: When using the Deflect Arrows feat (page 93), opportunity from the defender you attack, though it might
you may catch the weapon instead of just deflecting it. provoke attacks of opportunity from other creatures, if
Thrown weapons, such as spears or axes, can immediately appropriate.
be thrown back at the original attacker (even though it isn’t You can’t use this feat if you are wearing heavy armor.
your turn) or kept for later use. You must move at least 5 feet both before and after you
You must have at least one hand free (holding nothing) to make your attack in order to utilize the benefits of Spring
use this feat. Attack.
Special: A fighter may select Snatch Arrows as one of his Special: A fighter may select Spring Attack as one of his
fighter bonus feats (see page 38). fighter bonus feats (see page 38).

SPELL FOCUS [GENERAL] STEALTHY [GENERAL]


Choose a school of magic, such as illusion. You are particularly good at avoiding notice.
Your spells of that school are more potent than normal. Benefit: You get a +2 bonus on all Hide checks and Move
Benefit: Add +1 to the Difficulty Class for all saving Silently checks.
throws against spells from the school of magic you select.
Special: You can gain this feat multiple times.
Its effects do not stack. STILL SPELL [METAMAGIC]
You can cast spells without gestures.
408
Benefit: A stilled spell can be cast with no somatic
components.
TRACK [GENERAL]
Spells without somatic components are not affected. You can follow the trails of creatures and characters across
A stilled spell uses up a spell slot one level higher than the most types of terrain.
spell’s actual level. Benefit: To find tracks or to follow them for 1 mile
requires a successful Survival check.
You must make another Survival check every time the
STUNNING FIST [GENERAL] tracks become difficult to follow, such as when other tracks
You know how to strike opponents in vulnerable areas. cross them or when the tracks backtrack and diverge.
Prerequisites: Dex 13, Wis 13, Improved Unarmed You move at half your normal speed (or at your normal
Strike, base attack bonus +8. speed with a –5 penalty on the check, or at up to twice your
Benefit: You must declare that you are using this feat normal speed with a –20 penalty on the check).
before you make your attack roll (thus, a failed attack roll The DC depends on the surface and the prevailing
ruins the attempt). conditions, as given on the table below:
Stunning Fist forces a foe damaged by your unarmed attack
to make a Fortitude saving throw (DC 10 + 1/2 your
character level + your Wis modifier), in addition to dealing
damage normally.
A defender who fails this saving throw is stunned for 1 Very Soft Ground: Any surface (fresh snow, thick dust, wet
round (until just before your next action). mud) that holds deep, clear impressions of footprints.
A stunned character can’t act, loses any Dexterity bonus to Soft Ground: Any surface soft enough to yield to pressure,
AC, and takes a –2 penalty to AC. but firmer than wet mud or fresh snow, in which a creature
You may attempt a stunning attack once per day for every leaves frequent but shallow footprints.
four levels you have attained (but see Special), and no more Firm Ground: Most normal outdoor surfaces (such as lawns,
than once per round. fields, woods, and the like) or exceptionally soft or dirty
Constructs, oozes, plants, undead, incorporeal creatures, indoor surfaces (thick rugs and very dirty or dusty floors).
and creatures immune to critical hits cannot be stunned. The creature might leave some traces (broken branches or
Special: A monk may select Stunning Fist as a bonus feat tufts of hair), but it leaves only occasional or partial
at 1st level, even if she does not meet the prerequisites. footprints.
A monk who selects this feat may attempt a stunning attack Hard Ground: Any surface that doesn’t hold footprints at all,
a number of times per day equal to her monk level, plus one such as bare rock or an indoor floor.
more time per day for every four levels she has in classes Most streambeds fall into this category, since any footprints
other than monk. left behind are obscured or washed away.
A fighter may select Stunning Fist as one of his fighter The creature leaves only traces (scuff marks or displaced
bonus feats (see page 38). pebbles).
Several modifiers may apply to the Survival check, as given
TOUGHNESS [GENERAL] on the table below.
You are tougher than normal.
Benefit: You gain +3 hit points.
Special: A character may gain this feat multiple times.
Its effects stack.

TOWER SHIELD PROFICIENCY


[GENERAL]
You are proficient with tower shields.
Prerequisite: Shield Proficiency.
Benefit: You can use a tower shield and suffer only the
standard penalties (see Table 7–6: Armor and Shields, page
123).
Normal: A character who is using a shield with which he
or she is not proficient takes the shield’s armor check
penalty on attack rolls and on all skill checks that involve
moving, including Ride.
Special: Fighters automatically have Tower Shield
Proficiency as a bonus feat.
They need not select it.
If you fail a Survival check, you can retry after 1 hour
(outdoors) or 10 minutes (indoors) of searching.

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.

WIDEN SPELL [METAMAGIC]


You can increase the area of your spells.
Benefit: You can alter a burst, emanation, line, or spread
shaped spell to increase its area.
Any numeric measurements of the spell’s area increase by
100%.
For example, a fireball spell (which normally produces a 20-
foot-radius spread) that is widened now fills a 40-foot-radius
spread.
A widened spell uses up a spell slot three levels higher than
the spell’s actual level.
Spells that do not have an area of one of these four sorts are
not affected by this feat.

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.

COMBAT STRIKE [] DIVINE JUSTICE []


Your intense, focused state allows you to see the one critical You can channel divine energy to turn your foe’s strength
moment in a battle when you hang suspended between against him, striking him with the same force that he used
victory and defeat. against you.
By pouring the energy required to maintain your focus into Prerequisite: Ability to turn or rebuke undead.
your assault, you bailer through your foe’s defenses. Benefit: As a swift action, you can expend a turn or
Prerequisites: Wis 13. rebuke undead attempt to mark an opponent as the target
Combat Focus, any two other combat form feats, base attack of this feat.
bonus 15. The next time this opponent strikes you with an armed
Benefit: It you choose to end your combat focus as a swift melee attack or a natural weapon, record the damage he
action, you gain a bonus on attack rolls and damage rolls deals.
equal to your total number of combat form feats for the rest The next time you strike him in melee, you deal that
of your current turn. damage or your weapon’s normal damage, whichever is
You immediately lose all benefits of combat form feats that greater.
affect you only while you are maintaining your combat Your weapon’s qualities still determine if damage reduction
focus. applies to the damage you deal.
Special: A fighter can select Combat Strike as one of his You can mark only one opponent at a time with this feat.
fighter bonus feats. You must take damage from your foe within 1 minute of
using this feat, or your turn or rebuke undead attempt is
wasted.
COMBAT VIGOR [] After taking damage, you must strike your foe within 1
When you maintain your combat focus, your clarity of minute, or you lose this feat’s benefit.
purpose and relentless drive allow you to overcome your Until you strike your foe and trigger the feat’s benefit, you
body’s frailties. cannot use this feat again to mark the same or a different
Minor wounds heal in a matter of seconds, and you quickly opponent.
recover from even a grievous blow.
Prerequisites: Wis 13, Combat Focus, base attack bonus
+9. DIVINE WARD []
Benefit: While you maintain your combat focus, you gain You create a channel of divine energy between yourself and
fast healing 2. a willing ally.
You lose this benefit when your combat focus ends. This link allows you to cast your spells upon him from
If you have three or more combat form feats, the benefit of greater than normal range.
this feat improves to fast healing 4. Prerequisite: Ability to turn or rebuke undead.
Special: A fighter can select Combat Vigor as one of his Benefit: Once every 24 hours, you can spend 10 minutes
fighter bonus feats. creating a magical ward between you and one willing
target.
For the rest of the 24-hour period, you can increase the
DIVINE FEATS range of a touch spell to short range (25 feet + 5 feet per two
caster levels) if you target the warded creature, and only the
warded creature.
DIVINE ARMOR [] When you cast a spell in this manner, you must expend 1
turn or rebuke undead attempt.
You call upon your deity to protect you in your hour of
You can create a ward between you and more than one
need by wreathing you in divine power that wards off your
target, so long as you expend the necessary time and
enemies’ attacks.
turning attempts.
Prerequisites: Divine caster level 5th, ability to turn or You must expend a turn or rebuke undead attempt to create
rebuke undead. each ward beyond the first.
Benefit: As a swift action, you can expend a turn or
rebuke undead attempt to gain damage reduction 5/– until
the start of your next turn. PROFANE AURA []
You call upon the dark powers you worship to fill the area
DIVINE FORTUNE [] around you with a dreadful mist that obscures sight.
Prerequisites: Divine caster level 9th, ability to rebuke
With a quick prayer, you channel divine energy to help undead.
414 resist spell, poison, or other deadly effect.
Benefit: As a standard action, you can expend one of your
rebuke undead attempts to fill the area around you with a HERITAGE FEATS
cold, clammy mist.
The mist extends out in a 60-foot-radius emanation
centered on you and flows through the air as you move, CELESTIAL SORCERER AURA []
keeping you at the center of its area. The power of your sorcerous heritage shines through,
The mist provides concealment to creatures within the allowing you to infuse the area around you with a menacing
cloud. aura.
While in the mist, creatures (including you) 5 feet away Prerequisites: Celestial Sorcerer Heritage, sorcerer
from each other have concealment, and creatures separated level 1st.
by more than 5 feet have total concealment from each Benefit: As a standard action, you can expend a spell slot
other. to generate a righteous aura of menace that affects all
In addition, mindless undead creatures within the cloud hostile creatures in a 20-foot radius around you.
gain a +2 deflection bonus to AC. All your opponents within this area must make a Will save
(DC 10 + the level of the spell slot expended + your Cha
SACRED HEALING [] modifier).
On a failed save, a creature takes a –2 penalty on attack
You can channel divine energy to aid in your efforts to tend rolls, checks, and saves for 24 hours or until it successfully
to a comrades injuries, sickness, or other conditions. hits you.
Prerequisite: Ability to turn undead. A creature that resists or breaks this effect cannot be
Benefit: As a swift action, you can expend a turn undead affected by it again for 24 hours.
attempt to augment your ability to tend to the wounds of This is a supernatural ability.
others.
You gain a +5 bonus on Heal checks and a +2 bonus per die
on the damage healed by any conjuration (healing) spells CELESTIAL SORCERER HERITAGE []
you cast. Your ancestry manifests in the form of several special
This benefit lasts until the end of your current turn. abilities.
You gain access to abilities similar to those of an archon.
SACRED PURIFICATION [] Prerequisite: Sorcerer level 1st.
Benefit: You gain a bonus on saves against electricity and
You serve as a conduit of divine energy, filling the area petrification equal to the number of celestial sorcerer feats
around you with power that aids the living and saps the you possess.
undead. You also add protection from evil to your list of 1st-Ievel
Prerequisites: Sacred Healing, ability to turn undead. sorcerer spells known.
Benefit: As a swift action, you can expend a turn undead This spell is in addition to the spells you gain normally
attempt to create a pulse of divine energy. based on your sorcerer level.
All living creatures within 60 feet of you heal an amount of
damage equal to 1d8 points + your Charisma bonus (if any).
All undead creatures in this area take damage equal to 1d8 CELESTIAL SORCERER LANCE []
points + your Charisma bonus. You can channel your arcane energy into a bolt of power
that is baneful to evil creatures.
SACRED RADIANCE [] Prerequisites: Celestial Sorcerer Heritage, sorcerer
level 1st.
You channel divine energy to fill the area around you with Benefit: As a standard action, you can expend a spell slot
a soothing, gentle radiance. to create a 60-foot line of energy that deals damage only
Prerequisites: Divine caster level 9th, ability to turn against creatures with an evil alignment.
undead. The bolt deals 1d8 points of damage per level of the spell
Benefit: As a standard action, you can expend a turn slot spent to activate this ability.
undead attempt to bathe yourself in light. A Reflex save (DC 10 + the level of the spell slot expended +
This light provides bright illumination in a 60-foot-radius your Cha modifier) halves this damage.
emanation centered on you and an additional 60 feet of This is a supernatural ability.
shadowy illumination beyond that area.
The light moves as you move, keeping you at the center of
its area. CELESTIAL SORCERER LORE []
It temporarily negates areas of magical darkness created by The power of your a ancestry grants you access to a variety
spells of 3rd level or lower. of new spells.
Any nonevil creature within 60 feet of you gains a +2 Prerequisites: Celestial Sorcerer Heritage, any two
morale bonus on saves against fear, poison, disease, and other celestial sorcerer heritage feats, sorcerer level 1st.
death effects. Benefit: You add magic circle against evil, tongues, and
Evil creatures take a –2 penalty on saves against fear effects. teleport to your list of spells known.
This benefit lasts for 10 minutes. You gain these spells when you gain access to spells of the
appropriate level.
415
These spells are in addition to the spells you gain normally
based on your sorcerer level. INFERNAL SORCERER RESISTANCE
[]
CELESTIAL SORCERER WINGS [] You are as tough and resilient as an infernal monstrosity,
You channel your inborn magical abilities to spawn a pair allowing you to shrug off acid and cold damage.
of spectral, magical wings that glow with majestic power. Prerequisites: Infernal Sorcerer Heritage, sorcerer level
Prerequisites: Celestial Sorcerer Heritage, sorcerer 1st.
level 1st. Benefit: You gain resistance to acid and resistance to cold
Benefit: You can expend a spell slot as a standard action equal to the total number of infernal sorcerer heritage feats
to gain the ability to fly. you have.
You fly at a speed equal to twice your base land speed with
good maneuverability.
This benefit lasts for 1 round per level of the spell slot used METAMAGIC FEATS
to activate it.
This is a supernatural ability.
BLISTERING SPELL []
Your fire spells sear the flesh from your enemies’ bones,
INFERNAL SORCERER EYES [] leaving them wracked with pain.
Your eyes glow with infernal fire, allowing you to see Benefit: This metamagic feat can be applied only to a
through magical darkness. spell that has the fire descriptor.
Prerequisites: Infernal Sorcerer Heritage, sorcerer level A blistering spell deals an extra 2 points of fire damage per
1st. level of the spell.
Benefit: As a swift action, you can expend a spell slot to In addition to the spells normal effect, any creature that
cause your eyes to emit a spectral red glow. fails its save against a blistering spell takes a –2 penalty on
You gain the ability to see perfectly in darkness of any kind, attack rolls and checks until the beginning of your next
out to the limit of your line of sight. turn.
You ignore the concealment provided by darkness spells A blistering spell uses up a spell slot one level higher than
and effects. the spell’s actual level.
This benefit lasts for 10 minutes per level of the spell slot
used to activate it.
EARTHBOUND SPELL []
You bind a spell into the rock and soil, leaving it there until
INFERNAL SORCERER HERITAGE [] an opponent stumbles across it.
Your innate magic derives from infernal ancestors. At that time, the spell releases its energy.
Your blood is thick with their power, allowing you to Benefit: When you cast an earthbound spell, you place it
exhibit a variety of abilities. within a square adjacent to you.
Prerequisite: Sorcerer level 1st. You must specify all effects, options, and other relevant
Benefit: You gain a bonus on saves against fire and poison variables when you cast the spell.
equal to the number of infernal sorcerer heritage feats you The next creature to enter the warded square triggers the
possess. spell.
When you use a conjuration (summoning) spell to If the spell affects an area, that square is the center of the
summon an evil outsider, you gain a +2 bonus to your caster area or the point at which the area begins.
level. For a cone, line, or similar area, you must designate the
direction in which the cone or line extends.
An earthbound spell that does not affect an area targets the
INFERNAL SORCERER HOWL [] creature that triggered it.
You channel the fury of your infernal ancestors into a You cannot apply the Earthbound Spell metamagic feat to a
thunderous roar that blasts your enemies with sonic power. spell with a range of personal.
Prerequisites: Infernal Sorcerer Heritage, sorcerer level An earthbound spell remains in place for 1 hour or until it
1st. is triggered.
Benefit: By expending one of your spell slots, you create a A Search check (DC 25 + the spell’s level) reveals its
30-foot cone of sonic energy. presence, as does detect magic and similar abilities.
All opponents within the cone rake 2d6 points of damage A character with trapfinding can make a Disable Device
per level of the spell slot expended. check (DC 25 + the spell’s level) to remove an earthbound
Each target can attempt a Fortitude save (DC 10 + the level spell (as if it is a magic trap).
of the spell slot expended + your Cha modifier) for half A dispel magic effect can also remove an earthbound spell,
damage. thus preventing it from functioning.
This is a supernatural ability. An earthbound spell uses up a spell slot two levels higher
than the spell’s actual level.

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.

IMBUED SUMMONING [] ACTIVE SHIELD DEFENSE []


Your expert use of your shield allows you to strike at
Your summoning spells gain an element of surprise. vulnerable foes even when you forgo your own attacks in
You can summon creatures that come into existence with favor of defense.
the benefit of a spell such as invisibility or bull’s strength.
Prerequisites: Proficiency with shields.
Prerequisites: Augment Summoning, Spell Focus Shield Specialization.
(conjuration).
Benefit: When lighting defensively and using a shield,
Benefit: When you cast a spell from the summoning you do not take the standard fighting defensively penalties
subschool, you can choose to grant the summoned creature on attacks of opportunity.
the benefit of any spell of 3rd level or lower you can cast When using the total defense action and a shield, you still
that has a range of touch. threaten the area around you as normal.
You cast the spell you wish to grant the creature (using a You can make attacks of opportunity with a –4 penalty.
prepared spell or a spell slot) at the same time you cast your
Normal: You take a –4 penalty on all attacks while
summoning spell.
fighting defensively.
The creature gains the benefit of the spell when it appears.
You cannot attack while using the total defense action.
An imbued summoning spell uses up a spell slot one level
higher than the spell’s actual level. Special: A fighter can select Active Shield Defense as one
of Ins fighter bonus feats.

SMITING SPELL [] ADAPTABLE FLANKER []


You can channel the energy of a touch spell into a weapon,
When you and an ally team up against a foe you know how
causing the spell to discharge when you strike an
to maximize the threat your ally poses to ruin your target’s
opponent.
defenses.
Prerequisites: Base attack bonus +1, caster level 1st.
Prerequisites: Combat Reflexes, Vexing Flanker, base
Benefit: You can alter a spell with a range of touch to
attack bonus +4.
transfer its energy from your hand to a weapon that you
Benefit: As a swift action you designate a single opponent
hold.
as the target of this feat.
The next time you strike an opponent with that weapon,
When you are adjacent to the chosen target, you can choose
the spell discharges.
to count as occupying any other square you threaten for
The target takes the normal damage and effects of a
purposes of determining flanking bonuses for you and your
successful attack in addition to the spell’s effect.
allies.
Once you place a spell into a weapon, you must discharge it
You also occupy your current square for flanking an
within 1 minute, or its energy dissipates harmlessly.
opponent.
You can place a smiting spell on a piece of ammunition or a
projectile, such as a sling bullet, an arrow, or a crossbow Special: A fighter can select Adaptable Flanker as one of
bolt. his fighter bonus feats.
In such a case, the spell dissipates if the attack misses.
The spell cannot be placed on a bow, crossbow, sling, or AGILE SHIELD FIGHTER []
similar weapon that uses ammunition.
A smiting spell uses up a spell slot one level higher than the You are skilled in combining your shield bash attack with
spell’s actual level. an armed strike.
When you use your shield in unison with a weapon, your
training allows you to score telling blows with both.
Prerequisites: Proficiency with shields, Improved
Shield Bash, Shield Specialisation.

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.

ARCANE THESIS [] BATTLE DANCER []


You have studied a single spell in-depth. You strike at your foes in time with the music you sing or
Your expertise grants you formidable though narrowly in cadence with an oration you deliver.
focused arcane mastery.
418
The magical power of your bardic performance drives you he must make a Fortitude save (DC 10 + your extra damage
forward and improves your fighting ability. from the Power Attack feat on the attack)or be sickened for
Prerequisites: Base attack bonus +2, bardic music. 1 round.
Benefit: During a round in which you grant any ally a You can use this feat once per round during your attack
bonus on attack rolls, damage rolls, or saves with one of action.
your bardic music abilities, you gain a +2 morale bonus on Special: This feat cannot be used against a creature that is
your attack rolls if you move at least one square before not subject to extra damage from critical hits.
attacking. A fighter can select Brutal Strike as one of his fighter bonus
You lose this benefit for the remaining duration of your feats.
current use of bardic music if you do not move or if you do
not attack on your turn.
If you stand still and attack (or move without attacking), COMBAT ACROBAT []
you do not gain this feat’s benefit, but this ability’s duration Your acrobatics and agility in combat allow you to
continues. maneuver across the battlefield with ease.
Special: A fighter can select Battle Dancer as one of his You stay on your feet and speed over difficult terrain due to
fighter bonus feels. your superior athleticism and acrobatic talents.
Prerequisites: Balance 9 ranks, Tumble 9 ranks.
Benefit: You gain several benefits from this feat to reflect
BONDED FAMILIAR [] your overall athletic ability and training in the skills vital to
You enjoy a stronger than normal magical bond with your an acrobat.
familiar, granting you access to two special abilities. Acrobatic Recovery: If an effect causes you to fall prone, you
Prerequisite: Familiar. can make a DC 20 Balance check to remain on your feet.
Benefit: As long as your familiar is within 30 feet of you, Sure Footed Maneuver: With a DC 15 Balance check, you can
the two of you can share the damage from a single deadly ignore up to 4 squares of difficult terrain while moving.
attack. You treat these squares as normal terrain.
Once per day, if an attack would drop your familiar to 0 or You still endure any el lefts or hazards associated with the
fewer hit points, you can instead choose to accept that terrain.
damage. For example, a shallow pool of boiling water might deal fire
In addition, once per day, your familiar can choose to take damage and count as difficult terrain.
the damage from a single attack or effect that would reduce You would still take damage from the water even if your
you to 0 or fewer hit points. Balance check allowed you to move through it at full speed.
This ability applies only to attacks or effects that deal hit Special: A fighter can select Combat Acrobat as one of his
point damage. fighter bonus feats.
You or your familiar could not absorb the effect of a spell
such as flesh to stone.
COMBAT FAMILIAR []
Your familiar is skilled in delivering attack spells against
BOUNDING ASSAULT [] your foes.
You can move and attack with superior speed and power. It flits past their defenses to discharge its spell without
Prerequisites: Dex 13, Dodge. leaving itself vulnerable to attack.
Mobility, Spring Attack, base attack bonus +12. Prerequisites: Arcane caster level 1st, familiar.
Benefit: When using the Spring Attack feat, you Benefit: If your familiar holds the charge for a couch
designate two foes rather than one. spell, it does not provoke an al lack of opportunity for
Your movement does not provoke attacks of opportunity entering an opponents square.
from either of these foes.
While using an attack action with the Spring Attack feat,
you can make a second attack with a –5 penalty. COMBAT TACTICIAN []
You can use both attacks against one of the opponents You excel at approaching an opponent from an unexpected
targeted with this feat, or split your attacks between them. direction to deliver deadly attacks.
As you approach your foe, you duck and weave to confuse
his defenses.
BRUTAL STRIKE [] Alternatively, you draw a weapon and make a quick attack
You can baiter foes senseless with your mace, morningstar, that surprises your foe.
quarterstaff, or flail. Prerequisites: Dex 13, Dodge, base attack bonus +12.
Few victims are willing to stand toe-to-toe with a warrior Benefit: You can designate one specific foe as the target
known for knocking his foes witless with a single strike. of this feat as a free action.
Prerequisites: Str 13, Power Attack, base attack bonus If neither you nor the target threatens each other at the
+6. start of your turn, you gain a +2 bonus on melee damage
Benefit: If you use your Power Attack (eat to increase against that target during your turn.
your damage with a bludgeoning weapon, you can attempt
a brutal strike.
You must declare your intention before making your COMETARY COLLISION []
attack, if the attack hits and your opponent takes damage, You are a thunderbolt of destruction on the battlefield.
419
By carefully timing your charge, you rush forward and slam Prerequisites: Proficiency with a bludgeoning weapon,
into an enemy just as he gathers the speed needed to charge Weapon Focus with a bludgeoning weapon, Weapon
you. Mastery (bludgeoning), Weapon Specialization with a
You turn your opponent’s momentum against him. bludgeoning weapon, base attack bonus +14.
Prerequisites: Str 13, Improved Bull Rush, Power Benefit: When you use a full attack action while fighting
Attack. with any bludgeoning weapon, each attack that connects
Benefit: You can ready a standard action to use this feat beats down your foe’s defenses, grant ingacumulaiivc+1
when an opponent charges you or any other target. bonus on attack rolls until the end of your current turn.
At any point during your opponent’s charge, you can
charge him.
In place of the normal charge benefits, you gain +2 on your CUNNING EVASION []
attack roll and +4 on your damage roll. When an area attack detonates around you, you use the
Your foe loses the benefits of charging (but not the chaos and Hash of energy to duck out of sight.
penalties) but can still attack you. Prerequisites: Hide 9 ranks, evasion.
If the target charged someone else, he can choose to instead Benefit: If you are caught within an area attack whose
attack you. damage you avoid completely due to your evasion or
You take the standard –2 penalty to AC for charging. improved evasion ability, you can make a combined Hide
If you cannot move at least 10 feet or cannot charge due to check and a 5-foot step its an immediate action.
terrain or other factors, you do not gain this feat’s benefit. You can attempt this check only if there is cover suitable
In either case, you use your readied action to move but do for a Hide check, and you can lake your 5-foot step into
not gain an attack. cover before making your Hide attempt.
Special: A fighter can select Cometary Collision as one of Special: If you have the hide in plain sight class feature,
his fighter bonus feats. you do not need cover near you to attempt the Hide check
allowed by this feat.
COMPANION SPELLBOND []
You form a special magical link with your animal DAMPEN SPELL []
companion, allowing you to share spells with it over a From the lowliest prestidigitator to the most august
greater distance. hierophant, spellcasters both arcane and divine recognize
Prerequisite: Animal companion. the power of counterspelling.
Benefit: You use your companion’s share spells ability out You are no exception.
to a range of 30 feet, rather than the standard 5 feet. You have learned to channel energy into a foe’s spell to
You can cast touch spells to affect your companion at a weaken its effects.
greater range than normal. Although you fail to nullify the spell, you render it much
You can change a spell’s range from touch to short (range of easier to resist.
25 feet + 5 feet per two caster levels) if the spell targets only Prerequisite: Improved Counterspell.
your companion. Benefit: You can use an immediate action to attempt to
dampen an enemy’s spell.
As with counterspelling you must identify the target spell
CROSSBOW SNIPER [] as it is being cast.
You are skilled in lining up accurate, deadly shots with your If you successfully identify it, you can expend any spell or
crossbow. spell slot to dampen your opponent’s incantation.
Perhaps you add custom-made sights to your weapon, or Because of your hasty, immediate casting, you do not fully
you have learned to maximize the stability and precision counter the target spell.
the weapon offers. Instead, you subtract the level of the spell or spell slot you
Prerequisites: Proficiency with hand, heavy, or light expend from the save DC of your opponent’s spell.
crossbow.
Weapon Focus with hand, heavy, or light crossbow, base
attack bonus +1. DEADEYESHOT []
Benefit: When using a crossbow for which you have the You carefully line up a ranged attack, timing it precisely so
Weapon Focus feat, you gain a bonus on damage rolls equal that you hit your opponent when his guard is down.
to 1/2 your Dexterity bonus. When your target is busy dealing with an ally’s melee
If you have the skirmish or sneak attack ability, the attack, you strike.
maximum range at which you can make such attacks Prerequisites: Point Blank Shot, Precise Shot, base
increases to 60 feet when you are using a crossbow for attack bonus +4, skirmish or sneak attack ability.
which you have the Weapon Focus feat. Benefit: By firing just as your ally connects with a blow,
Special: A fighter can select Crossbow Sniper as one of you take advantage of the distraction to strike the same
his fighter bonus feats. enemy when his guard is ruined.
If you ready a ranged attack to occur when an ally strikes a
particular target, and your ally succeeds, that target loses his
CRUSHING STRIKE [] Dexterity bonus to AC against your attack.
You wield a bludgeoning weapon with superior power, Special: A fighter can select Deadeye Shot as one of his
allowing you to batter aside an opponent’s defenses. fighter bonus feats
420
You must make this choice when preparing the spell (those
DEFENSIVE SWEEP [] who do not prepare spells cannot benefit from this aspect
You sweep your weapon through the area you threaten, of the feat).
warding away opponents and forcing them to move away or You can prepare the spell multiple times, selecting the
suffer a fearsome blow. same or a different energy type for it with each preparation.
Prerequisite: Base attack bonus + 15. You can gain this feat multiple times.
Benefit: If an opponent begins his action adjacent to you The easier level bonus does not slack, and each time you
and does not move, he provokes an attack of opportunity take the lent, a different spell must be chosen.
from you immediately after his turn ends, provided that
you threaten the square that he occupies.
Any sort of movement, including a 5-foot step, allows the FADE INTO VIOLENCE []
opponent to avoid provoking this special at lack of While the chaos of battle swirls around you, you rely on
opportunity. your ability to slip into the background to avoid your
This feat does not give you any ability to make additional enemy’s notice.
attacks of opportunity in a given round. Your frightened demeanor and pitiable appearance causes
Special: A fighter can select Defensive Sweep as one of your opponents to seek out other targets.
his fighter bonus feats. Prerequisites: Bluff 6 ranks, Hide 6 ranks.
Benefit: When you wear no armor or light armor and
carry nothing in your hands, your opponents might assume
DRIVING ATTACK [] that you are an ineffectual fighter.
When you strike an opponent with a piercing weapon, the As an immediate action, choose a single target for this feat.
brutal impact of your strike sends him sprawling. If that opponent threatens both you and one of your allies,
Prerequisites: Proficiency with selected piercing that foe strikes your ally rather than you unless he succeeds
weapon. on a Sense Motive check opposed by your Bluff check.
Weapon Focus with selected piercing weapon, Weapon If your foe is larger than you, you gain a +4 bonus on your
Mastery (piercing), Weapon Specialization with selected Bluff check.
piercing weapon, base attack bonus +14. You lose this benefit if you attack any opponent or target an
Benefit: If you use a full-round action to make a single opponent with a spell.
melee attack with any piercing weapon and succeed in This benefit does not apply to ranged attacks or attacks of
hitting, you can initiate a special bull rush attempt against opportunity that you provoke.
the target. Once you choose a target for this feat, you cannot switch to
This bull rush uses your total bonus on damage rolls in a new target for the rest of the encounter.
place of your Strength modifier.
You do not provoke an attack of opportunity with this bull
rush, and you cannot move forward with your opponent. FIERY FIST []
If you succeed in pushing an opponent back 10 feet or By channeling your ki energy, you sheathe your limbs in
more, you can reduce the distance you push him by 10 feet. magical fire.
In return, your foe falls prone in the square where he ends Your unarmed strikes deal extra fire damage.
his movement. Prerequisites: Hex 13.
Note that by reducing the distance you push your Wis 13.
opponent, you can have him fall prone in his current space. Improved Unarmed Strike, Stunning Fist, base attack
bonus +8.
Benefit: As a swift action, you can expend one of your
ELVEN SPELL LORE [] uses of the Stunning Fist feat to surround your fists and feet
You have studied the mighty arcane traditions of the elves, in flame.
granting you insight into the intricate workings of magic For the rest of your turn, you gain an extra 1d6 points of
and the theoretical structures behind spells. fire damage on your unarmed strikes.
Prerequisites: Int 17 or elf, Knowledge (arcane) When you select this feat, you gain an additional daily use
12 ranks. of Stunning Fist.
Benefit: Your understanding of the elven secrets of magic Special: A fighter can select Fiery Fist as one of his fighter
grams you two benefits. bonus feats.
When you cast dispel magic or greater dispel magic, you gain a A monk with the Stunning Fist feat can select Fiery Fist as
+2 bonus on your caster level check, Your understanding of her bonus feat a) 2nd level, even if she does not meet the
magic allows you to more easily unravel the power that other prerequisites.
sustains a foe’s spell.
In addition, your knowledge of magic grants you rare
insights into forgotten spell lore. FIERY KI DEFENSE []
Choose a single spell in your spellbook when you take this You channel your ki energy into a cloak of flame that
feat. injures all who attempt to strike you.
When preparing that spell, you can alter the type of damage Prerequisites: Dex 13, Wis 15.
it deals to a single type of your choice. Fiery Fist, Improved Unarmed Strike.
Stunning Fist, base attack bonus +8.

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.

SHORT HAFT [] SPELL-LINKED FAMILIAR []


You have trained in polearm fighiing alongside your You and your familiar can share spell energy, allowing your
comrades in arms, sometimes reaching past them while familiar to cast a limited number of spells each day.
they shield you, and sometimes shielding them while they Prerequisites: Arcane caster level 9th, familiar.
attack from behind you. Benefit: Your familiar can cast spells that you grant to it.
Prerequisites: Proficiency with a reach weapon, A familiar gains spells based on your arcane easier level, and
Weapon Focus with a reach weapon, base attack bonus +3. any spells granted to your familiar are subtracted from your
Benefit: As a swift action, you can choose to lose the daily allotment.
benefit of wielding any reach weapon other than a spiked The maximum number of spells of a certain level that you
chain or a whip. can grant to your familiar is given on the table below.
In return, you can use that weapon to threaten and attack For example, as a 16th-level arcane caster, you can grant
spaces adjacent to you. your familiar as many as three 0-level spells, two 1st-level
With another swift action, you can give up this feat’s spells, and one 2nd-level spell.
benefit in order to regain the use of your weapon’s superior
reach.
Special: A fighter can select Short Haft as one of 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.

TELLING BLOW [] TUMBLING FEINT []


When you strike an opponents vital areas, you draw on When you move near an opponent, your acrobatic
your ability to land crippling blows to make the most of maneuvers leave him confused and unable to properly
your attack. defend himself.
Prerequisite: Skirmish or sneak attack ability. Prerequisites: Bluff 4 ranks, Tumble 4 ranks.
Benefit: When you score a critical hit against a target, you Benefit: As a swift action at the start of your turn, you
deal your skirmish or sneak attack damage in addition to designate a single opponent as the target of this feat.
the damage from your critical hit. If you successfully use your Tumble skill to avoid
Your critical multiplier applies only to your normal provoking an attack of opportunity from that opponent,
damage, not your skirmish or sneak attack damage. you gain a +5 bonus on your next Bluff check to feint
This benefit affects both melee and ranged attacks. against him.
You must use this benefit on or before your next turn.
For example, Lidda designates a nearby ogre as the target of
TROPHY COLLECTOR [] this feat.
A belt of minotaur fur, a hood of cloaker wing-skin, and an She tumbles into the ogre’s threatened area and continues
amulet fashioned from a petrified dragon’s eye—these are to tumble past the creature, moving to a square from which
the intimidating symbols of your trade. she plans to make a melee attack against the ogre.
You are skilled in preserving portions of defeated enemies Lidda succeeds on her Tumble check to avoid provoking an
and turning them into trophies. attack of opportunity from the ogre, and she moves into her
The memory of your past accomplishments drives you destination square.
onward, instilling in you the confidence needed to face still She can now use a standard action to feint the ogre,
greater foes. applying the benefit of this feat on her Bluff check, or she
Prerequisite: Craft (taxidermy) 6 ranks. can take any other sort of standard action, including
Benefit: When you defeat a foe in combat, you can making a normal melee attack against the ogre.
preserve a part of its body and create a trophy that you can If she chooses not to feint immediately, she can wait until
wear or brandish. her next turn and still gain this feat’s benefit.
426
Special: A fighter can select Tumbling Feint as one of his
fighter bonus feats.
VERSATILE UNARMED STRIKE []
You employ a variety of unarmed fighting styles, allowing
you to alter the type of damage your attacks deal.
TWO-WEAPON POUNCE [] Prerequisite: Improved Unarmed Strike.
When you charge an opponent while wielding two Benefit: As a swift action, you can opt for your unarmed
weapons, you can make two quick attacks. strikes to deal your choice of bludgeoning, piercing, or
You trade the momentum and power of the charge for the slashing damage.
opportunity to use your second weapon. Once you make this choice, your unarmed strikes continue
Prerequisites: Dex 15, Two-Weapon Fighting, base to deal the chosen damage type until you use another swift
attack bonus +6. action to change it.
Benefit: When you are making a charge and wielding Special: A fighter can select Versatile Unarmed Strike as
weapons in both hands, you can attack with both of your one of his fighter bonus feats.
weapons.
If you do so, you lose the bonus on attack rolls normally
granted by a charge. VEXING FLANKER []
The –2 penalty to AC from charging till applies. You excel at picking apart an opponent’s defenses when
Normal: When making a charge, you get a single attack at your allies also threaten him.
the end of your movement. Prerequisite: Combat Reflexes.
Special: A fighter can select Two-Weapon Pounce as one Benefit: You gain a +4 bonus on your attack rolls when
of his fighter bonus feats. flanking.
A ranger who has chosen the two-weapon combat style can Normal: Flanking grants a+2 bonus on attack rolls.
select Two-Weapon Pounce as long as he has a base attack Special: A fighter can select Vexing Flanker as one of his
bonus of +6 and is wearing light armor or no armor. fighter bonus feats.

TWO-WEAPON REND [] WANDERER’S DIPLOMACY []


You wield two weapons with an artisan’s precision. Many halflings journey far and wide across the world,
Each strike builds on the next, allowing you to deal more spending no more than a few months in one place.
damage. You have spent time among the halflings, or you are a
Prerequisites: Dex 15. halfling yourself.
Two-Weapon Fighting, base attack bonus +11. Your exposure to that race’s nomadic way of life has taught
Benefit: If you successfully hit an opponent with both of you several Useful methods of dealing with strangers.
the weapons you wield, you deal extra damage equal to 1d6 Prerequisites: Halfling or 4 ranks in Bluff, Diplomacy,
+ 1-1/2 times your Strength bonus. and Sense Motive.
This extra damage is treated as the same type that your off- Benefit: You excel in using your words and wit to make
hand weapon deals normally for the purpose of overcoming your way in the world.
damage reduction and other effects related to damage type. This feat grants you three separate abilities.
You can gain this extra damage once per round against a Canny Merchant: You can make a Diplomacy check to track
given opponent. down an item that is normally too expensive to be
Special: A fighter can select Two-Weapon Rend as one of purchased in the town or settlement where you are
his fighter bonus feats. currently located.
A ranger who has chosen the two-weapon combat style can The DC of this check is 10-(the item’s gp cost minus the
select Two-Weapon Rend as long as In-has a base-attack community’s gp limit, divided by 1,000).
bonus of +11 and is wearing light armor or no armor. If this check succeeds, you learn of a merchant who can
supply the item to you.
You must still purchase it as normal.
VATIC GAZE [] Intuitive Communication: When you are faced with a
Your arcane studies have brought forth your nascent talent creature whose language you do not understand, you can
to sense magical auras and the power that others are attempt to communicate with it by making a successful
capable of wielding. Sense Motive check.
Prerequisite: Arcane caster level 9th. This check requires that you spend at least 1 minute
Benefit: You can use detect magic at will. listening to the creature and watching its gestures and
Also, as a swift action, you can attempt to determine an demeanor.
opponent’s spellcasting ability. The check’s base DC is 20.
You make a Sense Motive check (DC 5 + target’s caster If the creature is not the same type as you, the DC is 30.
level). With a successful check, you learn the basic gist of the
If this check succeeds, you learn the highest-level spells the creatures speech.
target is capable of casting. This ability gives you no special talent to speak the
This benefit grants you no insight into spell-like or creature’s tongue.
supernatural abilities. Social Agility: You can temporarily alter a creature’s attitude
toward you.

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.

Special: A fighter can select Blood-Spiked Charger as one


of his fighter bonus feats.
428
On your next turn, you can take a move action to make a
COMBAT CLOAK EXPERT [] Bluff check opposed by his Sense Motive check.
You are adept at turning your cloak into a vital pan of your If you succeed on the check, you can take an immediate
combat repertoire. action at the start of your foe’s next turn and designate a
By twirling it about you, sweeping it over enemies, and different larger for your opponent’s next melee attack
using it to conceal your weapon, you can catch an opponent (which must be a creature it threatens).
by surprise. Play Dead: You crumple to the ground as if slain, luring your
Prerequisites: Dex 15, Int 13, Combat Expertise, Dodge, opponent into a false sense of security.
base attack bonus +6. As an immediate action after you are hit for at least 10
Benefit: The Combat Cloak Expert feat grants you access points of damage by a single attack, you can attempt to play
to three special tactical maneuvers. dead.
You must wear a cloak in order to utilize them. You drop prone and make a Bluff check opposed by your
Cloak Defense: While you are fighting defensively, you can attacker’s (or any other relevant observer’s) Sense Motive
use your cloak to confuse your foes. check.
You hold it before your chest like a curtain, making it If you succeed on this check, the observer assumes you are
difficult for enemies to read your defensive moves. dead.
Your cloak grants you a +1 shield bonus to AC. If you subsequently rise and attack him in the same round,
If you use the total defense action, your cloak’s shield he loses any attack of opportunity he might have been
bonus improves to +2. entitled to against you, and he loses his Dexterity bonus to
(Shield bonuses do not stack, making it likely that this AC against the first attack that you make.
maneuver is a poor option if you already carry a shield). You can use this ability once per encounter.
Cloaked Strike: You can use your cloak to hide a light Standing up after playing dead does not provoke attacks of
weapon. opportunity.
To utilize this maneuver, on the first round you must move Sneering Glower: With just the right mix of your
adjacent to an opponent while you do not have a weapon in intimidating presence and your martial talents, you strike
either hand. such fear into your target that he has difficulty fighting you
On the second round, you make a Bluff check opposed by effectively.
your foe’s Sense Motive check as you use a move action to On your next turn after you deal at least 1 point of damage
draw your weapon. to your opponent, you can make an Intimidate check
If this check succeeds, your opponent loses either his against him as a move action.
Dexterity bonus to AC or his shield bonus to AC (your If you succeed on this check, your foe takes a penalty on his
choice) until the end of your current turn. attack rolls against you equal to your Charisma bonus.
Whirling Cloak: You can attempt to use your cloak to You can gain this benefit against only one foe at a time; it
confuse your opponent. lasts for the duration of the encounter or until you switch
As a move action after successfully striking an opponent in targets.
melee, make a melee touch attack against that foe. If you designate a new target for this ability (by attempting
If this attack hits, you whirl your cloak around him, a new Intimidate check against a different creature), the
temporarily ruining his defenses. previous target no longer takes the penalty on his attack
Your opponent cannot make attacks of opportunity against rolls against you.
a particular ally of your choice until the start of his next Opponents that are immune to the effects of the Intimidate
turn. skill, such as mindless creatures and those with immunity
Special: A fighter can select Combat Cloak Expert as one to fear, are immune to this maneuver.
of his fighter bonus feats. Special: A fighter can select Combat Panache as one of his
fighter bonus feats.
COMBAT PANACHE []
Your glowing personality and sharp performance abilities EINHANDER []
allow you to navigate the battlefield on sheer chutzpah You excel at wielding a one-handed weapon while carrying
alone. nothing in your offhand.
While others rely on swords and armor, you use your Prerequisites: Tumble 6 ranks, base attack bonus +6.
cutting wit and ability to manipulate others. Benefit: If you are fighting with a one-handed weapon or
Prerequisites: Bluff 8 ranks, Intimidate 8 ranks, a light weapon and carrying nothing in your off hand, the
Perform 8 ranks. Einhander feat grants you access to three special tactical
Benefit: The Combat Panache feat grants you access to maneuvers.
three special tactical maneuvers. Narrow Profile: You can tuck your arm behind your back and
Fortuitous Tumble: For a brief moment, you appear to let offer a narrow profile when you concentrate on defense
your guard down. rather than offense.
As your foe swings at you, you slip out of the way, causing You gain an additional +2 dodge bonus to AC when
his attack to slam into one of his allies. fighting defensively or using the total defense action.
By positioning yourself correctly and making yourself an Off-Hand Balance: You use your off hand to balance yourself
appealing target, you dupe your foe into making a critical while performing acrobatic maneuvers.
blunder. After you successfully strike an opponent, you gain a +2
To use this maneuver, you must be successfully attacked by bonus on Tumble checks to avoid his attacks of opportunity
a foe. until the start of your next turn. 429
When you flip and roll out of harm’s way, you use one hand Benefit: The Shadow Striker feat grants you access to
to keep your balance and your other hand to keep your three special tactical maneuvers.
weapon trained on your foe. Evade Notice: If both you and an ally threaten an opponent,
Off-Hand Swap: With a flourish, you flip your weapon into you can attempt to slip beneath your opponent’s notice.
the air, catch it in your offhand, and continue to press the On your turn, if you take no hostile actions, such as
attack. attacking, casting an offensive spell, and so forth, you can
When you use this maneuver, you must first take a full make a Hide check opposed by the threatened foe’s Spot
attack action to strike an opponent at least twice. check, if you succeed on this check, your foe cannot attack
On your next turn, you can make a special feint as a free you on his next turn as long as he threatens another active
action, using Sleight of Hand rather than Bluff. opponent.
Your opponent uses the standard rules for resisting a feint. If you attack your foe for any reason before or during his
Once you use this maneuver against a particular opponent, next turn, you lose this maneuver’s benefit.
whether it succeeds or fails, you cannot use it against him Fade Away: To use this maneuver, you must first attack an
again. opponent as a standard action, then move away and attempt
Special: A fighter can select Einhander as one of his a Hide check as part of your move action for the turn.
fighter bonus feats. If your attack hits, it creates a momentary diversion,
granting you a +5 bonus on this Hide check.
Ghost Strike: You use an ally’s distraction and your talent to
MAD ALCHEMIST [] move noiselessly and slip out of your opponent’s field of
You are an expert at using alchemical items. vision for a single, crucial moment.
Through expert meditation, research, and your careful To use this maneuver, both you and an ally must threaten a
study of the art of alchemy, you have learned to make the single foe.
most of items such as alchemist’s fire. As a Standard action, you make a Move Silently check
Prerequisites: Craft (alchemy) 6 ranks, Grenadier. opposed by your foe’s Listen check.
Benefit: The Mad Alchemist feat grants you access to If you succeed on this check, you gain this maneuver’s
three special tactical maneuvers. benefit.
Distracting Blast: If you ready an action to throw a On the next round, your target loses his Dexterity bonus to
thunderstone at the square an opponent occupies, you can AC against your first attack of the round so long as your ally
disrupt his actions. still threatens him.
The sudden bang from the stone’s detonation ruins your Special: A fighter can select Shadow Striker as one of his
foe’s concentration, possibly spoiling his attack or his fighter bonus feats.
attempt to cast a spell.
If the target of this blast was casting a spell when you threw
the thunderstone, he must make a Concentration check
opposed by your Craft (alchemy) check.
If you succeed on this check, his spell is ruined.
If the target was not casting a spell, he must make a Will
save opposed by your Craft (alchemy) check or take a –2
penalty on attack rolls, checks, and saves until the
beginning of your next turn.
Fiery Blaze: To use this maneuver, you must first strike a
creature with a container of lantern oil or alchemist’s fire.
On your next turn, you must strike the creature with a spell
or weapon attack that deals fire damage.
If you do so, the creature takes an extra 1d6 points of fire
damage and catches on fire if it is nor already in flames.
Tanglefoot Defense: By tearing open a tanglefoot bag and
spreading its contents across an area, you can create a
vexing barrier that hinders an opponent’s approach.
As a standard action, you can Transform a single square of
clear term in into difficult terrain through the use of a
tanglefoot bag.
This effect persists for 10 minutes before the tanglefoot bag
loses its potency.

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.

EPIC LEADERSHIP [EPIC]


SIDEBAR FEATS You attract more powerful cohorts and followers than
normally possible.
Prerequisites: Cha 25, Leadership, Leadership Score 25.
BANE OF INFIDELS [] Benefit: You attract a cohort and followers as shown on
In a church locked in eternal conflict with followers of the accompanying table.
another faith, you have learned to fight effectively against Normal: Without this feat, you must use Table 2–25:
the infidels. Leadership (page 106 of the Dungeon Master’s Guide) to
You know their ways and how to beat them. determine your cohort and followers.
Prerequisite: Worship of a specific deity.
Benefit: You acquire a favored enemy.

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.

PROPHET OF THE DIVINE []


Your communications with the divine manifest in a public
fashion.
Prerequisite: Any initiate feat, ability to speak a divine
language (Abyssal, Celestial, Druidic, or Infernal, as
434 appropriate).
The base price of a crystal capacitor is equal to the highest-
level power it could manifest using all its stored power
PSIONICS points, squared, multiplied by 1,000 gp.
For example, the highest-level power a crystal capacitor that
stores 5 power points could be used to manifest is a 3rd-
HANDBOOK (3.0) level power: 3 × 3 × 1,000 = 9,000 gp.
To encode a crystal capacitor, you must spend 1/25 of this
base price in XP and use up raw materials costing half this
base price.
MAIN SECTION FEATS
CRAFT DORJE [ITEM CREATION]
BODY FUEL [PSIONIC] You can create slender crystal wands called dorjes than can
You can expand your power point total at the expense of manifest powers when charges are expended (see Chapter
your health. 7: Psionic Items for rules on dorjes).
Prerequisite: Inner Strength, Talented. Prerequisite: Manifester level 5th+.
Benefit: You can “burn” ability points as power points on Benefit: You can create a dorje of any psionic power of
the basis of 1 power point per 2 ability score points burned. 9th level or lower that you know (or can gain access to).
Burning ability points for power points is a free action: You Crafting a dorje takes one day for each 1,000 gp in its base
could bum more than 2 ability score points to gain several price.
power points per free action. The base price of a dorje is its manifester level × the power
Treat reduced ability scores as temporary ability damage. level × 750 gp (treat 0-level powers as one-half level).
To craft a dorje, you must spend 1/25 of this base price in
XP and use up raw materials costing half of this base price.
COMBAT MANIFESTATION A newly created dorje has enough power points to manifest
its primary power fifty times.
[PSIONIC] Any dorje that stores powers with an XP cost also carries a
You are adept at manifesting powers in combat. commensurate cost.
Benefit: You get a +4 bonus on Concentration checks In addition to the cost derived from the base cost, you must
made to manifest a power while on the defensive (see page pay fifty times the XP cost.
35).
The general feat Combat Casting described in the Player’s
Handbook is essentially the same as Combat Manifestation,
CRAFT PSIONIC ARMS AND ARMOR
and taking either one serves the same purpose, whether for [ITEM CREATION]
casting spells for manifesting powers (unless your DM uses
the Psionics Are Different option described in Chapter 4: You can create psionic weapons, armor, and shields (se
Psionics). Chapter 7: Psionic Items for rules about psionic arms an
armor).
Prerequisite: Manifester level 5th+.
CRAFT CRYSTAL CAPACITOR [ITEM Benefit: You can create any psionic weapon, armor, or
shield whose prerequisites you meet.
CREATION] Enhancing a weapon, suit of armor, or shield takes one day
You can create psionic crystal capacitors that store power for each 1,000 gp in the price of its psionic features.
points (see Chapter 7: Psionic Items for rules about crystal To enhance a weapon, suit of armor, or shield, you must
capacitors). spend 1/25 of its features’ total price in XP and use up raw
Prerequisite: Manifester level 9th+. materials costing half of this to price.
Benefit: You can create a crystal capacitor that stores a See Chapter 7: Psionic Items for descriptions of psionic
number of power points equal to or less than your base weapons, armor, or shields, the prerequisites associated
power points for your highest manifester level. with each one, and prices of their features.
The nature of power point storage, at least in conjunction You can also mend a broken psionic weapon, suit of armor,
with this feat, allows a maximum of 17 power points to be or shield if it is one that you could make.
stored in a single crystal capacitor. Doing so costs half the XP, half the raw materials, and half
Moreover, a crystal capacitor’s maximum is always an odd the time it would take to empower that item in the first
number. place.
For instance, you’d never find a crystal capacitor with a The weapon, armor, or shield to be enhanced must be a
maximum storage capacity of 6 power points (but you masterwork item that you must provide.
would find those that store a maximum of 5 or 7), or one (Its cost is not included in the above cost).
that stores more than 17.
Note that during use, a crystal capacitor very often contains
even numbers of power points, just not when fully charged.
Crafting a crystal capacitor takes one day for each 1,000 gp in
its base price.

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.

GREAT SUNDER [PSIONIC] HIDE POWER [METAPSIONIC]


You can sense the stress points on others’ weapons.
Prerequisite: Str 13+, Power Attack, Sunder, reserve You can manifest powers without a telltale display.
power points 5+. Benefit: A psionic power can be manifested without one
Benefit: When you strike at an opponent’s weapon, you associated display characteristic chosen by you when you
ignore half of the weapon’s total hardness (round down). take the feat: auditory, material, mental, olfactory, or visual
“Total hardness” includes any magical or psionic (See Chapter 4: Psionics).
enhancements possessed by the weapon that normally add The hidden power costs a number of power points equal to
to its hardness. the standard cost + 2.
However, to strike and do any damage 10 a magically or Special: You can take this feat multiple times, each time
psionically enhanced weapon, you still need a weapon of choosing a different display characteristic to hide while
equal or better enhancement. manifesting a given power.
Special: You can also sense the stress points in any hard
construction, such as wooden doors or stone walls, and can IMPROVED PSI CRYSTAL [PSIONIC]
ignore half of the object’s total hardness (round down)
when attacking that object. You can upgrade your psicrystal.
Benefit: You can implant another personality fragment in
your psicrystal.
GREATER POWER PENETRATION You gain the benefits listed for both psicrystal types.
Your psicrystal’s personality adjusts and becomes a blend
[PSIONIC] between all implanted personality fragments.
Your powers are especially potent at breaking through Special: You can gain this feat multiple times.
power resistance. Each time, you implant a new personality fragment in your
Prerequisite: Power Penetration. psicrystal from which you derive the noted benefits.
Benefit: You get a +4 bonus on manifester level checks
(1d20 + manifester level) to beat a creature’s power
resistance. INERTIAL ARMOR [PSIONIC]
This bonus overlaps (does not stack with) the bonus from Your mind instinctively generates a field of protective
Power Penetration. energy.
Prerequisite: Reserve power points 1+.
437
Benefit: While you retain 1 or more power points, your You decide whether or not to pay the extra cost after
mind automatically generates a tangible field of force that determining the failure or success of your psionic attack to
provides a +4 armor bonus to AC. breach the defender’s will save.
Unlike mundane armor, Inertial Armor entails no armor Special: You can gain this feat multiple times, each time
check penalty or speed reduction. gaining the potential to deal bonus damage equal to the
Because inertial armor is composed of psychokinetic force, previous damage bonus + 1, but at a cost equal to the
incorporeal creatures can’t bypass it the way the do normal previous cost plus 8 power points.
armor. You decide what increment of bonus damage to deal within
Your inertial armor can be invisible or appear as a colored the range granted by gaining this feat multiple times.
glow, at your option. For instance, if Ialdabode took Mental Adversary twice, he
The armor bonus provided by Inertial Armor does not stack could deal +2 ability damage if he pays 11 power points, or
with the armor bonus provided by a shield or regular deal +1 ability damage for a cost of 3 power points.
armor.
MENTAL LEAP [PSIONIC]
INNER STRENGTH [PSIONIC] You can make amazing jumps.
You have more power points than normal. Prerequisite: Str 13+, 6 ranks of the Jump skill, reserve
Benefit: You gain +1 power points. power points 3+.
Special: A character may gain this feat multiple times, Benefit: You jump twice as far or as high as is indicated
each time gaining a number of power points equal to the on your Jump check (the Jump skill is described in the
previous Inner Strength gain + 1. Player’s Handbook).
For instance, Ma’varkith the psychic warrior takes the feat Your maximum jump (a function of your height) is twice
three times, the first time receiving 1 extra power point, the normal, and extra distance jumped (above and beyond the
second time receiving 2, extra power points, the third time normal distance rolled) is not counted against your total
3 extra, for a total of 6 extra power points. allowed movement in the round.
Special: You can take this feat multiple times.
Each time increases your jump multiple by one and
MASTER DORJE [METAPSIONIC] increases your prerequisite of reserve power points by +8.
You can manifest a dorje’s power with power points. For instance, if Ma’varkith rakes Mental leap three times,
Benefit: You can manifest a power stored in a dorje she can jump four limes the distance indicated on her Jump
without expending a charge. check if her reserve power points are 19+, three times the
Instead, you pay for the imbedded power from your own distance if her reserve power points are 11+, or twice the
power point reserve by spending a number of power points distance if her reserve power points are 3+.
equal to its standard cost +2.
When all the charges of a dorje are exhausted, the dorje
becomes inert; thus, this feat no longer affects that METACREATIVE [PSIONIC]
individual dorje. You supplement your craft with psionic inspiration.
Prerequisite: Any item creation feat.
Benefit: Each time you take this feat, choose one item
MAXIMIZE POWER [METAPSIONIC] creation feat you know.
You can manifest powers to maximum effect. When determining your cost in XP and raw materials for
Benefit: All variable, numeric effects of a maximized creating items with this feat, multiply the base price by
power are maximized. 75%.
A maximized power deals maximum damage, cures the Special: You may gain this feat multiple times.
maximum number of hit points, affects the maximum Each time you take the feat, it applies to a new item
number of targets, and so on, as appropriate. creation feat.
For example, a maximized whitefire deals 20 points of
damage.
Saving throws and opposed rolls (such as the one you make MIND TRAP [PSIONIC]
when you manifest negate psionics) are not affected. You can punish psionic attackers.
Powers without random variables are not affected. Prerequisite: Psychic Bastion.
The maximized power costs a number of power points Benefit: You deplete a number of power points equal to
equal to its standard cost + 6. 10 + your Charisma modifier from your attacking opponent
on any psionic attack that deals 1 or more ability damage to
you.
MENTAL ADVERSARY [PSIONIC] Against freely manifested attack modes, Mind Trap deals
You can make exceptionally strong psionic attacks. back ability score damage equal in type and amount plus 2
Prerequisite: Cha 13+. to that dealt you, against which your opponent may not
Benefit: You deal +1 ability damage on a successful raise defense modes.
psionic attack when you pay the cost of the psionic attack + To do so, you must pay power points equal to the cost of the
3 power points. psionic defense + 3.

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.

UNAVOIDABLE STRIKE [PSIONIC]


You can make an unarmed strike against your foe as if
delivering a touch attack.
Prerequisite: Str 13+, Psionic Fist, base attack bonus +3
or more.
Benefit: If you pay 5 power points per unarmed attack
you can resolve your unarmed attack as a touch attack for
purposes of assessing your foe’s Armor Class.
You must decide whether or not to pay the cost prior to
making the unarmed melee attack.
Your hand or fist remains “charged” for a maximum
number of rounds equal to your Strength modifier + 1 or
until your next attack, whichever occurs first.
If your attack misses, the power point expenditure is
wasted.

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.

DIVERSE BACKGROUND [RACIAL]


MAIN SECTION FEATS You have a wide and diverse background, giving you a
greater understanding of different occupations.
Prerequisite: Half-human.
ABLE LEARNER [RACIAL] Benefit: Choose one class.
You have a great aptitude for learning. That class is also a favored class for you.
Prerequisite: Human or doppelganger. Special: This feat may only be taken at 1st level.
Benefit: All skill ranks cost 1 skill point for you to
purchase, even if the skill is cross-class for you.
The maximum number of ranks you can purchase in a
ENHANCED POWER SIGILS [RACIAL]
cross-class skill remains the same. Your illumian power sigils are more powerful than normal.
This feat does not affect the skill point cost to learn a Prerequisites: Illumian, two power sigils.
language or to gain literacy (for a barbarian or other Benefit: The bonuses granted by each of your power
illiterate character). sigils improve by 1.
Normal: Cross-class skills cost 2 skill points per rank. Normal: Without this feat, the bonuses granted by each
Special: This feat may only be taken at 1st level. of your power sigils are equal to the number of power sigils
you possess.
BRIGHT SIGIL [RACIAL]
You have established a greater degree of control over your
FEARLESS DESTINY [RACIAL]
sigils. Your grand destiny allows you to avoid death.
When you concentrate, you can emit strong illumination Prerequisites: Human or half-human, Heroic Destiny,
from the glowing symbols that surround your head. character level 6th.
Prerequisite: Illumian. Benefit: Once per day, any effect that would reduce you
Benefit: As a standard action, you can increase the to –10 hit points or fewer instead reduces you to –9 hit
illumination from your illumian sigils to provide a bright points and leaves you in a stable condition.
glow. Effects that kill you without reducing you to –10 hit points
Your sigils shed illumination equivalent to a daylight spell. (such as death effects or disintegrate) function normally.
The brighter light lasts as long as you concentrate, and for 1
round thereafter.
Normal: An illumian’s sigils ordinarily emit a 5-foot
HEROIC DESTINY [RACIAL]
radius of shadowy illumination, equivalent to a candle. You have a destiny to fulfill.
Prerequisite: Human or half-human.
Benefit: Once per day, before you make an attack roll,
CHANNELED RAGE [RACIAL] ability check, skill check, saving throw, or caster level
You can focus your rage to counter charms and check, you may roll 1d6 and add it as a bonus on the roll,
compulsions. check, or save.
Prerequisites: Half-orc, ability to rage.
Benefit: You may spend one of your daily uses of rage as
an immediate action to add your Strength bonus on a Will
HUMAN HERITAGE [RACIAL]
saving throw. Your human heritage is more prominent than in others of
your kind.
Prerequisite: Half-human race or human-descended
CITY SLICKER [] race.
You are very familiar with city life and the inner workings Benefit: You are treated as a humanoid with the human
of your hometown. subtype for the purpose of adjudicating all effects.
Benefit: Disguise, Forgery, Gather Information, and If you are not a humanoid, your type changes to humanoid
Knowledge (local) are always class skills for you. and you gain the human subtype.
Special: This feat may only be taken at 1st level. If you are already a humanoid, you gain the human
subtype.
In either case, you retain any other subtypes you had (such
COMPLEMENTARY INSIGHT as orc or extraplanar), and you retain any traits common to
all creatures of your original type (such as darkvision).
[RACIAL] You gain 4 additional skill points.
You get more out of having skills that work well together. Special: This feat may only be taken at 1st level.
443
See the Variant: Half-Humans and Human-like Races Benefit: Your uur power sigil grants you a +1 insight
sidebar, page 150, for more about races eligible to select this bonus per power sigil on ranged weapon damage rolls
feat. whenever your target is denied its Dexterity bonus to
Armor Class.
IMPROVED SIGIL (AESH) [RACIAL]
You tap into your aesh power sigil to gain enhanced IMPROVED SIGIL (VAUL) [RACIAL]
accuracy with your favored melee weapons. You tap into your vaul power sigil to resist mental effects.
Prerequisites: Illumian, aesh power sigil. Prerequisites: Illumian, vaul power sigil.
Benefit: Your aesh power sigil grants you a +1 insight Benefit: Your vaul power sigil grants you a +1 insight
bonus per power sigil on melee weapon damage rolls with bonus per power sigil on saving throws against mind-
any weapon with which you have selected the Weapon affecting spells and abilities.
Focus feat.
INSIDE CONNECTION []
IMPROVED SIGIL (HOON) [RACIAL] Choose a specific organization, such as a town’s militia, a
You tap into your hoon power sigil to help survive deadly particular church, a guild, or one of the illumian cabals (see
conditions. Chapter 3).
Prerequisites: Illumian, hoon power sigil. You have strong personal connections within that
Benefit: Your hoon power sigil grants you a +1 insight organization, as well as insight into its membership.
bonus per power sigil on saving throws against death Benefit: You gain a +4 circumstance bonus on Bluff,
effects, on saves to avoid death by massive damage, and on Diplomacy, Gather Information, Knowledge (local), and
Fortitude saves to avoid nonlethal damage from hot and Sense Motive checks made in conjunction with that
cold environments or to resist damage from suffocation. organization.
Special: You can gain this feat multiple times.
Its effects do not stack.
IMPROVED SIGIL (KRAU) [RACIAL] Each time you take this feat, it applies to a new
You tap into your krau power sigil to augment the energy of organization.
your magical utterances. The DM should limit characters to selecting only those
Prerequisites: Illumian, krau power sigil. organizations with which they have a positive or neutral
Benefit: Choose a number of spells with verbal relationship.
components that you can cast equal to the number of power For instance, a character might not be allowed to select an
sigils you have. enemy organization, or one whose existence and/or
When you cast one of the chosen spells, the spell’s effective operations aren’t well known to him.
level is increased by 1 (as if affected by the Heighten Spell
feat, but with no change to the spell’s casting time or spell
slot). MENACING DEMEANOR [RACIAL]
All effects dependent on spell level are calculated according You can tap into your savage heritage to improve your
to the heightened level. intimidation techniques.
Whenever you gain the ability to cast a new level of spells, Prerequisite: Orc blood or orc subtype.
you can reassign the spells you’ve chosen to be enhanced by Benefit: You gain a +4 bonus on Intimidate checks.
this feat.
For example, a wizard who reaches 3rd level and gains the
ability to cast 2nd-level spells may reassign the spells PROTECTED DESTINY [RACIAL]
affected by this feat. Your heroic destiny is guarded against the whims of
Special: If you cast one of your chosen spells using the misfortune.
Silent Spell feat, this feat has no effect. Prerequisites: Human or half-human, Heroic Destiny,
character level 3rd.
Benefit: Once per day, if you roll a natural 1 on a saving
IMPROVED SIGIL (NAEN) [RACIAL] throw, you may reroll the save.
You tap into your naen power sigil to see through illusions
and resist language-based effects.
Prerequisites: Illumian, naen power sigil. RESOURCEFUL BUYER []
Benefit: Your naen power sigil grants you a +1 insight You know where to look in a community for anything you
bonus per power sigil on saving throws against illusions need.
and against language-dependent effects. Benefit: Whenever you are buying goods, the
community you’re in is treated as one category larger for
the purpose of determining the community’s gold piece
IMPROVED SIGIL (UUR) [RACIAL] limit on the most expensive item available (see Table 5–2:
You tap into your uur power sigil to gain enhanced accuracy Random Town Generation, page 137 of the Dungeon Master’s
with ranged weapons. Guide).
Prerequisites: Illumian, uur power sigil.
444
For example, when you are in a village, the gold piece limit becomes difficult to follow, such as when it moves to a
on the most expensive item available to you is 800 gp rather different area of town.
than 200 gp. The DC of the check, and the number of checks required to
Special: This benefit doesn’t stack with any other effect track down your quarry, depend on the community size
that grants a similar benefit. and the conditions; see the table below:

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.

SOCIABLE PERSONALITY [RACIAL]


You are adroit at avoiding social gaffes. If you fail a Gather Information check, you can retry after 1
Prerequisites: Half-elf, Cha 13. hour of questioning.
Benefit: You may reroll any Diplomacy or Gather The DM should roll the number of checks required
Information checks. secretly, so that the player doesn’t know exactly how long
You must take the result of the reroll, even if it’s worse than the task will require.
the original roll. Normal: A character without this feat can use Gather
Information to find out information about a particular
individual, but each check takes 1d4+1 hours and doesn’t
SUBTLE SIGIL [RACIAL] allow effective trailing.
You are able to fade your sigils into invisibility, but still tap Special: You can cut the time per Gather Information
their magical energy. check in half (to 30 minutes per check), but you take a –5
Prerequisite: Illumian. penalty on the check.
Benefit: You can make your sigils disappear or reappear
as a free action.
You gain the full benefits of your power sigils even when INITIATE FEATS
they are not visible.
Normal: Illumians can douse their sigils or make them
reappear with a standard action, and they lose the benefits ARCANE INSIGHT [INITIATE]
of their power sigils as long as they are doused. By immersing yourself in the teachings of Boccob, you
have unearthed magical secrets and gained special insight
into arcane spellcasting.
URBAN STEALTH [] Prerequisites: Cleric level 3rd, deity Boccob.
You are particularly adept at moving quietly and unnoticed Benefit: Add Knowledge (arcana) to your list of cleric
through the city. class skills.
Prerequisite: Knowledge (local) 2 ranks. You gain a +2 insight bonus on Spellcraft checks.
Benefit: You gain a +3 bonus on Hide and Move Silently In addition, you may add the following spells to your cleric
checks in a small city or larger community. spell list:
This bonus applies only when you are outside—trying to 1st True Strike: +20 on your next attack roll.
hide in a bedroom or office does not benefit from this feat, 3rd Arcane Sight: Magical auras become visible to you.
since your knowledge of urban environments is no help in 5th Rary’s Telepathic Bond: Link lets allies
such confined spaces. communicate.
7th Arcane Sight, Greater: As arcane sight, but also
reveals magic effects on creatures and objects.
URBAN TRACKING [] 8th Moment of Prescience: You gain insight bonus on
You can track down the location of missing persons or a single attack roll, check, or save.
wanted individuals within communities.
Benefit: To find the trail of an individual or to follow it
for 1 hour requires a Gather Information check. DREAD TYRANNY [INITIATE]
You must make another Gather Information check for A devoted student of Hextor’s militant teachings, you are
every hour of the search, as well as each time the trail skilled at intimidating and dominating weaker beings.
445
Prerequisites: Cleric level 3rd, Str 13, deity Hextor.
Benefit: Add Intimidate to your list of cleric class skills.
LAW INVIOLATE [INITIATE]
You add your Strength bonus in addition to your Charisma Your unshakable faith in St. Cuthbert allows you to better
bonus on Intimidate checks. apprehend fugitives or overcome villains who transgress
Furthermore, when you use a lethal weapon to deal the law.
nonlethal damage, you lessen the penalty on attack rolls by Prerequisites: Cleric level 1st, must be lawful, deity St.
2 (–2 penalty instead of –4). Cuthbert.
In addition, you may add the following spells to your cleric Benefit: Your natural weapons, as well as any weapons
spell list: you wield, are treated as lawful-aligned for the purpose of
2nd Scare: Frightens creatures of less than 6 HD. overcoming damage reduction.
4th Evard’s Black Tentacles: Tentacles grapple all In addition, you may add the following spells to your cleric
within 15-ft. spread. spell list:
5th Dominate Person: Controls humanoid 1st Color Spray: Knocks unconscious, blinds, and/or
telepathically. stuns 1d6 weak creatures.
6th Eyebite: Target becomes panicked, sickened, and 2nd Daze Monster: Living creature of 6 HD or less
comatose. loses next action.
8th Demand: Delivers short message and suggestion 3rd Suggestion: Compels subject to follow stated
anywhere, instantly. course of action.
9th Dominate Monster: As dominate person, but any 5th Passwall: Creates passage through wood or stone
creature. wall.
6th Suggestion, Mass: As suggestion, plus one
subject/level.
ETERNAL STRENGTH [INITIATE] 8th Power Word Stun: Stuns creature with 150 hp or
You have taken Kord’s fighting ways to heart. less.
Throwing yourself into every brawl, you draw upon your
mighty deity’s strength.
Prerequisites: Cleric level 5th, Str 13, deity Kord.
RADIANT FIRE [INITIATE]
Benefit: You gain a +4 bonus on saving throws to resist Pelor has ignited your faith and conviction, making you
effects that deal Strength damage or cause Strength drain. better able to fight the creatures of darkness.
In addition, you may add the following spells to your cleric Prerequisites: Cleric level 3rd, deity Pelor.
spell list: Benefit: You gain a +2 insight bonus on damage rolls
3rd Heroism: Gives +2 bonus on attack rolls, saves, and against creatures with the evil subtype.
skill checks. In addition, you may add the following spells to your cleric
5th Waves of Fatigue: Several targets become fatigued. spell list:
6th Heroism, Greater: Gives +4 bonus on attack rolls, Level Spell
saves, skill checks; immunity to fear; temporary 2nd Scorching Ray: Ranged touch attack deals 4d6 fire
hp. damage, +1 ray/four levels (maximum 3).
7th Waves of Exhaustion: Several targets become 3rd Summon Monster III*: Calls extraplanar creature
exhausted. to fight for you.
5th Summon Monster V*: Calls extraplanar creature
to fight for you.
FAR HORIZONS [INITIATE] 6th Summon Monster VI*: Calls extraplanar creature
By dedicating yourself to the philosophies of Fharlanghn, to fight for you.
you have become a more world-wise and capable traveler. 8th Summon Monster VIII*: Calls extraplanar
Prerequisites: Cleric level 1st, deity Fharlanghn. creature to fight for you.
Benefit: Add Climb, Jump, and Swim to your list of cleric * Fire elementals only.
class skills.
Furthermore, you always know the direction of north from
your current position.
UNDYING FATE [INITIATE]
You cannot use this extraordinary ability in any You have pledged your unswerving obedience to Wee Jas,
environment where “north” does not exist. and she in turn has granted you special insight into life and
In addition, you may add the following spells to your cleric death.
spell list: Prerequisites: Cleric level 3rd, deity Wee Jas.
1st Expeditious Retreat: Your speed increases by 30 ft. Benefit: As a swift action, you can determine how close
3rd Leomund’s Tiny Hut: Creates shelter for ten creatures are to death.
creatures. This extraordinary ability can be used at will but otherwise
5th Overland Flight: You fly at a speed of 40 ft. and functions like the deathwatch spell.
can hustle over long distances. In addition, you may add the following spells to your cleric
6th Shadow Walk: Step into shadow to travel rapidly. spell list:
2nd False Life: Gain 1d10 temporary hp +1/level (max
+10).
3rd Halt Undead: Immobilizes undead for 1
round/level.
446
5th Blight: Withers one plant or deals 1d6/level Fleet of Feet: You can walk across a precarious surface more
damage to plant creature. quickly than normal.
7th Finger of Death: Kills one subject or deals 3d6 You can move at your full speed without taking a –5
damage +1/level (max +25). penalty on your Balance check.
Graceful Drop: If you intentionally jump from a height, you
take less damage than you would if you fell.
WHISPERED SECRETS [INITIATE] If you succeed on a Jump check when jumping down (see
You revere the Maimed Lord and have devoted your page 77 of the Player’s Handbook), you take falling damage as
miserable, worthless life to learning but a few of the if you had dropped 20 fewer feet than you actually did.
Whispered One’s secrets. Master of the Roof: You know how to use the slopes to your
Prerequisites: Cleric level 1st, deity Vecna. advantage.
Benefit: Add Listen and Spot to your list of cleric class You gain a +1 dodge bonus to AC against any opponent
skills. who is at a different elevation from you.
Furthermore, you automatically become aware of any
attempt to observe you by means of a divination (scrying)
spell or effect.
This extraordinary ability does not enable you to discern
the scrier, the type of scrying device or spell used, or the
scrier’s location.
In addition, you may add the following spells to your cleric
spell list:
1st Disguise Self: Changes your appearance.
2nd Darkvision: See 60 ft. in total darkness.
3rd Glibness: You gain +30 on Bluff checks and your
lies can escape magical discernment.
4th Arcane Eye: Invisible floating eye moves 30
ft./round.
5th Prying Eyes: 1d4 +1/level floating eyes scout for
you.
6th Analyze Dweomer: Reveals magical aspects of
subject.
8th Mind Blank: Subject is immune to
mental/emotional magic and scrying.

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.

(3.0) ARCTIC ADAPTATION [GENERAL]


You have adapted to the snowbound environment of the
arctic reaches of Faerûn.
MAIN SECTION FEATS Prerequisite: Damaran or Illuskan human.
Regions: Damara, Narfell, the North, Vaasa.
Benefit: You receive a +4 bonus on saving throws against
AFTERSIGHT [GENERAL] cold effects.
You have a trace of the Sight in your blood, an unreliable You also gain a +1 bonus on all Hide, Move Silently, Search,
gift as hard to command as a dream, which enables you to and Spot checks on the ice and snow.
pick up echoes of the past, both wondrous and terrible.
Prerequisite: Rashemi human (including the Gurs).
Regions: Rashemen, Thay.
AZERBLOOD [GENERAL]
Benefit: As a full-round action, you can attempt to invoke You are descended from the shield dwarves of Clan
a vision of the past tied to the local area in which you are Azerkyn, who once ruled the Adamant Kingdom of
standing. Xothaerin beneath western Amn.
You must make a Wisdom check (DC 10) to invoke a The blood of the azer runs thick in your veins.
vision, and you can make no more than three attempts in a Prerequisite: Shield dwarf.
single day. Regions: Amn, shield dwarf.
A successful vision serves to augment historical knowledge, Benefit: You receive a +4 bonus on saving throws against
providing a +4 bonus on all Knowledge (history) and bardic fire effects.
knowledge checks for the next minute. You also receive a +1 bonus on Craft (armorsmithing,
This feat does not grant bardic knowledge if it is not already blacksmithing, and weaponsmithing) checks.
possessed.
BATRIDER [GENERAL]
ANCESTRAL SPIRIT [GENERAL] You are highly skilled in the art of flying dire bats, a
You have ties to the long-dead spirit of one of your clan’s common form of transportation among the shield dwarves
ancestors, who whispers ancient words of wisdom into your of the Far Hills.
mind in times of need. Prerequisite: Ride (dire bat) skill.
Prerequisites: Illuskan human, patron deity Uthgar. Region: Shield dwarf.
Regions: The North, the Great Glacier. Benefit: You receive a +2 bonus on Handle Animal and
Benefit: You receive a +2 bonus on all Heal and Ride (dire bat) checks.
Knowledge (history) checks.
BLOOD OF THE WARLORD
ANIMAL FRIENDS [GENERAL] [GENERAL]
Your ability to speak with animals has allowed you to
You can influence a large number of orcs.
befriend an animal as a permanent ally.
Prerequisite: Orc, base Leadership score of 10+.
Prerequisite: Gnome.
Benefit: You are seen as a king among kings and a natural
Benefit: You gain up to 2 HD of animal friends, just as if
leader of orcs.
you had cast animal friendship with a caster level of 1st.
You gain a +2 bonus on all Diplomacy and Intimidate
The animals befriended must be native to the area around
checks made to influence orcs.
your home.
Additionally, as long as you are visibly leading them, all
If these animal friends are lost, you may replace them after
your followers gain a +1 morale bonus on their attack rolls
one month.
and Will saving throws.
Special: You may take this feat multiple times.
Each time you take it, you gain another 2 HD of animal
friends. BREATHING LINK [GENERAL]
These HD do not stack with any previous times you took
You can allow a person adjacent to you to breathe water.
this feat; therefore you cannot have an animal companion
with more than 2 HD. Prerequisites: Base Will save +2, aquatic elf or water
genasi.
Benefit: As a free action on your turn, you may select one
ARACHNID RIDER [GENERAL] creature within 5 feet of you and give that creature the
You are trained in the art of employing spiders as steeds. ability to breathe water as easily as you do.
Regions: Drow elf, gray dwarf.
448
This supernatural ability renews automatically for that
creature until you direct the ability to another creature or CHONDATHAN MISSIONARY
withdraw your power from it (a free action). [GENERAL]
The creature’s ability to breathe water ends immediately if
you are separated by more than 5 feet or if you die, at which Your training has emphasized spells that help you spread
point the creature begins to drown if it is still underwater. the word of your faith.
This ability does not hamper the creature’s ability to Prerequisites: Chondathan human, ability to cast divine
breathe air, nor does it change the creature’s ability (or spells.
inability) to swim. Benefit: You gain +1 caster level when casting a spell
Special: You may select this feat more than once. from the list below, or +2 caster level if you’re actually using
Each time you take this feat, you may affect an additional the spell to proselytize to a reasonably receptive audience
creature with this ability. (indifferent attitude or better).
All such creatures need to remain within 5 feet of you (not The tradition of the Chondathan missionary consists of the
each other). following spells at the appropriate levels: 0—purify food and
If one creature exceeds the range of this ability, it has no drink; 1st—bless, sanctuary; 2nd—calm emotions, consecrate,
effect on the other creatures you are helping. enthrall; 3rd—prayer, remove disease; 4th—discern lies, tongues;
5th—atonement, hallow; 6th—heroes’ feast; 7th—resurrection;
8th—mass heal; 9th—miracle.
CALISHITE ELEMENTALIST []
You are a student of the Calishite tradition of elemental CLOSE-QUARTER FIGHTING
magic and have mastered its mysterious lore.
You may choose to specialize in air magic or fire magic. [FIGHTER, GENERAL]
Benefit: You gain +1 caster level when casting a spell You are skilled at resisting grapple attacks from creatures
from the Air tradition or Fire tradition, depending on that usually grapple opponents.
which tradition you select when you choose this feat. Prerequisite: Base attack bonus +3.
This bonus caster level allows you to exceed the normal Benefit: When you are attacked by a creature with the
maximum damage allowed by a spell, so an 11th-level caster improved grab ability, you may still make an attack of
of the Air tradition creates an 11d6 lightning bolt instead of a opportunity.
10d6 lightning bolt. Any damage you inflict with this attack of opportunity
If you are a wizard, you may add a spell in your tradition to provoked by the grapple attempt is added to your ensuing
your spellbook for free when you become able to cast it. grapple check to avoid being grappled.
This does not count against the two free spells you add to For example, a dire bear strikes you with a claw attack.
your spellbook at each class level. If you don’t have this feat, the dire bear’s improved grab
The Tradition of Air magic consists of the following spells ability allows it to immediately attempt a grapple check,
at the appropriate levels: 0—mage hand; 1st—shocking grasp; provoking no attack of opportunity from you.
2nd— levitate; 3rd—lightning bolt; 4th—shout; 5th— However, with Close-Quarter Fighting, you are entitled to
telekinesis; 6th— chain lightning; 7th—reverse gravity; 8th— an attack of opportunity.
Bigby’s clenched fist; 9th—Bigby’s crushing hand. If you hit and score 8 points of damage, you may add +8
The Tradition of Fire magic consists of: 0—flare; 1st— (plus your attack bonus, Strength bonus, and size modifier)
burning hands; 2nd—pyrotechnics; 3rd—fireball; 4th—wall of to your grapple check to resist the dire bear’s grapple
fire; 5th—dismissal; 6th—control weather; 7th—delayed blast attempt.
fireball; 8th—incendiary cloud; 9th—meteor swarm. Normal: A creature without this feat does not get an
attack of opportunity against a creature with the improved
CARAVANNER [GENERAL] grab ability that tries to grapple it.
You are skilled at leading caravans along established trade
routes. DEEPENING DARKNESS [GENERAL]
Regions: Cormyr, Dalelands, Sembia, Thesk, Western Your inherent ability to create darkness is more powerful
Heartlands. than normal.
Benefit: You receive a +2 bonus on all Handle Animal Prerequisite: Able to create darkness as a racial ability.
and Knowledge (geography) checks. Benefit: The darkness you create with your racial ability
is treated as deeper darkness for the purpose of countering or
CELESTIAL BLOODLINE [GENERAL] being countered by spells such as daylight.
All other effects (duration, area of darkness, and so on) are
Some of your latent celestial abilities have matured. as the darkness spell.
Prerequisites: Aasimar, base Fortitude, Reflex, and Will You can use your darkness ability two additional times per
saves +1. day, so if you normally could use darkness as a spell-like
Benefit: You gain the ability to use protection from evil ability 1/day, you can now use it 3/day.
three times per day and bless once per day as spell-like
abilities with a caster level equal to your character level.

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.

Benefit: When you use your control flame spell-like ability,


GRIM VISAGE [GENERAL] you instead may touch the flame and heal yourself a
Your eyes have seen a lot, and now they show everyone that number of hit points of damage depending upon the size of
you aren’t to be trifled with. the fire.
Even glib people stammer in your presence. This counts as a use of your control flame ability for the day.
Regions: Damaran human. Touching the flame causes you no harm when you use this
Benefit: You gain a +2 bonus on Intimidate and Sense ability, but if you enter the flame, touch more than just its
Motive checks. edge, or remain in contact with it for more than 1 round,
you take damage from the fire.
HAMMER FIST [FIGHTER, GENERAL]
You are trained in an unarmed fighting style that HIGHBORN DROW [GENERAL]
emphasizes a two-handed strike. You have learned how to tap into the advanced magical
Prerequisites: Str 13, Improved Unarmed Strike, dwarf. abilities of your drow noble heritage.
Benefit: You add one and a half times your Strength Prerequisites: Drow, base Will save +2.
bonus on your damage when you hit with an unarmed Benefit: You may use detect good, detect magic, and levitate
strike. once per day as spell-like abilities with a caster level equal
This extra damage does not apply if you make a flurry of to your character level.
blows attack or if you are holding anything in either hand.
You must use both hands to make the unarmed attack.
HIN WANDERMAGE [GENERAL]
You have a natural affinity for spells that take you from
HAREM TRAINED [GENERAL] place to place.
You have been trained to serve as a jhasin (if male) or jhasina Prerequisites: Lightfoot halfling.
(if female) and are well versed in song, music, dance, art, Benefit: You gain +1 caster level when casting a spell that
the recitation of great literature, the art of massage, and helps you travel.
other duties of the harem. If you are a wizard, you may add a spell in your tradition to
Region: Calimshan. your spellbook for free when you become able to cast it. 451
This does not count against the two free spells you add to Prerequisite: Naturally resistant to a form of energy
your spellbook at each class level. (acid, cold, electricity, fire, sonic).
The tradition of the Hin wandermage consists of the Benefit: Your resistance to that type of energy increases
following spells at the appropriate levels: 0— open/close; by 5.
1st—expeditious retreat, mount; 2nd—endurance; 3rd—fly, For example, if you are an aasimar, you normally have acid,
phantom steed, water breathing; 4th— air walk, freedom of cold, and electricity resistance 5.
movement; 5th—ethereal jaunt, plane shift, teleport; 6th—find You could use this feat to increase one of those resistances
the path, transport via plants, wind walk, word of recall; 7th— to 10; the other two are unaffected.
refuge, shadow walk, teleport without error; 8th—etherealness; Special: You can gain this feat multiple times.
9th—gate, teleportation circle. Its effects do not stack.
Each time you take the feat, it applies to another type of
energy to which you have a natural resistance.
IMPROVED ENERGY RESISTANCE
[GENERAL] IMPROVED FAMILIAR [GENERAL]
Choose one form of energy to which you have a natural See the discussion of the Improved Familiar feat in Chapter
(not spell- or item-granted) resistance. 1 of the FORGOTTEN REALMS Campaign Setting.
Your inherent resistance to this kind of energy is more Table A–5 shows additional improved familiars from this
effective than normal. book that are available with this feat.

would be able to levitate 10 (2×5) times per day, each time


for up to 10 minutes.
IMPROVED FLIGHT [GENERAL]
You gain greater maneuverability when flying than you
would normally have. IMPROVED LOW BLOW [FIGHTER,
Prerequisite: Ability to fly (naturally, magically, or GENERAL]
through shapechanging).
Benefit: Your maneuverability class while flying You are especially good at using the Low Blow feat.
improves by one grade. Prerequisites: Dodge, Mobility, Low Blow, base attack
For example, if your normal maneuverability class is poor, bonus +4.
it becomes average. Benefit: Using the Low Blow feat does not provoke an
attack of opportunity when you move into an opponent’s
square to perform the attack.
IMPROVED LEVITATION [GENERAL] Normal: A character with the Low Blow feat may enter an
You have learned to use part of your levitate spell-like ability adjacent opponent’s square to make a single attack, then
at a time, allowing multiple uses with a shorter duration. return to his own square.
Prerequisite: Naturally able to levitate as a spell-like The opponent is considered flat-footed against the attack,
ability. but the character is subject to an attack of opportunity.
Benefit: You may use your levitate spell-like ability in 10-
minute increments instead of all at once. IMPROVED NATURAL ARMOR
The number of times per day you may now use the ability at
this shorter duration is equal to your caster level. [GENERAL]
For example, if you are an air genasi, you normally have the Your skin is even tougher than that of most of your kind.
ability to levitate once per day as a spell-like ability as if cast Prerequisite: Racially granted natural armor.
by a 5th-level sorcerer, allowing you to levitate once per day Benefit: Your racially granted natural armor bonus
for up to 50 minutes. increases by +1.
With this feat, you can now levitate five times per day, each Special: A character can gain this feat multiple times.
time for up to 10 minutes. Each time the character gains this feat, his natural armor
If you could levitate more than once per day, multiply your improves by an additional +1.
caster level by the number of times per day to get the total
number of shorter uses of levitate that you have.
For example, a creature that could use levitate two times per
day as a spell-like ability as if cast by a 5th-level sorcerer
452
Benefit: You can survive out of water for 3 hours per
INFERNAL BARGAINER [GENERAL] point of Constitution.
You are comfortable making deals with powerful entities After this point you must make a Fortitude saving throw
from the Lower Planes. each hour (DC 15, +1 for each previous check) or you begin
Prerequisite: Outsider. to suffocate.
Benefit: Whenever you cast commune, contact other plane, Normal: Aquatic elves can survive out of water for one
legend lore, or vision, you gain +2 caster level because you are hour per point of Constitution; after this point they begin
known to the entities answering your entreaties. to suffocate (see Chapter 3 of the DUNGEON MASTER’S
Whenever you cast any planar binding or planar ally spell, Guide).
you can call an evil creature 2 HD higher than normally
allowed.
Any evil creature caught in a planar binding trap you create LIGHT TO DAYLIGHT [GENERAL]
has a –2 penalty on all attempts to escape. Your inherent ability to create light is more powerful than
normal.
Prerequisite: Able to use light as a spell-like ability.
IRON MIND [GENERAL] Benefit: When using your spell-like ability to create light,
You are descended from duergar who escaped enslavement you may instead create daylight.
by the illithids. All other features of this ability (caster level, countering
The blood of these psionic-resistant former thralls runs darkness spells and effects) are as if you were creating light.
thick in your veins. You can use your light ability two additional times per day,
Prerequisites: Wis 13, gray dwarf. so if you normally could use light as a spell-like ability
Region: Gray dwarf. 1/day, you can now use it 3/day.
Benefit: You receive a +4 bonus on saving throws against For example, if you were an aasimar, you could create either
psionic effects, such as those employed by a mind flayer or light or daylight three times per day as a spell-like ability, as
yuanti, and a +1 bonus on Will saves. if cast by a sorcerer of your character level.

JOTUNBRUD [GENERAL] LIGHTBRINGER [GENERAL]


You are descended from the giants who ruled the You can channel positive energy into your spells so that
mountain-spanning empire of Ostoria in ages past, and they glow with holy power.
possess a truly impressive stature. Prerequisite: Damaran human, able to cast divine spells,
Prerequisites: Damaran or Illuskan human. able to turn undead.
Regions: Damara, The North. Benefit: Whenever you cast a spell, you can expend three
Benefit: Whenever you receive a modifier based on your of your daily turn attempts to infuse the spell with positive
size on an opposed roll (such as during grapple and bull energy.
rush attempts), you are treated as Large if that’s Each round you do this immediately prior to casting the
advantageous to you. spell, you gain +2 spell power (+2 on save DCs and +2 bonus
You are also considered to be Large when determining on checks to overcome spell resistance).
whether a monster’s special attacks based on size (such as Infusing a spell with positive energy is a full-round action
improved grab or swallow whole) affect you. that does not provoke attacks of opportunity.
If you wish to determine your character’s height and The turn attempts are wasted if you don’t cast a spell
weight randomly, your base height is 6’4” (male) or 6’0” immediately after spending one or more rounds infusing it.
(female), and your base weight is 210 lb. (male) or 170 lb.
(female).
Refer to Table 6–6 in the Player’s Handbook. LOLTH’S BLESSING [GENERAL]
Special: You may only take this feat as a 1st-level The Spider Queen has blessed you with additional magical
character. abilities.
Prerequisites: Drow, Wis 15, patron deity Lolth, able to
cast 3rd-level divine spells.
JUNGLE STAMINA [GENERAL] Benefit: You may use clairaudience/clairvoyance, detect lie,
You are acclimated to the disease-ridden jungles of dispel magic, and suggestion once per day as spell-like abilities
southwestern Faerûn. with a caster level equal to your character level.
Regions: Chult, Tashalar (Mhair and Black Jungles only),
wild dwarf.
Benefit: You receive a +2 bonus on all Survival checks LOW BLOW [FIGHTER, GENERAL]
and a +2 bonus on Fortitude saves versus disease. You can get underfoot and attack creatures larger than you.
Prerequisites: Dodge, Mobility, base attack bonus +4.
Benefit: As a full-round action, you can enter an area
LANDWALKER [GENERAL] occupied by an opponent who is at least one size category
You can survive out of water for a longer period of time larger than you.
than most of your kind. You can then make a single melee attack at your highest
Prerequisite: Aquatic elf. attack bonus against this creature, who is considered flat-
footed against the attack.
453
After your attack, you return to the 5-foot square from This bonus applies on saving throws to fight off ability
which you entered the opponent’s square. damage from disease, as well as saving throws against the
Using this feat provokes attacks of opportunity. initial exposure to the disease.

METALLURGY [GENERAL] PLANETOUCHED ANIMAL AFFINITY


You are skilled in the art of metallurgy, creating metal [GENERAL]
alloys both for their appearance and their properties.
Region: Gold dwarf. You have a special affinity for a kind of animal associated
Benefit: You receive a +3 bonus on all Craft with your deity ancestor.
(armorsmithing, blacksmithing, or weaponsmithing) Prerequisites: Aasimar, tiefling, earth genasi.
checks. Benefit: Choose a divine ancestor from the list below.
You gain a +4 bonus on Animal Empathy and Handle
Animal checks when dealing with animals associated with
MIGHT MAKES RIGHT [GENERAL] your divine ancestor.
Your great strength draws more followers. You may make untrained Animal Empathy checks to affect
Prerequisites: Str 13, Leadership. such animals, as well as celestial (if you are an aasimar) or
fiendish (if you are a tiefling) animals as if they were
Benefit: Add your Strength bonus to your leadership
score for the purposes of determining how many followers animals.
See the table for a summary of Mulhorandi deities and their
you may have with the Leadership feat.
favored animals.

NOBODY’S FOOL [GENERAL]


You have an uncommon streak of skepticism and common
sense, and have a knack for discerning falsehood from
truth.
Prerequisite: Wis 13.
Benefit: You gain a +2 bonus on all Sense Motive checks
and Gather Information checks.

ORAL HISTORY [GENERAL]


You are well versed in the art of storytelling and the oral
history of your culture.
Regions: The Moonshaes, The North, arctic dwarf, gold
dwarf, shield dwarf.
Benefit: You get a +2 bonus on all Knowledge (history)
PRIMITIVE CASTER [GENERAL]
and Perform checks. You use screeches, wild gesticulations, and extra material
components to give your spells additional power.
Benefit: This feat only functions when you cast a spell
OUTSIDER WINGS [GENERAL] that does not already have a verbal, somatic, or material
You have sprouted wings appropriate to your heritage, component.
revealing the power of your supernatural bloodline. For each component you voluntarily add, you increase the
Prerequisites: Aasimar or tiefling, base Fortitude, effective level of the spell by +1.
Reflex, and Will saves +2, Celestial Bloodline or Fiendish You can only add a component that’s not already present in
Bloodline. the spell.
Benefit: You gain wings (feathered if an aasimar, bat-like For example, you can’t add a somatic component to a gaseous
if a tiefling), allowing you to fly at your land speed (average form spell, because it already has one.
maneuverability). You could add a verbal component, however.
A medium or heavy load that would reduce your land speed The verbal component you add consists of animalistic
reduces your fly speed a proportionate amount. shouts, screams, and growls.
The DC of Listen checks to hear you cast a spell is –5
(before modifying for distance).
PLAGUE RESISTANT [GENERAL] The somatic component is also more complex, so you must
You are descended from the handful of combatants who have two hands free to add a somatic component with this
fought on the Fields of Nun and survived Chondath’s feat.
Rotting War in the 902 DR. The extra material component you add with this feat must
Prerequisites: Chondathan human. be a rare plant found in the forest with a successful
Region: The Vilhon Reach. Profession (herbalist) check (DC 15).
Benefit: You get a +4 resistance bonus on saving throws
against disease and spells or effects that produce disease. RAPID SWIMMING [GENERAL]
You are one with the water.
454
Prerequisites: Base Fortitude save +2, natural swim You get a +1 bonus on caster level checks to beat a
speed. creature’s spell resistance when casting spells in such areas.
Benefit: Your swim speed increases by 20 feet. Special: It is not possible to take both this feat and the
Normal: A water genasi normally has a swim speed of 30 Tattoo Magic feat.
feet.
An aquatic elf normally has a swim speed of 40 feet.
SHADOW SHIELD [GENERAL]
Your ancestors long battled the insidious influence of
RECKLESS OFFENSIVE [FIGHTER, shadow magic, and some of their descendants (including
GENERAL] you) have a greater resistance to its effects.
Prerequisites: Talfir or Tethyrian human of any region.
You lower your guard in order to make a telling attack. Region: The Western Heartlands.
Prerequisites: Base attack bonus +2, Power Attack. Benefit: You get a +2 bonus on all saving throws against
Benefit: On your action, before making attack rolls for a spells and spell-like abilities with the shadow descriptor.
round, you may choose to take a –4 penalty to your AC You also get a +2 bonus on all saving throws against spells
during the round to gain a +2 competence bonus on all and spell-like abilities that draw on the magic of the
melee attacks in the same round. Shadow Weave.
The penalty to AC and bonus on melee attacks apply until These benefits stack with each other.
your next action.
You cannot use Reckless Offensive with ranged attacks.
SHADOW SONG [GENERAL]
ROCK GNOME TRICKSTER A dark legacy of the Shadowking’s ambitions is the shadow
of sorrow that cloaks many Tethyrian songs and ballads.
[GENERAL] Some bards have learned to infuse their performances with
Your glamers are particularly likely to fool the senses of the sense of loss and suffering that suffuses the Shadow
your target. Weave.
Prerequisite: Rock gnome. Prerequisites: Shadow Weave Magic, bardic music.
Benefit: Your Illusion (glamer) spells and spell-like Region: The Western Heartlands.
abilities gain +1 spell power (+1 on save DCs and +1 bonus Benefit: You get a +1 bonus to the DC for all saving
on checks to overcome spell resistance). throws of spells you cast from the school of Enchantment
and spells with the sonic descriptor.
You get a +1 bonus on caster level checks to overcome spell
RUNESMITH [GENERAL] resistance for these schools and spells.
You can fashion runes that take the place of material These bonuses stack with bonuses from the Shadow Weave
components for your spells. Magic feat.
Prerequisites: 4 ranks in Craft (rune).
Benefit: You can make runes that take the place of SHIELD DWARF WARDER []
traditional material components for spells you cast.
The runes, often carved into stone talismans or stamped You are a student of the protective magics of the shield
onto small plates of metal, cost 1 gp each and have a Craft dwarves, learned at great cost during centuries of warfare
(rune) DC of 15. and wandering.
Unlike a material component, a rune does not disappear Prerequisites: Shield dwarf.
when you cast a spell; having this feat effectively turns a Benefit: You gain +1 caster level when casting a spell that
material component required for a spell into a focus. creates or enhances a suit of armor or a shield.
Your use of runes makes your spells more difficult to The tradition of shield dwarf warders includes the
counterspell. following spells at the appropriate levels: 1st—entropic
Other spellcasters who observe you casting a spell take a –4 shield, mage armor, shield, shield of faith; 2nd—shield other;
penalty on checks to determine which spell you’re casting, 3rd—magic vestment; 4th—fire shield; 6th—stone body; 8th—
unless they also have the Runesmith feat. iron body, shield of law.
Spells with costly material components are unaffected by Other spells gain this benefit if they target a suit of armor
this feat. or shield.
Additionally, any magic armor or shield you create costs 5%
less gold pieces to make.
SACRED TATTOO [GENERAL] The experience point cost is unaffected.
You have been spiritually touched by one of the god-kings
of the Old Empires and bear his or her symbol in the form SKYRIDER [GENERAL]
of a tattoo in the shape of a holy symbol.
Prerequisite: Patron deity from the Mulhorandi or You have trained and served with the hippogriff cavalry
Untheric pantheon. that guards the Great Rift.
Benefit: Add +1 to the DC for all saving throws against Prerequisites: Ride (hippogriff) skill, Mounted Combat.
spells you cast in an area consecrated/desecrated or Region: Gold dwarf.
hallowed/unhallowed to your deity. Benefit: You receive a +2 bonus on Handle Animal and
Ride (hippogriff) checks.
455
The victim of a staggering strike becomes staggered for a
SOUTHERN MAGICIAN [GENERAL] number of rounds equal to one-third the number of dice of
Your magical studies in Mulan lands have taught you damage you choose to forgo.
spellcasting techniques unknown in the north that blur the For example, if you could sneak attack for +6d6 damage,
line between arcane and divine magic. you could forgo all that extra damage to stagger the target
Prerequisite: Mulan human, ability to cast 2nd-level for 2 rounds.
spells.
Benefit: Once per day per two spellcaster levels, you can
cast a divine spell as an arcane spell, or vice versa. STONEBLOOD [GENERAL]
This enables you to bypass arcane spell failure due to armor, Your blood is thick like cooling lava, making it difficult for
or gain additional benefit from spell that functions you to die after falling from injuries.
differently for a divine caster instead of an arcane caster, Prerequisites: Con 13, urdunnir.
such as true seeing or magic weapon. Region: Urdunnir.
Spells changed with this feat are often confusing to whose Benefit: When dying, you have a 50% chance per round
who haven’t studied Mulan magic. to stabilize and stop bleeding to death.
Spellcasters who don’t have this feat suffer a –4 penalty on Normal: A character normally has a 10% chance to
attempts to counterspell or dispel this spell, and they must stabilize when dying.
succeed at a caster level check (DC 11 + spell level) to
detect the spell with detect magic.
The actual source of the spell’s power doesn’t change, nor STONE COLOSSUS [FIGHTER,
does its means of preparation.
You are merely weaving the strands of magic together in an GENERAL]
unconventional way that makes the spell behave somewhat You can focus a part of your power to increase the
differently. toughness of your skin.
Prerequisites: Base Fortitude save +3, earth genasi.
Benefit: When you use the attack action or full attack
SPELL-LIKE ABILITY FOCUS action in melee, you can take a penalty of as much as –5 on
[GENERAL] your attack and add the same number (up to +5) to your
Armor Class as a natural armor bonus.
Choose one of your spell-like abilities. This number may not exceed your base attack bonus.
This attack becomes more potent than normal. The changes to attack rolls and Armor Class last until your
Prerequisite: Spell-like ability. next action.
Benefit: Add +2 to the DC for all saving throws against
the spell-like ability on which you focus.
Special: You can gain this feat multiple times. STONESHAPER [GENERAL]
Its effects do not stack. You have a deep and abiding tie to earth and stone.
Each time you take the feat, it applies to a new spell-like Prerequisites: Craft (stonemasonry) skill,
ability. stonecunning.
Region: Gold dwarf, gray dwarf, shield dwarf, urdunnir.
SPIRE WALKING [GENERAL] Benefit: You receive a +2 bonus on Craft (stonemasonry)
checks and a +2 bonus on Stonecunning checks.
Iriaebor is justly known as the City of a Thousand Spires,
for fantastically bizarre, many-storied towers rise from all
quarters of the city and are tightly packed together. STONE SLIDE [GENERAL]
As a result, it is possible to navigate Iriaebor via a network You have attuned yourself to stone to such an extent that
of arches, bridges, stairs, and leapable gulfs far above the you can merge with it for a short time.
city streets. Prerequisites: Base Fortitude save +4, earth genasi.
You are well versed in the skill of navigating the skyroads Benefit: Instead of using your spell-like ability to pass
of Iriaebor. without trace, you may instead meld into stone as a 5th-level
Region: The Western Heartlands. druid.
Benefit: You get a +2 bonus on all Balance and Jump This uses your ability to pass without trace for the day.
checks.

STAGGERING STRIKE [FIGHTER, STONEWALKER FIST [FIGHTER,


GENERAL] GENERAL]
You are trained in an unarmed fighting style that draws on
You are particularly adept at making cruel and your ability to pass through minerals as if they were air.
demoralizing sneak attacks. Prerequisites: Improved Unarmed Strike, urdunnir.
Prerequisites: Base attack bonus +6, sneak attack ability. Region: Urdunnir.
Benefit: If you hit with a sneak attack, you may choose to Benefit: By altering the elemental structure of your fists
forgo a variable number (chosen by you at the time of the in order to strike through a creature’s armor, you may
strike) of dice of sneak attack damage to deliver a ignore up to a +4 armor bonus due to metal or stone armor
particularly horrifying and disgusting wound.
456 or shields.
(This in no way affects or damages the armor). When you attack a Medium-size or larger creature with a
You cannot use this ability on creatures with the earth melee attack, and at least one other ally with the
subtype. Swarmfighting feat threatens the target, you gain a +1
Using this ability is a free action. morale bonus on the attack roll.
Special: A character may gain this feat twice at most, but This bonus increases by +1 for each additional ally beyond
the effects stack. the first with the Swarmfighting feat who threatens the
same target.
The total morale bonus imparted to your attack roll cannot
SUMMON EARTH ELEMENTAL exceed your Dexterity bonus.
[GENERAL]
Like many experienced deep gnomes, you have developed TALFIRIAN SONG [GENERAL]
the ability to summon earth elementals to help you with You can use the power of your bardic music to enhance
tasks. your Illusion spells.
Prerequisites: Deep gnome, character level 6th. Prerequisite: Bardic music class feature, Heighten Spell,
Benefit: Once per day, you may summon an earth Tethyrian human.
elemental. Benefit: By expending uses of your bardic music, you can
If acting alone, you may only summon a Small earth heighten your illusion spells without using higher-level
elemental. spell slots.
For each additional deep gnome employing this feat in For every daily use of your bardic music you expend during
conjunction with you, you may summon an earth the casting of a spell, you can increase the effective level of
elemental one size larger (see the table on Monster Manual that spell by +1.
page 83). For example, you could cast rainbow pattern and expend
For example, a group of four deep gnomes with this feat can four uses of your bardic music to make that rainbow pattern
summon a Huge earth elemental, and a group of six deep effectively an 8th-level spell (increasing the save DC by +4).
gnomes can summon an elder earth elemental. You can’t raise a spell above 9th level with this feat.
Working together in this fashion uses this ability for all
involved gnomes for the day.
This is a spell-like ability and is treated as if the characters TATTOO MAGIC [ITEM CREATION]
involved are casting a summon monster spell of the You can create tattoos that store spells.
appropriate level, with the exception that they can only Prerequisite: Craft (calligraphy) or Craft (painting) skill,
summon earth elementals. spellcaster level 3rd.
Unlike the spell, you cannot use this ability to summon Benefit: You can create single-use magic tattoos.
multiple elementals at a time. You can create a tattoo of any spell of 3rd level or lower that
you know and that targets a creature or creatures.
SVIRFNEBLIN FIGMENT MASTER Creating a tattoo takes 1 hour, and it must be inked onto a
creature with a corporeal body.
[GENERAL] When you create a tattoo, you set the caster level.
Your time underground has made you acutely aware of The caster level must be sufficient to cast the spell in
even slight differences in sound and vision in caves that question and no higher than your own level.
have never seen the sun. The base price of a tattoo is its spell level × its caster level ×
Accordingly, your illusions are finely tuned and ultra- 50 gp.
realistic. To create a tattoo, you must spend 1/25th of this base price
Prerequisite: Deep gnome. in XP and use up raw materials costing half this base price.
Benefit: Your Illusion (figment) spells and spell-like When you create a tattoo, you make any choices that you
abilities gain +1 spell power (+1 on save DCs and +1 bonus would normally make when casting the spell.
on checks to overcome spell resistance). The bearer of the tattoo is the only one who can activate it
and is always the target of the spell.
Activating a tattoo requires the creature to touch the tattoo
SWARMFIGHTING [FIGHTER, with either hand (the hand does not need to be empty).
Activating a tattoo is a standard action that does not draw
GENERAL] an attack of opportunity.
You and allies with this feat can coordinate melee attacks Any tattoo that stores a spell with a costly material
against a single target and are adept at fighting side by side component or an XP cost also carries a commensurate cost.
in close quarters. In addition to the costs derived from the base price, you
Prerequisites: Size Small, Dex 13, base attack bonus +1. must expend the material component or pay the XP when
Benefit: You can occupy the same 5-foot square in creating the tattoo.
combat with any other allied Small or smaller creature that Normally, a magic tattoo uses a magic item space on the
also possesses the Swarmfighting feat. creature’s body.
Up to four creatures of Small size may occupy a 5-foot For example, a creature with a tattoo on one of its hands
square (creatures one size category smaller count as half a could not gain the benefit from a magic glove on that hand.
creature). Likewise, a creature with a magic tattoo on its back does not
receive the benefits of a magic cloak, cape, or mantle.
457
In effect, the magic tattoo is always the first item “worn” on
that part of the body, negating the effects of all other items.
A tattoo can be created that does not use a magic item
space, but the base price of such a tattoo is double the
normal value.
A magic tattoo can be erased with an erase spell as if it were
magic writing.
Failing to erase the tattoo does not activate it.
When a tattoo is activated, the ink pattern or design
vanishes from the bearer’s skin.

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.

WATER ADAPTATION [GENERAL]


You favor your aquatic elven parent and have developed the
ability to breathe and move about in water easily.
Prerequisite: Half-aquatic elf.
Benefit: You can breathe water as well as air.
You gain a swim speed of 20 feet, which means you can
move through water at that speed without making Swim
checks.
You gain a +8 racial bonus on any Swim check.
You can always take 10 on Swim checks even if rushed or
threatened when swimming.
You may use the run action while swimming, provided you
swim in a straight line.

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.

ANCESTRAL KNOWLEDGE [RACIAL]


CLAN PRESTIGE [RACIAL]
You have a strong connection to the ancestors of your clan,
giving you understanding and knowledge beyond the Your actions have brought you some measure of fame and
mortal realms. respect from your clan, whether from battle prowess or
Prerequisites: Dwarf, Wis 15. years of service to the clan.
Benefit: You can make any Knowledge check untrained, Prerequisites: Dwarf, Cha 13.
even if the DC is higher than 10. Benefit: Your prestigious actions grant you a +4 bonus on
In addition, you can use your Wisdom modifier for any all Charisma-based skill checks when dealing with other
Knowledge check in place of your Intelligence modifier. members of your clan.
Normal: A character can only make untrained The clan must be specified when the feat is taken, and it
Knowledge checks if the DC is 10 or lower, and Knowledge cannot be changed.
skills are Intelligence-based. Special: This feat is applicable to one clan only, typically
the one with which the character is affiliated.
It cannot be taken more than once.
AUSPICIOUS MARKING [RACIAL]
Goliaths place great stock in how the mottled variations in CRAFT RUNE CIRCLE [ITEM
skin pigmentation herald events in that goliath’s future.
Your skin patterns indicate that fate has marked you for CREATION]
greatness, and the patterns shift slowly to take new forms. You can create rune circles, stationary magic items that
Prerequisite: Goliath. hold a variety of spells and effects.
Benefit: Goliaths who can see your skin pattern are Prerequisite: Caster level 5th.
subconsciously affected by it. Benefit: You can create a rune circle whose prerequisites
You gain a +2 bonus on all Charisma-based skill checks you meet (see Sample Rune Circles on page 168 for
when dealing with other goliaths. prerequisites and other information on rune circles).
In addition, you can reroll any stabilization check once per Creating a rune circle takes one day for each 1,000 gp in its
turn. price.
To create a rune circle, you must spend 1/25 of the item’s
AXESPIKE [STYLE] price in XP and use up raw materials costing one-half of
this price.
You have mastered the art of fighting in spiked armor while You can also mend a broken rune circle if it is one that you
wielding a greataxe. could make.
You blend greataxe blows and armor spike attacks into one Doing so costs half the XP, half the raw materials, and half
constant, deadly attack form. the time it would take to craft that item in the first place.
Prerequisites: Proficiency with armor spikes, Some rune circles incur extra costs in material components
proficiency with greataxe, Armor Proficiency (heavy), or XP, as noted in their descriptions.
Weapon Focus (armor spikes). These costs are in addition to those derived from the item’s
Benefit: When you make a full attack with your greataxe, base price.
you can make an additional attack with your armor spikes
at a –5 penalty.
You can only add 1/2 your Strength modifier to the damage DEEP VISION [PSIONIC]
from this extra attack, as if it were an attack with an off- Your mental focus helps you see farther with darkvision.
hand weapon. Prerequisite: Darkvision.
Benefit: While you are psionically focused, your natural
BATTLE HARDENED [RACIAL] darkvision range increases by 30 feet.
Special: This feat affects only darkvision permanently
Your extensive battle experience has left you incredibly gained from a creature’s race, type, or class, not from
calm and composed, even in the heat of battle. impermanent effects such as the darkvision spell or goggles of
Prerequisites: Dwarf, base attack bonus +4. night.
Benefit: You receive a +4 bonus on saving throws against
fear effects.
You also gain a +2 bonus on initiative checks. 459
Benefit: You gain a +1 bonus on weapon damage rolls if
DEFLECTIVE ARMOR [PSIONIC] both you and your foe are touching the ground.
Your armor shields you from touch attacks as well as
regular blows.
Prerequisite: Heavy Armor Optimization. EARTH FIST [RACIAL]
Benefit: While you are psionically focused and wearing Your bond with the earth and martial training has imbued
heavy armor, the AC bonus from your armor (including any your fists with the qualities of cold iron.
enhancement bonuses) applies against touch attacks as well Prerequisites: Dwarf, gnome, or goliath, Con 13, Wis
as regular attacks. 13, Earth Sense, Improved Unarmed Strike.
Benefit: As long as you are touching the ground, your
unarmed attacks are treated as cold iron weapons for the
DIVINE DAMAGE REDUCTION purpose of dealing damage to creatures with damage
[DIVINE] reduction.
Special: A fighter may select Earth Fist as one of his
You can channel energy to give yourself a small amount of fighter bonus feats (see page 38 of the Player’s Handbook).
protection from weapons.
Prerequisites: Con 13, Wis 13, Earth Sense, Earth’s
Warding, ability to rebuke earth creatures. EARTH MASTER [GENERAL]
Benefit: As a standard action, you can spend one of your You are in tune with the ground at your feet, helping you
rebuke earth creatures attempts to give yourself damage anticipate your opponent’s movements in combat.
reduction 2/adamantine.
Prerequisites: Con 13, Wis 13, Earth Adept, Earth
This benefit lasts for a number of rounds equal to your
Sense.
character level.
You must be touching the ground to use this feat. Benefit: You gain a +1 bonus on attack rolls if both you
and your foe are touching the ground.

DIVINE SPELLSHIELD [DIVINE] EARTH POWER [PSIONIC]


You can channel energy to help your allies resist spells and
spell-like effects. You draw psionic energy from raw stone.
Prerequisites: Ability to rebuke earth creatures, racial Prerequisites: Con 13, Wis 13, Earth Sense.
bonus on saves against spells. Benefit: As long as you are psionically focused and
Benefit: As a standard action, you can spend one of your standing on stone or unworked earth (including normal
rebuke earth creatures attempts to grant all allies within 30 soil), you can pull psychic energy from the earth when you
feet a +2 sacred bonus on saving throws against spells and manifest a power.
spell-like effects. When you manifest a power in this way, you pay 1 less
This bonus lasts for a number of rounds equal to your power point than you normally would.
character level. The use of this feat cannot reduce a power’s cost below 1
You must be touching the ground to use this feat. power point.
You cannot use this ability when you expend your psionic
focus to enhance the same power in a different manner.
DWARVEN ARMOR PROFICIENCY For example, if you have the Maximize Power feat, you
cannot expend your focus to maximize a power and also
[RACIAL] reduce the cost of that same power.
You are familiar with exotic armor of dwarven manufacture
and understand how to use it properly.
Prerequisites: Dwarf, Armor Proficiency (heavy).
EARTH SENSE [GENERAL]
Benefit: You are proficient with battle plate, interlocking You are in tune with the earth beneath you.
plate, interlocking scale, and mountain plate, and you take Prerequisites: Con 13, Wis 13.
no armor nonproficiency penalties when you wear any of Benefit: As long as you are touching the ground, you can
these types of exotic armor. take a move action to sense the number of creatures within
(See Chapter 7 for descriptions of these armor types). 20 feet that are also touching the ground and the direction
Normal: A character who wears exotic armor with which to each one.
she is not proficient takes its armor check penalty on attack You cannot pinpoint the location of any creature with this
rolls and on all Strength- and Dexterity-based skill checks. feat.
Special: A fighter may select Dwarven Armor Proficiency Special: Creatures with the air or aquatic subtype may not
as one of her fighter bonus feats (see page 38 of the Player’s select this feat.
Handbook).
EARTH SPELL [GENERAL]
EARTH ADEPT [GENERAL] You draw magical power from the earth beneath your feet.
You are in tune with the ground at your feet, making you Prerequisites: Con 13, Wis 13, Earth Sense, Heighten
more dangerous in the shifting conditions of combat. Spell.
Prerequisites: Con 13, Wis 13, Earth Sense.
460
Benefit: As long as you are standing on stone or You understand how to wear that type of exotic armor
unworked earth (including normal soil), you can use the properly.
Heighten Spell feat to added effect. Prerequisites: Armor Proficiency of the appropriate
If you cast a spell using a spell slot one level higher than sort (for example, you must have Armor Proficiency [light]
the spell’s actual level, the spell is treated as a spell of two to take Exotic Armor Proficiency [mammoth leather]).
levels higher and your effective caster level is increased by Benefit: You are proficient with a specific type of exotic
one. armor and take no armor nonproficiency penalties when
If you use a spell slot two levels higher, the spell is treated you wear it (see Table 7–2: Armor and Shields, page 158).
as three levels higher and your effective caster level is Normal: A character who is wearing armor with which
increased by two, and so on. she is not proficient applies its armor check penalty on
You cannot gain the benefit of this feat when casting a spell attack rolls and on all Strength- and Dexterity-based ability
with the air, fire, or water descriptor. checks and skill checks.
Special: You can gain this feat multiple times.
Each time you take the feat, it applies to a new type of
EARTH’S WARDING [DIVINE] exotic armor.
You can channel energy to infuse your skin with the A fighter may select Exotic Armor Proficiency as one of his
strength of the earth. fighter bonus feats (see page 38 of the Player’s Handbook).
Prerequisites: Con 13, Wis 13, Earth Sense, ability to Note: This feat originally appeared in the FORGOTTEN
rebuke earth creatures. REALMS® game supplement Underdark.
Benefit: As a standard action, spend one of your rebuke This version of the feat supersedes the previous version.
earth creatures attempts to increase your natural armor
bonus by 2.
This increase lasts for a number of minutes equal to your EXOTIC SHIELD PROFICIENCY
Constitution bonus. [GENERAL]
Special: You must be touching the ground to use this feat.
Choose an exotic shield, such as a gauntlet shield or battle
cloak.
ENCHANTING SONG [BARDIC You are proficient with that type of exotic shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
MUSIC] Benefit: You are proficient with a specific type of exotic
You can channel the power of your bardic music to shield and take no shield nonproficiency penalties when
temporarily increase the power of your enchantment spells. you wear it (see Table 7–2: Armor and Shields, page 158).
Prerequisites: Perform (any one) 5 ranks, Spell Focus Normal: A character who is using a shield with which she
(enchantment), bardic music. is not proficient applies its armor check penalty on attack
Benefit: As you cast a spell of the enchantment school, rolls and on all Strength- and Dexterity-based ability checks
you may spend one daily use of your bardic music ability to and skill checks.
increase the caster level and saving throw DC of that spell Special: As a variant rule, the DM can allow fighters to
by 1. choose one free Exotic Shield Proficiency feat instead of
These bonuses stack with those provided by other feats, the Tower Shield Proficiency feat they receive at 1st level.
such as Spell Focus. A fighter may select Exotic Shield Proficiency as one of her
fighter bonus feats (see page 38 of the Player’s Handbook).
ENERGIZE ARMOR [PSIONIC]
You can charge your armor with psionic energy, making it EXTRA SILENCE [RACIAL]
resistant to energy damage. You can generate a field of silence more often than other
Prerequisite: Proficiency with armor worn, Invest whisper gnomes can.
Armor. Prerequisite: Whisper gnome.
Benefit: You can expend your psionic focus to infuse Benefit: You can use your racial silence spell-like ability a
your armor with psychic energy. number of times per day equal to 3 + your Charisma bonus.
This gives you resistance 10 against the next attack or effect Normal: A whisper gnome can normally use his silence
with an energy descriptor that affects you. spell-like ability once per day.
Using this feat is an immediate action (it can be used on Special: You can take this feat more than once.
another creature’s turn) in reaction to being affected by a Each time you take it after the first, you gain three
spell, effect, or attack that inflicts energy damage. additional uses of your silence ability per day.
Activating this feat does not provoke attacks of
opportunity.
FLING ALLY [GENERAL]
You can launch your comrades into the air as if they were
EXOTIC ARMOR PROFICIENCY thrown weapons.
[GENERAL] Prerequisites: Str 19, Rock Hurling or racial ability to
throw rocks, size Large or larger (goliaths qualify by virtue
Choose a type of exotic armor, such as mammoth leather or
of their powerful build racial trait).
tumbler’s breastplate.
461
Benefit: You can pick up an ally at least one size category Benefit: While you are psionically focused and holding a
smaller than you and throw him toward a specific square up ready shield with which you are proficient, the AC bonus
to five range increments away. provided by your shield increases by 1.
It takes a move action to pick up an ally and a standard
action to throw that ally.
You make a ranged touch attack (against AC 5) to throw the GNOME FOE KILLER [RACIAL]
ally to the chosen square. Your battle techniques against your racial foes improve.
If the touch attack hits, the ally lands in the square you Prerequisite: Gnome.
designate. Benefit: You gain a +2 racial bonus on weapon damage
If the touch attack is a miss, randomly determine in which rolls against kobolds and goblinoids (including goblins,
square the ally lands, using the Missing with a Thrown hobgoblins, and bugbears).
Weapon diagram on page 158 of the Player’s Handbook.
If the ally lands in a square that is occupied, she lands prone
in that square. GOAD [GENERAL]
In any case, the ally doesn’t provoke attacks of opportunity You are skilled at inducing opponents to attack you.
for this movement. Prerequisites: Cha 13, base attack bonus +1.
Allies one size category smaller than you have a range Benefit: As a move action, you may goad an opponent
increment of 5 feet, while allies two size categories or more that threatens you, has line of sight to you, can hear you,
smaller than you have a range increment of 15 feet. and has an Intelligence of 3 or higher.
If you have the Improved Rock Hurling feat or the racial (The effect is a mind-affecting ability).
ability to throw rocks, the range increments improve to 20 When the goaded opponent starts its next turn, if it
feet and 40 feet respectively. threatens you and has line of sight to you, it must make a
Goliaths are treated as Large creatures for the purpose of Will saving throw (DC 10 + 1/2 your character level + your
this feat, allowing them to fling Medium allies with a range Cha modifier).
increment of 5 feet and Small or smaller allies with a range If the opponent fails its save, you are the only creature it
increment of 15 feet. can make melee attacks against during this turn.
You must be strong enough to lift the ally over your head (If it kills you, knocks you unconscious, loses sight of you,
(the ally’s weight cannot exceed your character’s maximum or otherwise is unable to make melee attacks against you, it
load) to throw her. may make any remaining melee attacks against other foes,
See page 162 of the Player’s Handbook for more information as normal).
on carrying capacity and maximum load. A goaded creature can still cast spells, make ranged attacks,
move, or perform other actions normally.
FLING ENEMY [GENERAL] The use of this feat restricts only melee attacks.
Special: A fighter may select Goad as one of his fighter
When you’re wrestling a foe, you can lift him into the air bonus feats (see page 38 of the Player’s Handbook).
and hurl him.
Prerequisites: Str 19, Rock Hurling or racial ability to
throw rocks, size Large or larger (goliaths qualify by virtue GREATER HEAVY ARMOR
of their powerful build racial trait).
Benefit: When you’re grappling a foe, you can fling that OPTIMIZATION [GENERAL]
foe away from you with a successful grapple check. You have mastered the use of heavy armor, maximizing its
Flinging the enemy requires a standard action. protective qualities while moving more easily in it.
For every 5 points by which your grapple check beats your Prerequisites: Armor Proficiency (heavy), Heavy Armor
foe’s grapple check or Escape Artist check, you can throw Optimization, base attack bonus +8.
that foe 10 feet. Benefit: When you are wearing heavy armor, lessen the
Your foe lands prone in the square you designate. armor check penalty of the armor by 2 and increase the
You can’t throw a foe farther than you could throw an ally armor bonus by 1.
(as described in the Fling Ally feat). Both of these effects stack with the benefit of the Heavy
You must be strong enough to lift an enemy over your head Armor Optimization feat, for a total lessening of the armor
(the enemy’s weight cannot exceed your character’s check penalty by 3 and a total increase to the armor bonus
maximum load) to throw him. pf 2.
See page 162 of the Player’s Handbook for more information Special: A fighter may select Greater Heavy Armor
on carrying capacity and maximum load. Optimization as one of her fighter bonus feats (see page 38
The enemy does not provoke attacks of opportunity for this of the Player’s Handbook).
movement.
HEAVY ARMOR OPTIMIZATION
FOCUSED SHIELD [PSIONIC]
[GENERAL]
Your mental focus makes you more adept at using your
shield. You have trained extensively in heavy armor, and you have
Prerequisite: Shield Proficiency. learned to take advantage of the protection it offers.
Prerequisites: Armor Proficiency (heavy), base attack
bonus +4.
462
Benefit: When you are wearing heavy armor, lessen the Inspire Spellpower (Su): As a standard action, you can use
armor check penalty of the armor by 1 and increase the music or poetics to inspire the spellcasting of allied
armor bonus by 1. spellcasters, making their spells more powerful.
Special: A fighter may select Heavy Armor Optimization To be affected, an ally must be able to hear you perform.
as one of his fighter bonus feats (see page 38 of the Player’s The effect lasts for as long as the ally hears you sing and for
Handbook). 5 rounds thereafter.
The affected allies’ effective caster level is increased by 1.
You cannot inspire spellpower in yourself.
HEAVY LITHODERMS [RACIAL] Inspire spellpower is a mind-affecting ability.
You have stony growths on your skin that afford you Special: Inspire spellpower follows all the normal rules of
protection against attacks. the bardic music ability, including using one of the
Prerequisite: Goliath. character’s daily uses of the ability.
Benefit: You gain a +1 natural armor bonus.
INVEST ARMOR [PSIONIC]
IMPROVED ROCK HURLING You can charge your armor with additional protective
qualities.
[GENERAL] Prerequisite: Proficiency with armor worn.
Your accuracy and effectiveness with thrown rocks Benefit: You can expend your psionic focus to increase
improves. the armor bonus of the armor you’re wearing by 3.
Prerequisites: Str 23, Rock Hurling, size Large or larger Using this feat is an immediate action (it can be used on
(goliaths qualify by virtue of their powerful build racial another creature’s turn) in reaction to being the target of an
trait). attack.
Benefit: You can hurl rocks weighing 40 to 50 pounds You must decide whether or not to use this feat before the
(Small objects) with a range increment of 80 feet. result of your opponent’s attack roll is determined.
The rocks deal 2d6 points of damage plus your Strength
modifier.
Rocks have a maximum range of five range increments. KNOCKBACK [GENERAL]
Additionally, you gain a +1 bonus on attack rolls when By putting your bulk behind a blow, you can push your
throwing rocks. enemy backward.
Prerequisites: Improved Bull Rush, Power Attack, size
IMPROVED WEAPON FAMILIARITY Large or larger (goliaths qualify by virtue of their powerful
build racial trait).
[GENERAL] Benefit: If you score a hit while you are using the Power
You are familiar with all exotic weapons common to your Attack feat, you can make a free bull rush attempt against
people. the foe you hit, applying the number by which you reduced
your attack roll as a bonus on the opposed Strength check
Prerequisite: Base attack bonus +1.
(as well as on the damage you deal).
Benefit: You treat all the exotic weapons associated with
If you hit with a two-handed weapon, you can apply double
your race as martial weapons rather than as exotic weapons. that number on the opposed Strength check.
A weapon is treated as being associated with a race if the Unlike standard bull rush attempts, knockback attempts
race’s name appears as part of the weapon’s name, such as
don’t provoke attacks of opportunity, and you don’t move
the gnome swordcatcher (see page 155) or the dwarven with the enemy you knock backward.
urgrosh.
Bull rush rules can be found on page 154 of the Player’s
Normal: Without this feat, a character must select the Handbook.
Exotic Weapon Proficiency feat (or have the appropriate
Special: A fighter may select Knockback as one of his
weapon familiarity as a racial trait) to eliminate the
fighter bonus feats (see page 38 of the Player’s Handbook).
nonproficiency penalty he takes when wielding an exotic
weapon associated with his race.
Special: A fighter may select Improved Weapon MARKINGS OF THE BLESSED
Familiarity as one of her fighter bonus feats (see page 38 of
the Player’s Handbook). [RACIAL]
Your skin markings shift into a pattern that resists a wide
array of harmful effects in times of trouble.
INSPIRE SPELLPOWER [BARDIC Prerequisites: Goliath, Auspicious Marking.
MUSIC] Benefit: Up to three times per day, you can roll a second
d20 when attempting any saving throw and use either of
You can use your bardic music to increase the power of
the two results.
your allies’ spells.
Prerequisites: Perform (any one) 8 ranks, bardic music.
Benefit: You gain an additional bardic music ability called
inspire spellpower.

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.

MARKINGS OF THE WARRIOR MOUNTAIN WARRIOR [GENERAL]


[RACIAL] You are adept at fighting on the uneven ground of
Your skin markings have shifted over time into a pattern mountainous terrain.
that gives you fate’s deathly accuracy in times of trouble. Prerequisites: Survival 5 ranks, base attack bonus +3.
Prerequisites: Goliath, Auspicious Marking. Benefit: When you make a melee attack from higher
Benefit: Up to three times per day, you can roll a second ground than your opponent, you gain a +1 bonus on your
d20 when making an attack roll and use either of the two damage roll.
results. When you make a ranged attack from higher ground than
your target, you gain a +1 bonus on your attack roll.
When an opponent attacks you in melee from higher
METAMAGIC SONG [BARDIC ground, the opponent does not gain a +1 bonus on its attack
roll.
MUSIC] You gain a +2 bonus on all Balance checks made when
You can channel the power of your bardic music into your moving on steep slopes (see page 89 of the Dungeon Master’s
magic, allowing you to pay the cost of metamagic feats by Guide).
spending uses of your bardic music ability. Normal: A character who makes melee attacks from
Prerequisites: Any two metamagic feats, bardic music. higher ground gains a +1 bonus on attack rolls.
Benefit: When you spontaneously cast an arcane spell Ranged attacks made from higher ground do not receive
that is enhanced by a metamagic feat, you can spend a any bonus.
number of uses of your bardic music ability equal to the Special: A fighter may select Mountain Warrior as one of
number of extra levels that the metamagic feat imposes on his fighter bonus feats (see page 38 of the Player’s Handbook).
the spell rather than raising the spell’s effective level.
Applying metamagic spontaneously using this method
increases the casting time of the spell normally. NATURAL TRICKSTER [RACIAL]
You cannot use the Metamagic Song feat to add metamagic You have greater natural access to your race’s powers of
feats that would make the spell’s effective level higher than illusion.
the highest level of spell that you can cast normally. Prerequisites: Gnome, Cha 13.
Special: When applying a metamagic feat to a spell, you Benefit: You gain the ability to use one of the following
must either use Metamagic Song to completely offset the spells once per day as a spell-like ability: disguise self, silent
increase in the spell’s effective level or apply the metamagic image, or ventriloquism.
feat normally and cast the spell at its higher level. Caster level 1st; save DC 10 + your Cha modifier + spell
level.
464
Special: This feat can be taken as many as three times. Benefit: Whenever you activate your rage ability, you
Each time, you select a different spell and gain one daily take an additional –2 penalty to your Armor Class, but you
use of that spell. gain an additional +2 bonus to Strength and Constitution.
These bonuses and penalties stack with the effects of rage,
greater rage, and mighty rage.
PIERCE THE DARKNESS [DIVINE]
You can channel positive energy to temporarily increase
the range of your darkvision. ROCK HURLING [GENERAL]
Prerequisites: Ability to turn undead, darkvision. You can throw rocks like a giant can.
Benefit: As a standard action, spend one of your turn Prerequisites: Str 19, size Large or larger (goliaths
undead attempts to double the range of your darkvision. qualify by virtue of their powerful build racial trait).
This increase lasts for a number of minutes equal to your Benefit: You can hurl rocks weighing 40 to 50 pounds
character level. (Small objects) with a range increment of 15 feet.
The rocks deal 2d6 points of damage plus your Strength
modifier.
PIERCING SIGHT [RACIAL] Rocks have a maximum range of five range increments.
Your fundamental familiarity with illusions allows you to Normal: As an improvised weapon, a 40- to 50-pound
better recognize them. rock deals 2d6 points of damage with a range increment of
Prerequisite: Gnome. 5 feet, and such a rock can be thrown only as a full-round
Benefit: You gain a +4 bonus on saving throws made to action.
disbelieve illusions (any illusion spell or effect with A character without the Rock Hurling feat is considered to
“disbelief” in the saving throw entry). be nonproficient, taking a –4 penalty on the attack roll.

POWERFUL WILD SHAPE [WILD] ROOTS OF THE MOUNTAIN


You retain your powerful build while in wild shape form. [DIVINE]
Prerequisites: Wild shape, powerful build racial trait.
You can channel energy to make yourself immovable.
Benefit: As a standard action, you can spend one of your
uses of wild shape to assume a powerfully built version of a Prerequisites: Ability to rebuke earth creatures,
stability racial trait.
creature you can normally wild shape into.
While in this form, you retain the benefits of your powerful Benefit: As a standard action, spend one of your rebuke
build racial ability and are considered one size category earth creatures attempts to root yourself to the spot where
larger than normal for many effects (see the goliath racial you stand.
traits on page 56 for details on powerful build). You automatically win an opposed Strength check when an
While using Powerful Wild Shape, you deal damage with opponent attempts to bull rush or trip you.
your natural attacks as if you were one size category large A creature with the improved grab ability must move into
(see the Improved Natural Attack feat on page 304 of the your space to grapple you, since it cannot pull you into its
Monster Manual). space.
If you are grappling, you automatically win an opposed
grapple check when an opponent tries to move you.
RAMPAGING BULL RUSH [GENERAL] No spell or other effect can force you to move.
If you become frightened or panicked, you experience the
You can use brute force to slam into and knock down your
full effect of the fear but do not run away.
enemies.
You cannot move, even to make a 5-foot step, while this
Prerequisites: Improved Bull Rush, rage ability, size ability is in effect.
Large or larger (goliaths qualify by virtue of their powerful This ability lasts for a number of rounds equal to your
build racial trait). character level, but you can end it at any time as a free
Benefit: While in a rage, you can attempt to knock down action.
any creature that you successfully bull rush (that is, that Special: You must be touching the ground to use this feat.
you push back at least 5 feet with a bull rush attempt).
You take a –4 penalty on your Strength check to bull rush
the opponent, but if you win, the opponent is knocked SHIELDED AXE [STYLE]
prone at the end of the bull rush.
You have mastered the style of fighting with a dwarven
Bull rush rules can be found on page 154 of the Player’s
waraxe and a handaxe while keeping a buckler strapped to
Handbook.
your off hand, and you have learned to use this unusual
combination of weapons and buckler to protect yourself
RECKLESS RAGE [GENERAL] while wielding both axes effectively.
Prerequisites: Proficiency with dwarven waraxe,
You are considered extreme even among other barbaric
proficiency with handaxe, Shield Proficiency, Two-Weapon
warriors, and you enter a deeper state of rage than others.
Fighting.
Goliath barbarians favor this feat.
Benefit: When you make a full attack with your dwarven
Prerequisites: Con 13, rage ability.
waraxe in your main hand and your handaxe in your off
hand, you can still gain the shield bonus for a buckler
strapped to your off hand. 465
In addition you do not take the usual –1 penalty to attack Benefit: You can always take 10 on Concentration checks,
rolls when using a buckler. even when conditions would not normally allow you to do
so.
Normal: A character cannot take 10 on any skill check if
SHIELDED CASTING [GENERAL] distracted or threatened, such as during combat.
You are skilled at covering yourself with your shield when
casting spells in combat.
Prerequisites: Concentration 5 ranks, Combat Casting, STEADY MOUNTAINEER [GENERAL]
Shield Proficiency. You are so good at climbing cliffs and leaping across
Benefit: As long as you have a light shield, heavy shield, crevasses that distractions don’t affect you.
or tower shield ready, you do not provoke attacks of Prerequisite: Goliath, or Climb 8 ranks and Jump 8
opportunity for casting spells in combat. ranks.
Benefit: You can always take 10 on Climb and Jump
checks, even when conditions would not normally allow
SHIELDED MANIFESTING you to do so.
[GENERAL] Normal: A character cannot take 10 on any skill check if
distracted or threatened, such as during combat.
You are skilled at covering yourself with your shield when
manifesting psionic powers in combat.
Prerequisites: Concentration 5 ranks, Combat STONE RAGE [GENERAL]
Manifesting, Shield Proficiency. Your bond with the earth and tough hide makes it easier for
Benefit: As long as you have a light, heavy, or tower you to shrug off blows while you are raging.
shield ready, you do not provoke attacks of opportunity for Prerequisites: Con 13, Wis 13, Earth Sense, rage ability.
manifesting psionic powers in combat. Benefit: As long as you are touching the ground when
you begin your rage, you gain a +1 enhancement bonus to
SILENCING STRIKE [RACIAL] natural armor for the duration of the rage.
You can infuse your sneak attacks with the magical essence
of silence. STONEBACK [GENERAL]
Prerequisites: Whisper gnome, sneak attack ability. You have studied the techniques of fighting underground,
Benefit: You can use one of the daily uses of your silence and you can protect yourself from the dangers of multiple
spell-like ability to turn a sneak attack into a silencing attackers whenever you can put your back to a solid wall.
strike. Prerequisites: Shield Proficiency, Tunnel Fighting.
You must declare the use of this feat before you make your Benefit: If you have a ready shield with which you are
attack roll. proficient and one side of your space is entirely in contact
If you hit your target with a melee attack and successfully with a solid wall, you cannot be flanked.
deal sneak attack damage, a field of supernatural silence
Special: A fighter may select Stoneback as one of his
also surrounds the target.
fighter bonus feats (see page 38 of the Player’s Handbook).
The effect of this field of silence is identical to that of the
spell of the same name, except that there is no saving throw
to resist this effect. STONE FORM [WILD]
The silence lasts for a number of rounds equal to your
character level. You can use wild shape to assume a rock-like form.
You can dismiss the field as a standard action. Prerequisites: Con 13, wild shape ability.
Benefit: As a standard action, you can spend one of your
uses of wild shape to assume a stony and rock-like form.
SPELLRAZOR [STYLE] While in this form, you gain a +4 bonus on Fortitude saves
You have mastered the style of combining a gnome against poison.
quickrazor with spellcasting. Your natural armor bonus becomes +4 (replacing any
Prerequisites: Concentration 5 ranks, Combat Casting, natural armor bonus you normally have, though you retain
Exotic Weapon Proficiency (gnome quickrazor), Two- any enhancement bonus to natural armor).
Weapon Fighting. You also gain a slam attack that deals bludgeoning damage
equal to a morningstar appropriate to your size (2d6 points
Benefit: As a full-round action, you can cast a melee
for Large characters, 1d8 points for Medium characters, 1d6
touch attack spell, attack with the spell, and make an
points for Small characters).
offhand attack with your gnome quickrazor.
Normal: Without this feat, a druid can only use wild
shape to assume the form of an animal, plant, or elemental.
STEADY CONCENTRATION
[GENERAL] TITAN FIGHTING [RACIAL]
You are an expert at avoiding distractions and focusing your You have been trained to fight larger creatures, and you are
mind, and you can concentrate clearly even in the most adept at dodging their attacks.
stressful conditions. Prerequisites: Dodge, racial dodge bonus to Armor
Prerequisite: Concentration 8 ranks. Class against monsters of the giant type.
466
Benefit: When you designate a creature at least one size When using this style, you do not provoke attacks of
category larger than you as the target of your Dodge feat, opportunity for moving away from any creature that you
you apply your racial dodge bonus to Armor Class against attack with your short sword in the same round.
monsters of the giant type against attacks from that
opponent (regardless of its creature type) instead of the +1
bonus granted by the Dodge feat. SIDEBAR FEATS
Special: A fighter may select Titan Fighting as one of his
fighter bonus feats (see page 38 of the Player’s Handbook).
LEADERSHIP FEAT OPTIONS []
TRIVIAL KNOWLEDGE [RACIAL]
You have the ability to dredge up obscure knowledge in
appropriate situations.
Prerequisites: Gnome, Int 13.
Benefit: Whenever you make a Knowledge check or a
bardic knowledge check, roll twice and use the better of the
two results.

TUNNEL FIGHTING [GENERAL]


You are adept at maneuvering and fighting in tight spaces
and underground passages.
Prerequisites: Base attack bonus +1.
Benefit: You do not take a penalty on your attack rolls or
to Armor Class when squeezing into or through a tight
space.
Normal: Each movement into or through a narrow space
counts as if it were 2 squares, and while squeezed in a
narrow space a character takes a –4 penalty on attack rolls
and a –4 penalty to AC.
See page 148 of the Player’s Handbook for more information
on squeezing through tight spaces.
Special: A fighter may select Tunnel Fighting as one of
his fighter bonus feats (see page 38 of the Player’s Handbook).

TUNNEL RIDING [GENERAL]


You are particularly adept at maneuvering mounts through
tight spaces and underground passages.
Prerequisites: Mounted Combat, Tunnel Fighting.
Benefit: You and your mount do not take penalties on
attack rolls or to Armor Class when squeezing into or
through tight spaces.
You can fight in any space large enough for the mount to
squeeze through.
See page 148 of the Player’s Handbook for more information
on squeezing through tight spaces.
Your having this feat does not allow a mount to squeeze
through a space it would not normally be able to pass
through.

TURTLE DART [STYLE]


You have mastered the style of fighting with a short sword
while wearing extremely heavy armor and carrying a large
shield.
Prerequisites: Exotic Armor Proficiency (battle plate or
mountain plate), Exotic Shield Proficiency (extreme shield)
or Tower Shield Proficiency, Weapon Focus (short sword).
Benefit: To gain the benefit of this feat, you must be
wearing exotic heavy armor and carrying an extreme shield
or tower shield.
467
RACES OF THE
DRAGON (3.5)
MAIN SECTION FEATS
ACCELERATE METAMAGIC []
You can apply a selected metamagic feat to your spells more
quickly than normal.
Prerequisites: Dragonblood subtype, Spellcraft 4 ranks,
Special: Unlike most feats, this feat must be taken at 1st
any metamagic feat, ability to spontaneously cast 1st-level
level, during character creation.
spells.
Benefit: Choose a metamagic feat you know.
You can apply the selected metamagic feat to any DRAGON TRAINER []
spontaneously cast spell without increasing the casting
Your draconic nature gives you special insight into training
time.
dragons and draconic creatures.
Normal: Without this feat, metamagic spells with a
Prerequisites: Dragonblood subtype, Handle Animal 4
normal casting time of 1 standard action take a full-round
ranks, Speak Language (Draconic).
action for spontaneous casters.
Metamagic spells with a casting time of longer than 1 Benefit: You can use your Handle Animal skill to handle
standard action take spontaneous casters an extra full- and train dragons with Intelligence scores of 6 or lower as if
round action to cast. they were animals.
You can also handle, train, and rear animals with the
Special: You can gain Accelerate Metamagic multiple
draconic template as if they were animals (rather than
times.
magical beasts).
Its effects do not stack.
Even with this feat, dragons can’t be reared with the
Each time you take the feat, it applies to a new metamagic
Handle Animal skill.
feat.
(For information on rearing dragons, see page 13 of
Draconomicon).
DRAGON BREATH [] Normal: Without this feat, only animals and magical
beasts with Intelligence scores of 1 or 2 can be handled and
You can use your breath weapon as often as a normal
trained with the Handle Animal skill, and using Handle
dragon.
Animal on a magical beast is done with a –4 penalty on the
Prerequisites: Half-dragon, 6 HD, breath weapon. check.
Benefit: You can use your breath weapon every 1d4
rounds.
Normal: A half-dragon’s breath weapon can only be used DRAGON WINGS []
once per day. Your draconic ancestry manifests as a pair of wings that aid
your jumps and allow you to glide.
DRAGON TAIL [] Prerequisites: Dragonblood subtype, 1st level only.
Benefit: You have wings that aid your jumps, granting a
Your draconic ancestry manifests as a muscular tail you can +10 racial bonus on Jump checks.
use in combat. In addition, you can use your wings to glide, negating
Prerequisites: Dragonblood subtype, 1st level only. damage from a fall from any height and allowing 20 feet of
Benefit: You have a tail that you can use to make a forward travel for every 5 feet of descent.
secondary natural attack in combat. You glide at a speed of 30 feet with average
This attack deals bludgeoning damage according to your maneuverability.
size, as shown on the table below. Even if your maneuverability improves, you can’t hover
If you already have a tail slap attack when you take this feat, while gliding.
use the value from the table or your existing damage value, You can’t glide while carrying a medium or heavy load.
whichever is greater. If you become unconscious or helpless while in midair,
your wings naturally unfurl, and powerful ligaments stiffen
them.
You descend in a tight corkscrew and take only 1d6 points
of falling damage, no matter what the actual distance of the
fall.

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.

DRACONIC FEATS DRACONIC FLIGHT [DRACONIC]


The secret of draconic flight has been revealed to you,
granting you the ability to fly occasionally.
DRACONIC ARCANE GRACE Prerequisites: Draconic Heritage, sorcerer level 1st.
[DRACONIC] Benefit: After you cast an arcane spell with a casting time
of 1 standard action, you gain a fly speed equal to 10 feet per
You can convert some of your arcane spell energy into a level of the spell you just cast for the remainder of your
saving throw bonus. turn.
Prerequisites: Draconic Heritage, sorcerer level 1st.
Benefit: As an immediate action (see page 122), you can
give up an arcane spell slot to gain a bonus on all saving DRACONIC HERITAGE [DRACONIC]
throws until the start of your next turn. You have a greater connection with your draconic
The bonus equals the level of the spell slot used. bloodline than others of your kind.
You can declare that you are using this ability after you Prerequisite: Sorcerer level 1st.
have rolled a save, but you must do so before the DM Benefit: You gain the dragonblood subtype.
reveals whether the saving throw succeeded or failed. Choose one kind of dragon from the list in the
accompanying table.
DRACONIC BREATH [DRACONIC] This is your draconic heritage, which can only be changed
by undergoing the Rite of Draconic Affinity (see page 59).
You can convert some of your arcane spell energy into a Half-dragons must choose the same dragon kind as their
breath weapon. dragon parent.
Prerequisites: Draconic Heritage, sorcerer level 1st. When you declare your draconic heritage, you gain the skill
Benefit: As a standard action, you can convert an arcane indicated on the table as a sorcerer class skill.
spell slot into a breath weapon. In addition, you gain a bonus equal to the number of
The breath weapon is a 30-foot cone (cold or fire) or a 60- draconic feats you have on saving throws against magic
foot line (acid or electricity) that deals 2d6 points of damage sleep and paralysis effects, as well as on saves against spells
per level of the spell slot you expended to create the effect. and abilities with a descriptor that matches the
Any creature in the area can make a Reflex save (DC 10 + corresponding entry in the accompanying table.
level of the spell used + your Cha modifier) for half damage. Special: With your DM’s permission, you can choose a
This is a supernatural ability. draconic heritage associated with a kind of dragon not
Special: If the breath weapon of your draconic forebears found in the Monster Manual.
does not deal acid, cold, electricity, or fire damage, you See below for details.

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.

DRACONIC PERSUASION DRACONIC TOUGHNESS


[DRACONIC] [DRACONIC]
Your arcane talents lend you a great deal of allure. Your draconic nature reinforces your body as you embrace
Prerequisites: Draconic Heritage, sorcerer level 1st. your heritage.
Benefit: After you cast an arcane spell, you gain a bonus Prerequisites: Draconic Heritage, sorcerer level 1st.
equal to 1-1/2 times the spell’s level on your next Bluff, Benefit: When you take this feat, you gain 2 hit points for
Intimidate, or Perform check. each draconic feat you have, including this one.
The check must be made before the end of the next round. Whenever you take a new draconic feat, you gain 2 more
hit points.
DRACONIC POWER [DRACONIC]
You have greater power when manipulating the energies of
your heritage.
TACTICAL FEATS
Prerequisites: Draconic Heritage, sorcerer level 1st.
Benefit: Your caster level increases by one, and you add 1 SPELL REHEARSAL [TACTICAL]
to the save DC of all arcane spells with the descriptor or Casting the same spell several times in a row or at the same
subschool associated with your draconic heritage. target enables you to perfect it.
Special: This feat works in conjunction with the Energy Prerequisite: Caster level 1st.
Substitution feat (Complete Arcane, page 79) as long as the Benefit: The Spell Rehearsal feat enables the use of three
substituted energy matches the energy type associated with
tactical maneuvers.
your draconic heritage. You can only apply one maneuver at a time to a single spell.
Persistence: To use this maneuver, you must cast a specific
DRACONIC PRESENCE [DRACONIC] spell two or more times in succession, and the spell must be
one that allows affected creatures or objects a saving throw.
When you use your magic, your mere presence can terrify You can take a move action after casting the spell once
those around you. before casting it again, but you cannot take any other
Prerequisites: Draconic Heritage, sorcerer level 1st. standard actions between successive castings.
Benefit: Whenever you cast an arcane spell, opponents On the second and subsequent times you cast the spell, you
within 10 feet of and with fewer Hit Dice than you become add a cumulative +1 to the spell’s save DC.
shaken for a number of rounds equal to the level of the If you cast any other spell after starting to use this feat or
spell you cast. take any other standard action, the persistence chain breaks
A Will save (DC 10 + level of the spell cast + your Cha and you must begin anew.
modifier) negates the effect. Refined Targeting: To use this maneuver, you must cast a
A successful save indicates that the opponent is immune to specific spell two or more times in succession, and the spell
your draconic presence for 24 hours. must be one that requires an attack roll to affect a target.
This ability does not affect creatures with an Intelligence of You can take a move action after casting the spell once
3 or lower or creatures that are already shaken, nor does it before casting it again, but you cannot take any other
have any effect on dragons. standard actions between successive castings.
On the second and subsequent times you cast the spell at
DRACONIC RESISTANCE the same target, you gain a cumulative +2 enhancement
bonus on the attack roll to deliver the spell.
[DRACONIC] If you cast any spell that does not require an attack roll or
Your bloodline hardens your body against effects related to take any other standard action, the refined targeting chain
the nature of your progenitor. breaks and you must begin anew.
Prerequisites: Draconic Heritage, sorcerer level 1st. Persistent Targeting: To use this maneuver, you must cast a
specific spell two or more times in succession, and the spell
473
must be one that allows a target to apply spell resistance to
the effect.
You can take a move action after casting the spell once
before casting it again, but you cannot take any other
standard actions between successive castings.
On the second and subsequent times you cast the spell at
the same target, you gain a +2 bonus on caster level checks
to overcome the target’s spell resistance.
If you cast any other spell or take any other standard action,
the persistent targeting chain breaks and you must begin
anew.
Special: This benefit applies to spells you know or have
prepared as well as spells cast from items such as wands and
scrolls.

WING EXPERT [TACTICAL]


You can use your wings to create a variety of effects.
Prerequisites: Flyby Attack, wings and a glide or fly
speed.
Benefit: The Wing Expert feat enables the use of three
tactical maneuvers.
Wing Buffet: To use this maneuver, you must charge an
opponent.
On the round after the charge, you can flutter your wings
in a distracting manner while you make a melee attack or
attacks against the same opponent you charged.
If that opponent fails a DC 20 Reflex save, you gain a +2
bonus for your turn on your melee attack rolls against the
distracted opponent.
You cannot make a wing buffet again until after you make
another charge.
Wing Defense: To use this maneuver, you must have taken
the total defense action.
On the round after doing so, if you do not use your wings to
fly, you can flutter your wings in such a way as to gain
concealment for the round.
Wing Fan: To use this maneuver, you must have used at
least one move action in the previous round to fly or glide
at least 30 feet.
As a full-round action in the next round, you can use your
wings to produce an effect identical to a gust of wind spell
with a range of 30 feet.
Using this maneuver makes you fatigued.
You cannot use this maneuver if you are exhausted.

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.

ABLE SNIPER [] BORN FLYER []


You are accomplished at remaining unseen when you’re
sniping with a ranged weapon. You can fly as though born to do it.
Prerequisites: Dex 13, Hide 5 ranks. Prerequisite: Dex 13.
Benefit: You gain a +2 bonus on ranged attack rolls with a Benefits: You gain a +4 competence bonus on saves or
weapon made against flat-footed targets that are at least 30 checks you make to maneuver in the air or to stay aloft.
feet away. If you do not have a natural fly speed, this feat allows you to
In addition, you gain a +4 bonus on Hide checks made to take feats that have a natural fly speed as a prerequisite.
hide again after you have made an attack roll while hiding
(see page 76 of the Player’s Handbook). CATFOLK POUNCE []
You can rush unaware foes and deliver several attacks
AERIAL REFLEXES [] before they have a chance to respond.
Your aerial agility allow you to avoid dangerous effects Prerequisite: Catfolk, Dex 13.
while airborne. Benefit: If you use the charge action against a flat-footed
Benefit: While flying, you gain a bonus on Reflex saves opponent, you can make a full attack at the end of a charge.
based on your maneuverability. Special: A catfolk fighter may select Catfolk Pounce as a
bonus 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.

WOODLAND ARCHER [TACTICAL]


You have honed your archery ability in the wilds of the
forest.
Prerequisites: Point Blank Shot, base attack bonus +6.
Benefit: The Woodland Archer feat enables the use of
three tactical maneuvers.
Adjust for Range: To use this maneuver, you must shoot a
projectile weapon against a foe and miss.
Subsequent shots you take against that foe this round gain a
+4 bonus, because you’re able to quickly adjust your aim to
compensate.
Pierce the Foliage: To use this maneuver, you must hit a foe
with a ranged attack despite the miss chance caused by
concealment.
Shots you take against that foe in the next round don’t
incur the miss chance because you’re able to exactly
duplicate your draw and aim.
Moving Sniper: To use this maneuver, you must succeed on a
sniping attack (see the Hide skill description, page 76 of the
Player’s Handbook), both hitting your intended target and
successfully hiding thereafter.
If no one sees you, you can make a sniping attack again in
the following round, taking a single move after your attack
and before you hide (characters without this feat can only
shoot and hide, not move as well).
As long as you continue to hit the target and avoid
detection from an enemy, you can make a sniping attack on
the move each round.
Special: A fighter may select Woodland Archer as one of
his fighter bonus feats.

479
RULES
COMPENDIUM (3.5)

480
MAIN SECTION FEATS
SANDSTORM (3.5)

BLAZING BERSERKER [] DRIFT MAGIC []


When you enter your rage, your body becomes infused You can tap the power of drift magic.
with fire. Prerequisites: Knowledge (local wasteland region) 4
Prerequisite: Ability to rage. ranks, ability to cast spells.
Benefit: As long as you are under the effects of a rage, you Benefit: You can use drift magic, as described on page
gain the fire subtype. 105.
You gain immunity to fire, but have vulnerability to cold,
which means you take +50% damage from cold, regardless
of whether a saving throw is allowed, or if the save is a EAGLE’S FURY []
success or failure. You know how to wield the eagle’s claw with deadly speed.
Prerequisites: Dex 15, proficiency with eagle’s claw.
Benefit: You can get one extra attack per round with an
BLESSED BY TEM-ET-NU [] eagle’s claw (see page 96).
Tem-Et-Nu has marked you as having an important destiny The attack is at your highest base attack bonus, but each
in her temple. attack you make in that round (the extra one and the
Prerequisites: Patron deity Tem-Et-Nu, must have normal ones) takes a –2 penalty.
defeated a hippopotamus in single combat. You must take a full attack action to use this feat.
Benefit: Hippopotami cannot attack you unless they are
magically compelled.
In addition, if you possess the turn or rebuke undead class FIERY SPELL [METAMAGIC]
feature, you can rebuke and command hippopotami as an Your fire magic is bolstered, further scorching your
evil cleric rebukes or commands undead. enemies.
You gain a +2 sacred bonus to your Armor Class against Benefit: A fiery spell deals an extra 1 point of fire damage
chaotic-aligned creatures with the fire subtype. for each die of damage the spell deals.
Cleric is now an additional favored class for you; the cleric This feat can be applied only to spells with the fire
class does not count when determining whether you take descriptor.
an experience point penalty for multiclassing. For example, if a 9th-level wizard with this feat casts a fiery
Special: Your aura radiates law with a strength equal to fireball, the fireball deals 9d6+9 points of damage.
your character level (see detect law, page 219 of the Player’s A fiery spell uses up a spell slot one level higher than the
Handbook). spell’s actual level.
If you ever lose favor with Tem-Et-Nu, or change your
patron deity to another deity, you lose all benefits of this
feat and take damage as if you were bitten by a HEAT ENDURANCE []
hippopotamus. Either as a result of growing up in the waste, or by training
You do not gain a replacement feat. your body and mind to ignore the effects of searing heat,
If you later return to Tem-Et-Nu’s faithful and receive an you can exist with ease in high-temperature environments.
atonement spell, you regain the benefit of this feat. Prerequisite: Base Fortitude save +2.
Benefit: You gain a +2 bonus on saving throws against
fire effects.
481
You can exist comfortably in temperatures up to 120° F and all creatures adjacent to that opponent, to make a
without having to make Fortitude saves (see Heat Dangers, Fortitude saving throw (DC 10 + 1/2 your character level +
page 12). your Wis modifier) or be stunned for 1 round.
Your protection against heat is level 1 (see Protection The opponent struck by the unarmed attack is dealt damage
against Heat, page 14). normally.
This feat can be used only once per round.
Special: A fighter may select Pharaoh’s Fist as one of his
IMPROVED HEAT ENDURANCE [] fighter bonus feats.
You can survive even in the most extreme natural heat
conditions.
Prerequisites: Base Fortitude save +6, Heat Endurance. PRIEST OF THE WASTE []
Benefit: You gain fire resistance 5. You can swap out prepared spells for others that aid in
If you already have fire resistance, it increases by 5. exploring and surviving in wastelands.
You can exist comfortably in temperatures up to 160° F Prerequisite: Access to the Fire, Summer†, Sun, Travel,
without having to make Fortitude saves (see Heat Dangers, or Water domain.
page 12). Benefit: You can use a spell slot currently occupied by a
Your protection against heat is level 3 (see Protection prepared spell that is not a domain spell to cast a spell of
against Heat, page 14). equal or lower level that appears on the following list: cloak
of shade†, control weather, create food and water, create water,
endure elements, heroes’ feast, hydrate†, protection from
JUDGED BY AURIFAR [] dessication†, protection from energy, and resist energy.
Aurifar, the Caliph of the Sky, has judged you, and he now † New domain or spell described in Chapter 5.
shows you special favor.
Prerequisites: Patron deity Aurifar, must have survived
at least three days in the waste without water. RATTLESNAKE STRIKE []
Benefit: You gain a +2 sacred bonus on Constitution Having observed the ways of a desert viper, you have
checks to avoid the negative effects of thirst (see learned to use ki in a fashion similar to poison.
Dehydration, page 15). Prerequisites: Wis 15, Improved Initiative, Improved
You gain a +2 sacred bonus to your Armor Class against Unarmed Strike, Stunning Fist.
undead creatures that are adversely affected by sunlight, Benefit: You must declare that you are using this feat
such as vampires and wraiths. before you make your attack roll (thus, a failed attack roll
Cleric is now an additional favored class for you; the cleric ruins the attempt).
class does not count when determining whether you take By expending one of your Stunning Fist uses for the day,
an experience point penalty for multiclassing. you imbue your next unarmed attack with disruptive ki that
Special: Your aura shows faint abjuration magic. mimics the effects of mild viper venom.
If you ever lose favor with Aurifar, or change your patron If that attack hits, it deals normal damage and forces the
deity to another deity, you lose the benefit of this feat, and target to make a Fortitude saving throw (DC 10 + 1/2 your
you immediately begin experiencing the effects of thirst as character level + your Wis modifier).
though you had gone without water for one week. A creature that fails the saving throw takes 1d3 points of
You do not gain a replacement feat. Constitution damage and must make a similar saving throw
If you later return to Aurifar’s faithful and receive an 1 minute later or take another 1d3 points of Constitution
atonement spell, you regain the benefit of this feat. damage.
This feat can be used only once per round.
Special: A fighter may select Rattlesnake Strike as one of
LIGHT OF AURIFAR [] his fighter bonus feats.
Undead that you turn or rebuke immolate.
Prerequisites: Ability to turn or rebuke undead, access
to either the Fire or Sun domain. SAND CAMOUFLAGE []
Benefit: Any undead that you successfully turn or rebuke You can hide yourself in sand with a moment’s notice.
take 2d6 points of fire damage in addition to the normal Prerequisites: Hide 5 ranks, Sandskimmer.
turning or rebuking effect. Benefit: As a standard action, you can quickly camouflage
yourself in any area of ash, dust, loose earth, or sand that is
at least 1 inch deep.
PHARAOH’S FIST [] In areas with 1 to 11 inches of appropriate loose soil, you
Your unarmed strikes echo with thunder, stunning your gain a +4 bonus on Hide checks.
foe and those nearby. In areas with 12 inches or more of appropriate loose soil,
Prerequisites: Str 15, Improved Unarmed Strike, you instead gain a +10 bonus on Hide checks.
Stunning Fist. You must still have cover or concealment to make a Hide
Benefit: You must declare that you are using this feat check, as described on page 76 of the Player’s Handbook.
before you make your attack roll (thus, a failed attack roll
ruins the attempt).
By expending one Stunning Fist use for the day, you force
an opponent successfully struck by your unarmed attack,
482
damage and you can attempt to start a grapple as a free
SAND DANCER [] action; no initial touch attack is required.
While making another attack, you attempt to blind a foe If you succeed in starting the grapple, you must drop your
with thrown sand. one-handed weapon, but if you started the grapple with a
Prerequisites: Wis 13, Tumble 4 ranks. light weapon, you can use it in each round to make an
Benefit: In any round when you first move at least 10 feet attack against the creature you are grappling without taking
using your Tumble skill in an area covered in a layer of at the normal –4 penalty on the attack roll.
least 1 inch of ash, dust, loose earth, or sand, you can If you initiated the grapple while armed, however, you
supplement an attack made in that same round with flung cannot make additional grapple checks to deal damage
or kicked material. during the round in which you use this feat.
A foe damaged by your attack must make a Fortitude saving You have the option to conduct the grapple normally, or
throw (DC 10 + 1/2 your character level + your Wis you may hold a creature one or more sizes smaller than you
modifier) or be blinded for 1 round. with your off hand.
If you choose to do the latter, you take a –20 penalty on
grapple checks against that creature and you cannot deal
SAND SNARE [] damage with your grapple checks, but you are not
When you knock your foes into the sand, they have a hard considered grappled yourself.
time regaining their feet. You don’t lose your Dexterity bonus to AC, you still
Prerequisites: Combat Expertise, Improved Trip. threaten an area, and you can use remaining attacks against
Benefit: If you successfully trip an opponent in any area other opponents.
of ash, dust, loose earth, or sand that is at least 1 inch deep, While maintaining this latter type of hold, you can move
that opponent must take a full-round action to stand during normally (possibly carrying your opponent away), provided
the round after being tripped. you can drag the opponent’s weight.
Following that round, the target can get to his feet with a
move action (as normal).
The opponent still provokes attacks of opportunity while
SCORPION’S INSTINCTS []
attempting to stand, as normal. You are hard to find in the waste.
Prerequisites: Dex 13, Hide 5 ranks.
Benefit: You have an inborn sense of where to lurk
SAND SPINNER [] without being seen, gaining a +2 bonus on your Hide
You spray sand with your acrobatic maneuvers. checks and reducing the distance within which creatures
Prerequisites: Wis 13, Tumble 8 ranks, Sand Dancer. can detect you by scent to 10 feet (20 feet if upwind, 5 feet if
Benefit: In any round when you first move at least 10 feet downwind).
using your Tumble skill in an area covered in a layer of at If you are in an area covered in a layer of at least 1 inch of
least 1 inch of ash, dust, loose earth, or sand, you can take a ash, dust, loose earth, or sand, you gain an additional +2
standard action to hurl a spray of sand into the eyes of all bonus on Hide checks, a +2 bonus on Move Silently checks,
creatures in a 5-foot-radius burst. and a creature can detect you by scent only if it is within 5
Those within the area must make Fortitude saving throws feet (pinpointing your location as normal).
(DC 10 + 1/2 your character level + your Wis modifier) or
be blinded for 1 round.
SCORPION’S RESOLVE []
Like the scorpion, you are not easily distracted.
SANDSKIMMER [] Benefit: You gain a +4 bonus on saving throws against
You are particularly adept at moving over sand. mind-affecting spells and abilities.
Benefit: You treat shallow sand as normal terrain and
deep sand as shallow sand.
Sand crust does not break beneath your feet, allowing you
SCORPION’S SENSE []
to move atop it as if it were normal terrain. Like the scorpion, you sense other creatures simply by
Special: This feat can be taken twice, allowing a creature perceiving their contact with the sand.
to treat all sand as normal terrain. Prerequisite: Scorpion’s Resolve.
Its effects also stack similarly with other abilities that Benefit: You are sensitive to vibrations in the ground and
improve movement over sand. can automatically pinpoint the location of anything that is
For example, if a bhuka takes Sand skimmer, she treats all moving and in contact with the ground so long as it is
sand as normal terrain and never breaks through sand crust within 10 feet.
by moving across it. The range expands to 20 feet if you are in an area covered in
a layer of at least 1 inch of ash, dust, loose earth, or sand.
This ability only tells you what square the creature is in, so
SCORPION’S GRASP [] you still have the normal miss chance from concealment if
Like the scorpion, you can grab and hold your prey. you cannot see the creature.
Prerequisites: Str 13, Improved Unarmed Strike,
Improved Grapple.
Benefit: If your attack with an unarmed strike or a light
or one-handed melee weapon hits, the strike deals normal
483
of Pazar simultaneously, as well as both sites’ higher-order
SEARING SPELL [METAMAGIC] abilities and uses.
Your fire spells are so hot that they can damage creatures If you then visit a third touchstone site and fulfill its
that normally have resistance or immunity to fire. recharge condition, unless you have taken this feat three
Benefit: A searing spell is so hot that it ignores the times, you must choose which of your two previous
resistance to fire of creatures affected by the spell, and touchstone site abilities to lose as you gain the abilities of
affected creatures with immunity to fire still take half the new touchstone site.
damage.
This feat can be applied only to spells with the fire
descriptor.
Creatures with the cold subtype take double damage from a
searing spell.
Creatures affected by a searing spell are still entitled to
whatever saving throw the spell normally allows.
A searing spell uses up a spell slot one level higher than the
spell’s actual level.

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.

BONUS BREATH [MONSTROUS]


Though it can deal significant damage, this form of attack is You can use your breath weapon one more time per day
awkward and unbalancing. than you normally could.
You incur a –2 penalty to your Armor Class and on Reflex Prerequisite: Breath weapon with limited uses per day,
saves until your next action. Extend Spell or Extend Spell-Like Ability.
Benefit: You can breathe one additional time per day.
The interval you must wait between breaths is 1 hour.
ASSUME SUPERNATURAL ABILITY Special: You can gain this feat multiple times.
[GENERAL] Each time you take it, you can breathe one additional time
per day.
You learn to use a supernatural ability of an assumed form.
Prerequisite: Wis 13, ability to assume a new form
magically. CONTROLLED RESPIRATION
Benefit: You learn to use a single supernatural ability of
another kind of creature while assuming its form through a
[GENERAL]
polymorph self spell or a similar effect. You can stay out of water longer than you otherwise could.
485
Prerequisite: Time limit on how long you can remain A staggered character can take only a partial action when he
out of water, Endurance. or she would normally be able to take a standard action.
Benefit: You can control your breathing so as to remain
out of water for a longer period of time than you otherwise
could. CUMBROUS REFLEXES [GENERAL]
Double the normal time limit after which you must begin You have a greater chance to resist attacks against your
making Constitution checks to avoid suffocation. agility, but at a cost.
This feat does not allow creatures that cannot normally Prerequisites: Lightning Reflexes.
breathe air, such as fish, to do so. Benefit: Before rolling a Reflex save, you can decide to
activate this feat, which gives you a +6 bonus on your
saving throw.
CRUSH [GENERAL] After the saving throw is resolved, regardless of the result,
Like a dragon, you can hurl your body onto opponents to you are prone and dazed.
deal tremendous damage. For details on these conditions, see the Condition
Prerequisite: Huge size. Summary in Chapter 3 of the DUNGEON MASTER’S Guide.

CUMBROUS WILL [GENERAL]


You have a greater chance to resist attacks against your
willpower, but at a cost.
Prerequisites: Iron Will.
Benefit: Before rolling a Will save, you can decide to
activate this feat, which gives you a +6 bonus on your
Benefit: As a standard action, you can jump or fall onto saving throw.
opponents, using your whole body to crush them. After the saving throw is resolved, regardless of the result,
This attack is useful only against creatures at least three size you are shaken until the end of the encounter.
categories smaller than yourself. A shaken character takes a –2 morale penalty on attack
The base damage for a crush attack depends on your size rolls, checks, and saving throws.
category, as given on the table above.
Add 1 1/2 times your Strength bonus to this base damage to
determine the total damage for the attack. DEADLY POISON [MONSTROUS]
A crush attack deals bludgeoning damage and affects as
Your poison attack deals more damage than normal.
many creatures as can fit under your body (see Large and
Small Creatures in Combat in Chapter 8 of the Player’s Prerequisite: Con 19, poison special attack that deals
Handbook). ability damage as secondary damage, Virulent Poison.
Each creature in the affected area must succeed on a Reflex Benefit: Your poison attack has the potential to deal more
save (DC 10 + your Str modifier + your size modifier for potent secondary damage than it otherwise could.
grapple attacks). If the subject of the attack fails the second saving throw,
On a failure, the opponent is pinned and automatically the poison deals double its normal secondary damage.
takes crush damage each round the pin is maintained.
DEEP DENIZEN [GENERAL]
CUMBROUS DODGE [GENERAL] You are adapted to a subterranean environment.
You have a chance to dodge attacks that hit you, but at a Prerequisite: Underground as sole terrain type.
cost. Benefit: Living underground has made you more reliant
Prerequisites: Dodge, Tumble 4 ranks. on nonvisual senses than surface dwellers.
Benefit: You may activate this feat as a free action. You gain a +2 competence bonus on Listen checks and a +4
You gain a +2 bonus to your Armor Class for the rest of the competence bonus when tracking by scent.
current encounter.
At the end of the encounter, you are fatigued. DESERT DWELLER [GENERAL]
For details on fatigue, see the Condition Summary in
Chapter 3 of the DUNGEON MASTER’S Guide. You are adapted to a desert environment.
Prerequisite: Desert terrain type.
Benefit: As a desert dweller, you are more hardy than
CUMBROUS FORTITUDE [GENERAL] those who live in more gentle climates.
You have a greater chance than normal to resist attacks Your Fortitude save DC to avoid subdual damage from heat
against your vitality, but at a cost. is reduced to 10 (see Heat Dangers in Chapter 3 of the
Prerequisites: Great Fortitude. DUNGEON MASTER’S Guide).
Benefit: Before rolling a Fortitude save, you can decide to In addition, you can go without water for a number of
activate this feat, which gives you a +6 bonus on your hours equal to 24 + twice your Constitution score (see
saving throw. Starvation and Thirst Dangers in Chapter 3 of the
After the saving throw is resolved, regardless of the result, DUNGEON MASTER’S Guide).
you are staggered until the end of the encounter.
486
For example, a night hag’s empowered magic missile deals 1
DETACH [MONSTROUS] 1/2 times normal damage (roll 1d4+1 and multiply the
You can remove a part of your body and use it as a ranged result by 1 1/2 for each missile).
weapon. Saving throws and opposed rolls (such as the one made
Prerequisite: Con 19, regeneration. when a character casts dispel magic) are not affected.
Benefit: As an attack action, you can detach a portion of Spell-like abilities without random variables are not
your body that can make a melee attack other than a bite affected.
(such as a paw, tail, or tentacle) and use it as a thrown You can only select a spell-like ability duplicating a spell
weapon (range increment 20 feet). with a level less than or equal to one-half your caster level
The thrown member deals its base damage plus your (round down), –2.
Strength bonus (not 1 1/2 times your Strength bonus). See the table below.
Special attacks that deal damage, such as poison and acid, For example, a creature that uses its spell-like abilities as a
take effect normally from the thrown member. 13th-level caster can only empower spell-like abilities
Ability damage, ability drain, and energy drain attacks duplicating spells of 4th level or lower.
cannot be made with the detached body part. Special: This feat can be taken multiple times.
Special: Tearing off a piece of yourself is traumatic. Each time it is taken, you can apply it to another one of
You take subdual damage equal to one-quarter of your full your spell-like abilities.
normal hit point total.
Damage reduction cannot reduce the amount of damage
taken in this way.

DUST CLOUD [MONSTROUS]


You can sweep dust into the air to hide from opponents.
Prerequisites: Dex 19, Int 19, Huge size.
Combat Reflexes, wings or tail.
Benefit: As an attack action, you can sweep a limb across
the ground and create a dust cloud.
This hemispherical cloud has a radius in feet equal to 20 ×
your Hit Dice.
Creating the cloud has a 50% chance to snuff unprotected
flames (candles, torches, small camp fires) of nonmagical
origin in the area.
The cloud obscures vision, and creatures caught within are
blinded while inside and for 1 round after emerging.
Any creature caught in the cloud must succeed on a
Concentration check (DC 10 + 1/2 your Hit Dice + your Str
modifier) to cast a spell.
The cloud lasts a number of rounds equal to 1 + your
Dexterity modifier.
Special: A flying creature with this feat must be within
reach of the ground to create the effect, but need not
actually be in contact with it.
EXTENDED REACH [MONSTROUS]
EMPOWER SPELL-LIKE ABILITY Your flexible body allows you to reach farther than normal.
[GENERAL] Prerequisite: Small or larger size, nonrigid body or a
nonrigid attack form such as a tentacle, feeler, or
You can use a spell-like ability with greater effect than pseudopod.
normal. Benefit: Your body or a part of your body with which you
Prerequisite: Spell-like ability caster level 4th. can deliver a melee attack is boneless and flexible, allowing
Benefit: Choose one of your spell-like abilities, subject to you to threaten a larger than normal area with melee
the restrictions below. attacks.
You can use that ability as an empowered spell-like ability Add +5 feet to your normal reach.
three times per day (or less, if the ability is normally usable
only once or twice per day).
When you use an empowered spell-like ability, all variable, EXTRA ITEM SPACE [MONSTROUS]
numeric effects of the spell-like ability are increased by You can wear more magic items than are normally allowed.
one-half An empowered spell-like ability does half again as Prerequisite: Multiple limbs or heads.
much damage as normal, cures half again as many hit Benefit: You can wear one additional magic item beyond
points, affects half again as many targets, and so on as the normal limit for the item type in question.
appropriate. The multiple limbs you have must correspond to the limb
on which that item type is normally worn.
487
For example, a character is normally limited to two rings, Special: A final strike renders your corpse unsuitable for
but a marilith (with six arms) could wear three rings with raise dead) or resurrection spells.
this feat. Only true resurrection, miracle, or wish can restore life.
Likewise, an ettin (with two heads) could wear two periapts
or necklaces instead of the one normally allowed.
Normal: Usually only one or two magic items that are FLING ENEMY [GENERAL]
restricted to a particular body part can be used at once. You can pick up an opponent and fling it.
Special: You can take this feat more than once. Prerequisites: Str 23, Huge size, improved grab.
Each time, it adds a new item space. Benefit: You can make a grapple check at a –20 penalty
You cannot have more item spaces than you have limbs or against an opponent at least two size categories smaller than
body parts of the appropriate kind. you.
If you succeed, on your next action you can use an attack
action to fling the held opponent.
FINAL STRIKE [MONSTROUS] The range increment for the thrown creature is 120 feet.
Your death throes are destructive. A creature may be thrown horizontally or vertically.
Prerequisite: Acid, air, cold, earth, electricity, fire, or If thrown vertically, it takes normal falling damage.
water subtype. If thrown horizontally, it takes damage as if it had fallen
Benefit: When you are killed (that is, when your hit half the distance thrown (rounded down).
points drop to –10 or lower), your body explodes in a final For example, if a hurled ore is thrown horizontally 170 feet,
strike—a blast of elemental destruction—according to the it takes 8d6 points of damage.
table below. You may also fling the creature at another creature.
Everything within 60 feet is subject to the effect. To do so, make an attack roll at a –4 penalty, with
Your final strike deals 1d6 points of damage per Hit Die, up appropriate range penalties, against the target creature, if
to a maximum of 20d6. you hit, both creatures take the amount of damage that the
Each creature in the area may make a successful Reflex save thrown creature would have taken otherwise, as given
(DC 10 + 1/2 your Hit Dice + your Con modifier) to halve above.
the damage dealt.
The blast also has a secondary effect, which can be reduced
or negated (as shown on the table below) by a second GAPE OF THE SERPENT [GENERAL]
successful save of the type indicated (same DC as the save You can swallow larger creatures than normal.
against the primary damage). Prerequisite: Swallow whole.
Benefit: You can swallow a creature of up to your own
size category.
Like a snake, you can stretch your mouth to an outlandish
extent to accommodate immense prey.
However, this process is time-consuming.
If your second grapple check is successful after you have
established a hold against a creature larger than you could
swallow normally, you begin to swallow the held creature.
On the following round, you must make an additional
grapple check to complete the swallowing.
The held creature can fight or try to break the grapple as
normal while you are attempting to swallow it.
Normal: Unless otherwise noted, a creature can swallow
opponents no larger than two size categories smaller than
itself.
Special: Your gullet can hold one creature of the
maximum size; other maximum numbers of swallowed
creatures remain the same.

GRASS TREKKER [GENERAL]


You are adapted to a plains environment.
Prerequisite: Plains terrain type.
Benefit: You are a nomad of the steppes, used to traveling
long distances, often on foot.
You gain a +2 competence bonus on Jump checks.
In addition, you do not need to make Fortitude saves when
making a forced march until you have traveled for 12 hours
(see Movement in Chapter 9 of the Player’s Handbook).
The save DC for longer travel is 10 +1 per hour beyond 12.

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.

INVOLUNTARY RAGE [GENERAL]


IMPROVED SCENT [GENERAL]
Extreme pain drives you berserk.
You can detect and track creatures by smell at greater Prerequisite: Con 20, Toughness.
distances than normal. Benefit: If you survive 50 points of damage from a single
Prerequisite: Scent ability. attack and make your Fortitude save (see Massive Damage
Benefit: You can detect approaching enemies and sniff in Chapter 8 of the Player’s Handbook), on your next action
out hidden foes within 60 feet. you gain +4 to Strength, +4 to Constitution, and –2 to
For strong scents, such as smoke or rotting garbage, double Armor Class.
these ranges. These adjustments last until the end of the combat, at
Overpowering scents, such as skunk musk or troglodyte which time you become fatigued.
stench, can be detected at triple normal range. For details on being fatigued, see the Condition Summary
Normal: Without this feat, you can detect creatures by in Chapter 3 of the DUNGEON MASTER’S Guide.
smell only within 30 feet.

IRRESISTIBLE GAZE [MONSTROUS]


IMPROVED TURN RESISTANCE
Your gaze attack is more potent than normal.
[MONSTROUS] Prerequisite: Gaze attack.
You have a better than normal chance to resist turning. Benefit: Add +2 to the DC of all saving throws against
Prerequisites: Undead. your gaze attack.
Benefit: You are less easily affected by clerics or paladins Special: The benefit of this feat stacks with the benefit
than you normally would be (see Turn and Rebuke Undead provided by the Ability Focus feat (see above).
in Chapter 8 of the Player’s Handbook).
When resolving a turn, rebuke, command, or bolster MIGHTY LEAPING [GENERAL]
attempt, add 4 to your character level (monster Hit Dice
plus class levels) to determine your Hit Dice for turn, You have developed your leg muscles and trained yourself
rebuke, command, and bolster attempts. to make mighty leaps.
For example, a 4 HD wight with this feat is treated as an 8 Prerequisite: Str 21, Dodge, Mobility, Jump 9 ranks or a
HD undead for the purpose of turn, rebuke, command, and racial bonus on Jump checks.
bolster attempts, even though it is a 4 HD creature for any Benefit: You gain a +10 competence bonus on Jump
other purpose. checks.
If you intentionally jump down from a height, a successful
Jump check (DC 15) lets you take damage as if you had
IMPROVED WEB [MONSTROUS] fallen 20 feet less than you actually did.
You gain additional utility from your webs. Normal: Without this feat, a successful Jump check lets
Prerequisite: Ability to create webs as an extraordinary you take damage as if you had fallen 10 feet less than you
ability at least twice per day. actually did.
Benefit: Add +2 to the DC to escape or burst your webs. Special: A creature with this feat is not limited by its
You may take a full-round action to attack with your webs, height when jumping.
and if you do so, you may attack one additional target per
point of Dexterity bonus you have.
No such target may be more than 10 feet from another
MIGHTY ROAR [MONSTROUS]
target. You unsettle opponents with a dreadful roar as you attack.
Using this feat requires two of the daily uses of your web Prerequisite: Animal or magical beast; Large size.
ability.
490
Benefit: Once per day, you can use this feat as a standard Special: You still cannot exceed the limit of one
action. quickened spell per round (assuming you also have the
Your mighty roar affects every opponent within 30 feet of Quicken Spell feat) when using this feat.
you that can hear your roar and has a character level lower
than yours.
An affected opponent must make a successful Will save NARROWED GAZE [MONSTROUS]
(DC 10 + 1/2 your Hit Dice + your Cha modifier) to negate Your gaze attack has a limited field of effect.
the effect. Prerequisite: Int 13, gaze attack.
Failure means that opponent becomes shaken for 1d6 Benefit: You may choose to limit your gaze attack to an
rounds. active gaze.
A shaken creature takes a –2 morale penalty on attack rolls, Doing so prevents you from accidentally affecting friends
checks, and saving throws. with your gaze.
Normal: A gaze attack functions constantly on all those
within range, and it can also be used actively as an attack
MULTIGRAB [MONSTROUS] action.
You can grapple enemies more firmly than normal with
your natural attacks.
Prerequisite: Str 17, improved grab. PAIN MASTERY [GENERAL]
Benefit: When grappling an opponent with the part of Injuries send you into a fury, increasing your physical
your body that made the attack, you take only a –10 penalty power.
on grapple checks to maintain the hold. Prerequisite: Con 20, Toughness.
Normal: Without this feat, you take a –20 penalty on Benefit: You take damage normally, but every 50 points
grapple checks to maintain a hold with the part of your of damage you take (if you survive the attack) automatically
body used to make the attack. increases your Strength by +2.
This bonus lasts until the end of the encounter, after which
you are exhausted.
MULTITASKING [MONSTROUS] See the Condition Summary in Chapter 3 of the
You can perform different tasks with different limbs. DUNGEON MASTER’s Guide for the effects of being
Prerequisite: Dex 15, Int 15, four or more arms, exhausted.
Improved Multiweapon Fighting, Multiattack,
Multiweapon Fighting.
Benefit: If you have four or more arms, you can use each PEAK HOPPER [GENERAL]
pair of arms to perform a distinct partial action. You are adapted to a hilly or mountainous environment.
All such partial actions occur simultaneously. Prerequisite: Hill or mountain terrain type.
Thus, you could attack with one or two arms while using a Benefit: Your alpine environment has made you more
magic item, reloading a crossbow, or casting a spell with surefooted.
two other arms. You gain a +2 competence bonus on Balance and Climb
checks.
MULTIVOICE [MONSTROUS]
If you have two or more heads, you can cast more spells PERVASIVE GAZE [MONSTROUS]
than usual in a round. Your gaze attack is more effective than normal.
Prerequisite: Dex 15, Int 15, two or more heads, Prerequisite: Int 13, gaze special attack.
Improved Two-Weapon Fighting, Multiattack, Quicken Benefit: A creature that averts its eyes has only a 25%
Spell, Two-Weapon Fighting. chance to avoid the need for a saving throw against your
Benefit: As a full-round action, you can cast one gaze attack.
additional spell (or use a spell-like ability in combination Normal: A creature that averts its eyes normally has a 50%
with a spell or another spell-like ability) each round. chance to avoid die need for a saving throw against a gaze
Each spell used in this way must have a casting time of 1 attack.
action; a spell-like ability must also take no more than a Special: This feat does not affect eye rays, such as those of
standard action to use. a beholder.
Using this feat provokes an attack of opportunity.
If your concentration is interrupted during this
simultaneous casting or spell-like ability use, whether by PIERCING GAZE [MONSTROUS]
taking damage or by some other means, a Concentration Your gaze attack has a greater range than normal.
check is required for each spell or spell-like ability. Prerequisite: Cha 15, Int 13, gaze special attack,
Failing either Concentration check negates both spells or Irresistible Gaze.
spell-like abilities. Benefit: Because of the sheer force of your presence, you
You can also use one head to cast a spell or use a spell-like add 30 feet to the range of your gaze attack.
ability while another head activates a head-based special
attack, such as a breath weapon or an eye ray.
Normal: Without this feat, you can cast only one spell per POISON IMMUNITY [MONSTROUS]
round and cannot combine spellcasting with other actions. You can ignore the effects of poison.
491
Prerequisite: Poison special attack as an extraordinary It can grasp melee weapons and use them in combat,
ability, Poison Resistance. although the normal penalties for using an off-hand
Benefit: Your poisonous nature grants you immunity to weapon apply.
poison attacks. If you have two hands, your tail counts as a third hand for
the purpose of the Multiweapon Fighting feat and all feats
that use Multiweapon Fighting as a prerequisite.
POISON RESISTANCE You can also use your tail as a “hand” to assist in grapple
[MONSTROUS] checks and Climb checks.
You gain a +2 competence bonus on all such checks.
You can resist poison better than you otherwise could.
Prerequisite: Poison special attack as an extraordinary
ability. QUICK CHANGE [GENERAL]
Benefit: Your poisonous nature grants you a greater than You can shift to an alternate form faster and more easily
normal ability to withstand poison attacks, You gain a +2 than you otherwise could.
competence bonus on your Fortitude saves to resist the Prerequisite: Dex 15, alternate form special quality.
effects of poison. Benefit: The time it takes for you to change forms is
If a creature of the same kind as you produces the poison, reduced as follows.
this bonus is +4 instead, assuming that you are not already
immune to the poison of your own kind.

POWER DIVE [GENERAL]


You can fall upon an opponent from the sky.
Prerequisite: Str 15, fly speed (average
maneuverability). This feat cannot reduce the time it takes to change forms to
Benefit: When flying, you can dive and land on an less than the time required for a free action.
opponent to deal additional damage.
Using this feat is a standard action, and it can affect only
creatures one or more size categories smaller than you.
QUICKEN SPELL-LIKE ABILITY
To use this feat, make an overrun attack, but the opponent [GENERAL]
cannot choose to avoid you.
If you knock down the target, you may make an additional You can use a spell-like ability with a moment’s thought.
slam attack (at the usual +4 attack bonus against prone Prerequisite: Spell-like ability caster level 8th.
opponents). Benefit: Choose one of your spell-like abilities, subject to
The attack deals the base damage given on the table below the restrictions described below.
for your size category plus 1 1/2 times your Strength bonus You can use that ability as a quickened spell-like ability
(rounded down). three times per day (or less, if the ability is normally usable
only once or twice per day).

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.

PREHENSILE TAIL [MONSTROUS]


You can use your tail to manipulate objects.
Prerequisite: Str 13, tail attack, Two-Weapon Fighting.
Benefit: You can use your tail as an extra “hand”.
492
Using a quickened spell-like ability is a free action that does Special: If you have more than one form of sonic attack,
not provoke an attack of opportunity. you can take this feat multiple times.
You can perform another action—including the use of Each time, it applies to a different one of your sonic attacks.
another spell-like ability—in the same round that you use a
quickened spell-like ability.
You may use only one quickened spell-like ability per ROLL WITH IT [GENERAL]
round. You are adept at lessening the effects of blows.
You can only select a spell-like ability duplicating a spell Prerequisite: Con 20, Toughness.
with a level less than or equal to one-half your caster level Benefit: You gain damage reduction 2/–.
(round down), –4. This applies in addition to any damage reduction you have
See the table below. from other sources.
For example, a creature that uses its spell-like abilities as a Damage reduction cannot reduce damage you take to less
15th-level caster can only quicken spell-like abilities than 0.
duplicating spells of 3rd level or lower. Special: You may take this feat multiple times.
In addition, a spell-like ability that duplicates a spell with a
casting time greater than 1 full round cannot be quickened.
Normal: Normally the use of a spell-like ability requires a SCRAMBLE [GENERAL]
standard action and provokes an attack of opportunity Your slippery ways allow you to evade a damaging blow.
unless noted otherwise. Prerequisite: Dex 15, Small size or smaller, improved
Special: This feat can be taken multiple times. evasion.
Each time it is taken, you can apply it to another one of Benefit: The effects of this feat resemble those of the
your spell-like abilities. rogue’s defensive roll, but you can use Scramble to avoid a
potentially fatal attack entirely.
RAPID BREATH [MONSTROUS] Once per day, when you would be reduced to 0 hit points
or less by damage in combat (from a weapon or other blow,
You do not have to wait as long to reuse your breath not a spell or special ability), you can attempt to scramble
weapon as you normally would. out of the way.
Prerequisite: Breath weapon, Quicken Spell or Quicken This requires a Reflex saving throw (DC 10 + damage dealt),
Spell-Like Ability. if the save is successful, you avoid the damage entirely.
Benefit: The required interval between uses of your You must be aware of the attack and able to react to it; you
breath weapon is reduced by 1 round. cannot use Scramble if you are denied your Dexterity
For instance, a dragon with this feat can use its breath bonus to Armor Class.
weapon once every 1d4–1 rounds instead of every 1d4 Special: Since you cannot normally make a saving throw
rounds. to avoid the damage from a blow, improved evasion does
If the 1d4–1 result is 0, the dragon can breathe again in the not apply.
following round (but not twice in the same round). That is, you cannot save twice against the same attack.
If the interval is a fixed period of time, such as once per
hour, the interval is halved.
Special: If you have multiple heads with breath weapons, STAMP [MONSTROUS]
all your breath weapons use the new interval. You can stamp the ground to crush and disrupt opponents.
Prerequisite: Huge size, feet, trample special attack.
RENDING CONSTRICTION Benefit: You may, as a full-round action, strike a solid
surface with one of your limbs and create a shock wave that
[MONSTROUS] radiates out from your position and continues for a number
You can pull grappled enemies apart. of feet equal to 5 × your base creature’s Hit Dice.
Prerequisite: Str 13, Dex 15, constrict ability, improved Make a single unarmed attack roll.
grab, Greater Multigrab, Multigrab, two constricting limbs. Every creature in the affected area compares its Balance
check result to your attack roll result.
Benefit: If you maintain a hold with more than one
Those who fail this opposed check are knocked down.
appendage on an opponent and are able to constrict, you
can make an additional rend attack in the same round. Special: Each structure and unattended object that is at
This attack automatically deals double the base damage for least partially within the shock wave takes damage equal to
a constrict attack, and the damage bonus is 1 1/2 times your 1d6 + your Strength bonus + the object’s hardness
Strength bonus. (maximum 5).
However, making this rend attack automatically releases
the held creature on its next action. SUPERNATURAL TRANSFORMATION
You must reestablish the hold to constrict again.
[GENERAL]
REVERBERATION [GENERAL] You convert a spell-like ability to a supernatural ability.
Prerequisite: Innate spell-like ability.
Your sonic attack is more potent than normal. Benefit: One of your innate spell-like abilities becomes a
Prerequisite: Sonic special attack. supernatural ability.
Benefit: Add +2 to the DC of all saving throws against
your sonic attack. 493
It is no longer subject to spell resistance, though it can still Each time you take it, it improves your damage reduction
be suppressed in an antimagic field. by 2, up to a maximum of twice your original damage
Using this ability does not provoke an attack of reduction.
opportunity.
The number of uses, if limited, does not change.
The effective caster level equals your total Hit Dice or the THUNDERCLAP [GENERAL]
effective caster level of the original ability, whichever is You create a cone of deafening sound by clapping two
higher. limbs together.
Special: You can gain this feat multiple times. Prerequisite: Str 30, Improved Unarmed Strike, Power
Its effects do not stack. Attack.
Each time you take it, it applies to a new spell-like ability. Benefit: You may, as a full-round action, clap two of your
limbs together and create a cone of sound that starts at your
position and continues out for a number of feet equal to 5 ×
SURROGATE SPELLCASTING your Hit Dice.
[MONSTROUS] A storm giant using this feat creates a cone 95 feet (5 × 19
Hit Dice) long.
You use substitute verbal and somatic components when Creatures in the cone get a Fortitude save (DC 10 + 1/2
casting spells. your Hit Dice + your Con modifier) to resist the effect.
Prerequisite: Wis 13, nonhumanoid or nonhuman-like Those who fail their save are deafened for the duration of
form. the encounter.
Benefit: You complete the verbal and somatic Those who fail their save by 5 or more are also knocked
components of spells by substituting vocalizations and down.
gestures appropriate to your shape. See the Condition Summary in Chapter 3 of the
You must still have suitable appendages and vocal organs. DUNGEON MASTER’S Guide for the results of being
For example, a giant eagle could substitute screeches and deafened and knocked down.
waves of its talons for the normal verbal and somatic Special: This effect automatically extinguishes
components of a spell. unprotected flames (candles, torches, and the like).
You can use any material component or focus that you can
hold.
This feat does not permit the use of magic items by a TREEFRIEND [GENERAL]
creature whose form could not ordinarily use them, and You are adapted to a forest environment.
you do not gain the ability to speak if you cannot already. Prerequisite: Forest terrain.
Benefit: You are completely at home in the forest.
SWAMP STALKER [GENERAL] You gain a +2 competence bonus on Climb checks and on
Survival checks to avoid becoming lost in the forest.
You are adapted to a marshy environment.
Prerequisite: Marsh terrain.
Benefit: You move easily through the sucking bogs and UNCANNY SCENT [GENERAL]
stagnant water of the swamps. You can pinpoint scents at a greater distance.
You gain a +2 competence bonus on Swim checks and on Prerequisite: Scent ability, Improved Scent.
Strength checks to break free of nets, webs, entangle spells,
Benefit: You can pinpoint the location of a scent when
and similar hindrances.
within 20 feet.
This feat does not grant a bonus on grapple checks.
Normal: You can pinpoint the location of a scent when
within 5 feet.
THICK-SKINNED [MONSTROUS]
Your tough hide grants improved damage reduction. VICIOUS WOUND [GENERAL]
Prerequisite: Damage reduction.
Damage you deal causes wounds that bleed excessively.
Benefit: Your existing damage reduction improves by 2,
Prerequisite: Expertise, wounding special attack.
as indicated on the table below.
Benefit: When using an attack that has a wounding
special ability, the wounds you cause bleed for an additional
+1 point of damage each round.
For instance, a hit from a barbazu’s glaive causes the victim
to bleed for 3 points of damage each round, not 2.

VIRULENT POISON [MONSTROUS]


Your poison attack is more effective.
Prerequisite: Poison attack as an extraordinary ability.
Benefit: Add +2 to the DC for Fortitude saving throws
Special: You can gain this feat multiple times. against your poison attack.

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.

BODY POUCH [MONSTROUS] CHARM RESISTANCE [GENERAL]


You can open a cavity in your body without harm to You can resist charm effects better than you otherwise
yourself and use it to carry or conceal items or creatures. could.
Prerequisite: Scaled One. Prerequisite: Racial bonus on saving throws against
Benefit: You can part your scales to reach a hidden, charm effects.
scalelined, flexible cavity in your body that can Benefit: You gain a +3 bonus on saving throws against
accommodate objects or creatures. charm effects.
The pouch can hold a maximum volume equal to that of a
creature two or more size categories smaller than yourself,
and its maximum weight capacity is one-half your own
COBRA HEAD [MONSTROUS]
weight. You can extend the skin of your neck into a cobra hood.
Opening or closing the pouch requires a move action, and Prerequisite: Serpent or serpentfolk.
removing an item from it or placing one inside requires Benefit: As a move action, you can dilate the skin on both
another move action. sides of your neck to form a flat disk, in the manner of a
If you adopt a different body shape or size via any ability cobra.
that allows a change of shape, everything in your body While you display this “hood,” you gain a +2 bonus on
pouch is immediately expelled onto the ground at your Intimidate checks, and the save DC for each of your spells,
feet. spell-like abilities, and supernatural abilities that causes fear
If you carry a sharp-edged or pointed object (unless increases by +1.
sheathed, wrapped, or otherwise guarded) in this cavity, Furthermore, any creature with an Intelligence score of 2
you take 2d4 points of damage for each round in which you or below perceives you to be one size category larger than
fall, engage in combat, change shape, or make any other you actually are.
violent movement, or 1d4 points of damage for any round You can retract your skin and resume your normal
in which you make any other move action. appearance as a free action.
Placing a living creature inside your pouch requires a
successful grapple check if it chooses to resist.
Any creature inside your body pouch remains alive and DEADLY POISON [MONSTROUS]
comfortable for up to 24 hours unless you choose to attack Your poison attack deals more damage than normal.
it. Prerequisites: Con 19, poison special attack that deals
You may constrict your pouch as an attack action, dealing ability damage as secondary damage, Ability Focus (poison).
1d4+1 points of damage per round of constriction to each Benefit: Your poison attack has the potential to deal more
creature or object inside. secondary damage than it otherwise could.
A creature inside the pouch dies of asphyxiation after being If the target of the attack fails the secondary saving throw,
constricted for a number of consecutive rounds equal to 2 the poison deals double its normal secondary damage.
per Constitution point it possesses.
A creature inside the pouch can cut its way out by using a
light slashing or piercing weapon to deal one-quarter of DEADLY SPITTLE [MONSTROUS]
You can use your spit attack against multiple opponents.
496
Prerequisites: Spit Venom, spit attack, or spittle attack. Benefit: When grappling an opponent with only the part
Benefit: You can spray your spit in a 15-foot cone-shaped of your body that made the attack, you take no penalty on
burst. grapple checks made to maintain the hold.
Normal: Without this feat, a creature takes a –20 penalty
(or a –10 penalty with Multigrab) on grapple checks made
FORKED TONGUE [MONSTROUS] to maintain a hold with only the part of its body used to
You speak with a honeyed voice that bends listeners to your make the attack.
will.
Prerequisites: Serpentfolk.
Benefit: Because of the enticing nature of your voice, you IMPROVED FAMILIAR [GENERAL]
gain a +2 bonus on Bluff checks. Refer to the Improved Familiar feat on page 200 of the
Furthermore, the save DC for each of your spells, spell-like Dungeon Master’s Guide.
abilities, and supernatural abilities that creates a charm In addition to those choices, the following familiars are
effect through verbal means increases by +1. available in a FORGOTTEN REALMS campaign.
Improved familiars do not grant any special abilities to
their masters other than the Alertness feat, an empathic
GAPE OF THE SERPENT link, and the ability to share spells with the familiar.
[MONSTROUS]
Like a snake, you can stretch your mouth to an outlandish
extent to accommodate immense prey.
Prerequisite: Swallow whole special attack.
Benefit: You can swallow a creature of up to your own
size category.
Swallowing a creature as big as yourself, however, is a time-
consuming process.
Once you have established a hold against such a creature,
you make a new grapple check as usual, but success
indicates only that you have begun to swallow.
On the following round, you must make an additional
grapple check to complete the swallowing.
The held creature can fight or try to break the grapple as
normal while you are attempting to swallow it.
Normal: Unless otherwise noted, a creature can swallow IMPROVED SPIT [MONSTROUS]
opponents up to one size category smaller than itself. You can spit farther than normal.
Special: Your gullet can hold one creature of the Prerequisites: Precise Shot and Spit Venom, spit attack,
maximum size. or spittle attack.
Other maximum numbers of swallowed creatures remain Benefit: The range of your spit attack doubles.
the same. Special: You may take Improved Spit multiple times.
Each time you take the feat, the range of your spit attack
GRAFT YUAN-TI FLESH [ITEM increases by an amount equal to its original range.

CREATION] IRRESISTIBLE GAZE [MONSTROUS]


You can apply yuan-ti grafts to other living creatures or to
yourself. Your gaze attack is more potent than normal.
Prerequisites: Yuan-ti, Heal 10 ranks. Prerequisite: Gaze attack.
Benefit: You can create yuan-ti grafts (see Yuan-ti Grafts Benefit: The saving throw DC for your gaze attack
in Chapter 10) and apply them to other living creatures or increases by+2.
to yourself. Special: The benefit of this feat stacks with that of the
Creating a graft takes one day for each 1,000 gp in its price. Ability Focus feat (see Monster Manual).
To create a graft, you must spend 1/25 of its price in XP and
use raw material costing one-half of this price. MULTIGRAB [MONSTROUS]
You can grapple enemies more firmly than normal with
GREATER MULTIGRAB your natural attacks.
Prerequisites: Str 17, improved grab special attack.
[MONSTROUS] Benefit: When grappling an opponent with the part of
You can grapple enemies effortlessly with your natural your body that made the attack, you take only a —10
weapons. penalty on grapple checks made to maintain the hold.
Prerequisites: Str 19, Dex 15”, improved grab special Normal: Without this feat, a creature takes a –20 penalty
attack, Multigrab. on grapple checks made to maintain a hold with only the
part of its body used to make the attack.
497
NARROWED GAZE [MONSTROUS] POISON RESISTANCE
Your gaze attack has a limited field of effect. [MONSTROUS]
Prerequisites: Int 13, gaze attack.
Benefit: You may choose to limit your gaze attack to an You can resist poison better than you otherwise could.
active gaze. Prerequisite: Poison special attack as an extraordinary
Doing so prevents you from accidentally affecting friends ability.
with your gaze. Benefit: You gain a +2 bonus on saving throws against
Normal: A gaze attack functions constantly on all those poison.
within range, and it can also be used actively as an attack If a creature of your own kind produces the poison, this
action. bonus increases to +4, assuming that you are not already
immune to the poison of your own kind.

PERVASIVE GAZE [MONSTROUS]


PREHENSILE TAIL [MONSTROUS]
Your gaze attack is more effective than normal.
Prerequisites: Int 13, gaze attack. You can use your tail to manipulate objects.
Benefit: A creature that averts its eyes has only a 25% Prerequisites: Str 13, tail attack, Two-Weapon Fighting
chance to avoid the need for a saving throw against your or Multiweapon Fighting.
gaze attack. Benefit: You can use your tail as an extra “hand”.
Normal: A creature that averts its eyes normally has a 50% It can grasp melee weapons and use them in combat,
chance to avoid the need for a saving throw against a gaze although the normal penalties for using an off-hand
attack. weapon apply.
Special: This feat does not affect eye rays, such as those of If you have two hands, your tail counts as a third hand for
a beholder. the purpose of the Multiweapon Fighting feat and all other
feats for which it is a prerequisite.
You can also use your tail to assist with grapple checks and
PETRIFICATION IMMUNITY Climb checks.
You gain a +2 competence bonus on all such checks.
[GENERAL]
You are immune to petrification effects.
Prerequisites: Racial bonus on saving throws against
PUFF TORSO [MONSTROUS]
petrification effects, Petrification Resistance. You can puff out your skin to appear larger and more
Benefit: You are immune to all petrification effects. threatening.
Prerequisite: Serpent or serpentfolk.
Benefit: As a move action, you can dilate the skin along
PETRIFICATION RESISTANCE your torso in the manner of a puff adder.
While your body is thus distended, you gain a +4 bonus on
[GENERAL] Intimidate checks.
You can resist petrification effects better than you You can reduce your body back to its normal size as a free
otherwise could. action.
Prerequisite: Racial bonus on saving throws against
petrification effects.
Benefit: You gain a +3 bonus on saving throws against RENDING CONSTRICTION
petrification effects. [MONSTROUS]
You can pull grappled enemies apart.
PIERCING GAZE [MONSTROUS] Prerequisites: Str 19, Dex 15, constrict special attack,
Your gaze attack has a greater range than normal. improved grab special attack, Greater Multigrab, Multigrab,
Prerequisites: Int 13, Cha IT, gaze attack, Irresistible two limbs capable of grappling.
Gaze. Benefit: If you maintain a hold on an opponent with
Benefit: Because of the sheer force of your presence, the more than one appendage, you can make an additional rend
range of your gaze attack increases by 30 feet. attack in the same round as you constrict.
This attack automatically deals double the base damage for
your constrict attack, plus 1-1/2 times your Strength bonus.
POISON IMMUNITY [MONSTROUS] The held creature is automatically released on its next
You can ignore the effects of poison. action, so you must reestablish the hold to constrict again.
Prerequisites: Poison special attack as an extraordinary
ability, Poison Resistance. SPIT VENOM [MONSTROUS]
Benefit: You are immune to all poison attacks.
You can spit venom in the manner of a spitting cobra.
Prerequisite: Poisonous bite attack.
Benefit: You can spit your venom up to 30 feet as ranged
touch attack.
498
Your poison functions as a contact poison in addition to its
usual delivery method.
The effects are otherwise the same as if you had delivered it
in your normal fashion.
This attack requires a standard action.

TAIL RATTLE [MONSTROUS]


Your tail gains a rattle like that of a rattlesnake.
Prerequisite: Serpent or serpentfolk.
Benefit: As a free action, you can create an ominous
rattling noise by shaking your tail in the manner of a
rattlesnake.
During any round in which your tail rattle can be heard,
you gain a +2 bonus on Intimidate checks, and the save DC
for each of your spells, spell-like abilities, and supernatural
abilities that has the sonic descriptor increases by +2.
You can use this ability even while you are holding a
weapon or other item in your tail.

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.

MAIN SECTION FEATS HALRUAAN ADEPT [REGIONAL]


You have studied the old cooperative spellcasting traditions
of Halruaa, and you are well-versed in the rites and arcana
ALLIED DEFENSE [GENERAL] of Halruaan magic.
You are good at protecting nearby allies. Prerequisites: Human (Halruaa).
Prerequisite: Combat Expertise. Benefit: You can participate in Halruaan circle magic
Benefit: Whenever you use Combat Expertise to gain a under the guidance of a Halruaan elder.
bonus to Armor Class, any adjacent ally gains the same In addition, you gain a +3 bonus on Spellcraft checks.
bonus. Normal: You cannot participate in circle magic unless
Normal: The Combat Expertise feat only grants you an you have the appropriate feat or class ability.
Armor Class bonus.
HEAT TOLERANCE [GENERAL]
ANKHEG TRIBE AMBUSH You are used to living in hot, humid conditions.
Benefit: You gain a +10 bonus on Fortitude saves against
[REGIONAL] nonlethal heat damage as described under Heat Dangers,
You have learned how to hide and spring to attack, much page 303 of the Dungeon Master’s Guide.
like the ankhegs that roam the plains where you hunt.
Prerequisites: Human (the Shaar), membership in
Ankheg Tribe (see Human Tribes of the Shaar, page 164). HOLD THE LINE [GENERAL]
Benefit: You gain a +4 circumstance bonus on Hide You are trained in defensive techniques against charging
checks when prone in tall grass. opponents.
During a surprise round, you can leap up from prone Prerequisites: Combat Reflexes, base attack bonus +2.
position as a free action. Benefit: You can make an attack of opportunity against
Normal: Characters without this feat must use a move an opponent who charges you when it enters an area you
action to stand up. threaten.
Your attack of opportunity happens immediately before the
charge attack is resolved.
CHEETAH TRIBE SPRINT Your attacks of opportunity in a round are still limited to
[REGIONAL] the number allowed by Combat Reflexes.
You have learned the secret of lightning-fast running from
the cheetah that roams the plains where you live. HYENA TRIBE HUNTER [REGIONAL]
Prerequisites: Human (the Shaar), membership in You have learned the secrets of hunting from the hyena
Cheetah Tribe (see Human Tribes of the Shaar, page 164). that roams the lands where your tribe wanders.
Benefit: Once per hour, you can move four times your Prerequisites: Human (the Shaar), membership in
normal speed when making a charge as a full-round action. Hyena Tribe (see Human Tribes of the Shaar, page 164).
You cannot perform this feat while wearing medium or Benefit: You gain a +2 bonus on Hide checks and a +2
heavy armor or carrying a medium or heavy load. bonus on trip attempts and rolls to avoid being tripped.
Normal: Characters without this feat can only move up to Special: Characters with this feat can take the Improved
twice their speed when making a charge as a full-round Trip feat even if they don’t meet the other prerequisites for
action. that feat.

COVER YOUR TRACKS [GENERAL] INITIATE OF LOVIATAR [INITIATE]


You are good at masking your route, making it difficult for You have been initiated into the greatest secrets of
others to track you. Loviatar’s church.
Prerequisite: Track. Prerequisites: Cleric level 5th, patron deity Loviatar.
Benefit: Add +5 to the DC to follow your tracks, or +10 if Benefit: The first time you take damage in any combat,
you move at half speed and hide your trail. you gain a +1 morale bonus on attack rolls and saves against
You gain a +2 bonus on Hide checks. fear effects for 1 minute per cleric level.
Normal: Characters without this feat can move at half In addition, you add the following spells to your cleric spell
speed and hide their trail, adding +5 to the DC to follow list:
their tracks.
500
2nd Nybor’s Gentle Reminder: Target is dazed 1 round, Prerequisites: Human (the Shaar), membership in
thereafter distracted and –2 on attacks, saves, and Rhinoceros Tribe (see Human Tribes of the Shaar, page
checks. 164).
3rd Mystic Lash: Creates energy whip that deals 1d6 Benefit: When you charge, if your melee attack hits, it
electricity damage/three levels (max 4d6) and deals an extra 2d6 points of damage.
stuns for 1 round. This feat works only when you make a charge, even when
5th Fleshshiver: Target is stunned for 1 round, takes you’re mounted.
1d6/level damage, and is nauseated for 1d4+2 If you have the ability to make multiple attacks on a charge,
rounds. you can apply this extra damage to only one of those attacks
in a round.
LION TRIBE WARRIOR [REGIONAL]
You have learned how to pounce on your foes, like the lion SELECTIVE SPELL [METAMAGIC]
that roams your lands. You can screen allies from the effects of your area spells.
Prerequisites: Human (the Shaar), membership in Lion Prerequisite: Any other metamagic feat.
Tribe (see Human Tribes of the Shaar, page 164). Benefit: You can modify an area spell so that it does not
Benefit: You may make a full attack with a single light affect one designated creature within its area.
weapon as part of a charge action. All other creatures in the spell’s area are affected normally.
If you have light weapons in both hands, you can instead Selective Spell has no effect on target or effect spells.
strike with each weapon once, using the normal rules for A Selective Spell uses a slot one level higher than the spell’s
fighting with two weapons. normal level.
Normal: Characters without this feat can make only one
attack as part of a charge action.
TALL MOUTHER HUNTER
NATURAL SCAVENGER [GENERAL] [REGIONAL]
You are particularly adept at finding food while on the Because of your cultural hatred for tall mouthers, you have
move. had specific training in how best to fight them.
Prerequisites: Survival 5 ranks. Prerequisite: Halfling (Luiren).
Benefit: You can move at your normal overland speed Benefit: You gain +2 competence bonus on damage rolls
while using Survival to hunt or forage for food. against aberrations.
You gain a +4 competence bonus on Survival checks made You also gain the benefit of the Improved Critical feat for
for that purpose. the weapon you are using in any such attack.
Normal: A character without this feat can move at only This benefit does not stack with any other effect that
half speed while foraging for food with a Survival check. expands your weapon’s critical threat range.
These benefits apply on melee attacks and on ranged
attacks at a range of up to 30 feet.
NOMADIC TREKKER [REGIONAL]
You are particularly efficient at overland movement across WOODWISE [REGIONAL]
the great grasslands.
Prerequisite: Human (the Shaar) or wemic (the Shaar). You are trained in fighting in woodlands and know how to
Benefit: You can move overland across trackless plains at use the terrain to best advantage.
normal speed. Prerequisite: Elf (the Misty Vale), star elf (Sildëyuir), or
You gain a +4 bonus on Constitution checks required for volodni (the Forest of Lethyr).
forced marches across plains. Benefit: You ignore hampered movement penalties from
Up to one ally per character level can also gain these naturally occurring light or heavy undergrowth.
benefits while traveling with you. (You are still hampered by magically enhanced brush and
Normal: Overland movement across trackless plains is at plants).
3/4 normal speed. When fighting in wooded areas, you gain a +1 dodge bonus
to Armor Class.
Normal: A character without this feat spends 2 squares of
RESIST DISEASE [GENERAL] movement to move through light undergrowth and 4
You have developed a natural resistance to diseases. squares to travel through heavy undergrowth, and gains no
Benefit: You gain a +4 bonus on Fortitude saving throws defensive bonus for fighting in woodlands.
against diseases.

RHINOCEROS TRIBE CHARGE


[REGIONAL]
You use the power of the rhinoceros’s charge in battle.

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.

FLICK OF THE WRIST [GENERAL] MULTICULTURAL [GENERAL]


With a single motion, you can draw a light weapon and You blend in well with members of another race.
make a devastating attack. Prerequisite: Speak Language (your chosen race).
Prerequisite: Dex 17+, Quick Draw. Benefit: Choose any one humanoid race other than your
Benefit: If you draw a light weapon and make a melee own.
attack with it in the same round, you catch your opponent Whenever you meet members of that race, they are likely
flat-footed (for the purpose of this attack only). to treat you as one of their own.
This feat works only once per combat. You gain a +4 bonus on Charisma checks made to alter the
attitude of your chosen race (according to the NPC
Attitudes section in Chapter 5 of the Dungeon Master’s
GREEN EAR [GENERAL] Guide).
Your bardic music and virtuoso performance affect plants
and plant creatures.
Prerequisite: Bardic music ability, 10+ ranks in Perform. OBSCURE LORE [GENERAL]
Benefit: You can alter any of your mind-affecting bardic You are a treasure trove of little-known information.
music or virtuoso performance effects so that they Prerequisite: Bardic knowledge ability.
influence plants and plant creatures in addition to any Benefit: You gain a +3 bonus on checks using your bardic
other creatures they would normally affect. knowledge ability.
Normal: Plants are normally immune to all mind-
influencing effects.
PERSUASIVE [GENERAL]
You could sell a tindertwig hat to a troll.
HAMSTRING [GENERAL] Benefit: You gain a +2 bonus on all Bluff and Intimidate
You can wound an opponents’ legs, hampering his or her checks.
movement.
Prerequisite: Base attack +4, sneak attack ability.
Benefit: If you hit with a sneak attack, you may choose to PYRO [GENERAL]
forgo +2d6 of your sneak attack damage to reduce your You’re good at lighting objects and opponents on fire.
opponent’s land speed by half. Benefit: If you set something or someone on fire by any
Other forms of movement (fly, burrow, and so forth) aren’t means (alchemist’s fire, for example), the flames do (an
affected. extra 1 point of damage per die, and the Reflex save DC to
The speed reduction ends when the target receives healing extinguish the flames increases by +5.
(a successful Heal check, any cure spell, or other magical Normal: Fire generally does 1d6 points of damage.
healing) or after 24 hours, whichever comes first. A successful Reflex save (DC 15) extinguishes it.
A hamstring attack does not slow creatures that are
immune to sneak attack damage or those that have either
no legs at all or more than four legs. QUICKER THAN THE EYE [GENERAL]
It takes two successful hamstring attacks to affect a Your hands can move so quickly that observers don’t see
quadruped. what you’ve done.
Prerequisite: Dexterity 19+.
JACK OF ALL TRADES [GENERAL] Benefit: While under direct observation, you can make a
Bluff check as a move-equivalent action, opposed by the
You’ve picked up a smattering of even the most obscure Spot checks of any observers.
skills. If you succeed, your misdirection makes them look
Prerequisite: Character level 8th+. elsewhere while you take a partial action.
Benefit: You can use any skill untrained, even those that If your partial action is an attack against someone who
normally require training and those that are exclusive to failed the opposed check, that opponent is denied a
classes you don’t have. Dexterity bonus to AC.
You cannot, however, gain ranks in a skill unless you are
allowed to select it.
504
REQUIEM [GENERAL]
Your bardic music affects undead creatures.
Prerequisite: Bardic music ability, 12+ ranks in Perform.
Benefit: You can extend your mind-affecting bardic
music and virtuoso performance effects so that they
influence even the undead.
All bardic music effects on undead creatures have only half
the duration they normally would against the living.
Normal: Undead are usually immune to mind-
influencing effects.

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.

SNATCH WEAPON [GENERAL]


You can disarm an opponent, then pluck the weapon from
midair.
Prerequisite: Improved Disarm.
Benefit: If you succeed in disarming an opponent and
you have a free hand, you can grab the weapon yourself
instead of letting it fall.
If you can wield that weapon in one hand, you can
immediately make a single attack with it, though you suffer
the usual penalties for a second attack with an off-hand
weapon.
Normal: After a successful disarm attempt, the weapon
winds up at the defenders’ feet, unless you attempted the
disarm attack while unarmed.

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).

GREAT CAPTAIN [] SAILOR’S BALANCE []


You are a master pilot and battle leader; your crew You are experienced with the rolling decks of the ship and
anticipates your every command and leaps to do your maintain strong footing, even in a terrible storm.
bidding. Prerequisites: Profession (sailor) 4 ranks.
Prerequisites: Profession (sailor) 7 ranks, Knowledge Benefit: You gain a +5 competence bonus on Balance
(geography) 7 ranks, Leadership. checks made while on the deck or in the rigging of a ship.
Benefit: If you are in command of a vessel, you can use You can move across a slippery deck (see page 20) at your
the aid another action to assist all other persons on board normal speed.
who are performing the same action in the current
508
Normal: Without this feat, each square of movement Benefit: Add +1 to the caster level of all spells cast while
across a slippery deck costs 2 squares of movement. you are aboard a ship that is familiar to you.
In addition, spells you cast while aboard a ship that is
familiar to you deal no damage to that ship.
SANCTIFY WATER [DIVINE] It takes one week of living and working aboard a ship to
You can call upon positive energy to momentarily become familiar with it.
transform normal water around you into holy water. You can only be familiar with one ship at a time; the
This feat is often learned by the clerics and paladins of sea familiarity with a particular ship fades should you become
gods, as well as aquatic clerics of all stripes. familiar with another ship.
Prerequisites: Cha 13, ability to channel positive Additionally, should you remain away from the ship you
energy. are familiar with for more than a month, that familiarity
Benefit: By expending a daily turn undead attempt, you fades as well.
can infuse the water around you with positive energy,
which has the same effect as holy water.
All creatures in a 20-foot radius around you immediately STEAM MAGIC []
take damage as though they’d been struck directly by a flask You are skilled at casting fiery spells into the water, causing
of holy water. terrible gouts of scalding steam.
The water retains positive energy for a number of rounds Prerequisites: Spellcraft 4 ranks.
equal to 1 + your Charisma modifier, and deals damage each Benefit: You need not make a Spellcraft check to
round. successfully cast spells or use spell-like abilities with the
Creatures unaffected by holy water are similarly unaffected fire descriptor targeted on water (see page 93 of the
by this ability. Dungeon Master’s Guide).
Normal: Casting a fire spell or using a spell-like ability
targeted on water successfully normally requires a
SCOURGE OF THE SEAS [] Spellcraft check (DC 20 + spell level).
You have a sinister reputation as a pirate and can intimidate
enemy captains by your mere presence.
Prerequisite: Cha 15, Intimidate 5 ranks. STORM MAGIC []
Benefit: You can make an Intimidate check to daunt the You gain a boost in spellcasting power during storms.
captain of another ship who can see you or your distinctive Benefit: All spells you cast while you are affected by a
colors (see the rules on page 25 for sighting another ship). storm (either natural or magical) are at +1 caster level.
This is opposed by the target character’s modified level
check (see Intimidate on page 76 of the Player’s Handbook).
If you succeed on the Intimidate check, the target is SUNKEN SONG []
frightened for as long as it remains able to see you and for You can project your voice underwater.
1d6×10 minutes afterward. Prerequisites: Bardic music class feature, Perform (sing)
A frightened character takes a –2 penalty on attack rolls, 4 ranks.
saving throws, skill checks, and ability checks, and tries to Benefit: By tremendous effort of will and sheer musical
flee from you as best it can. ability, you can use Perform (sing) underwater even though
If escape is impossible (for example, due to ship damage or you cannot breathe water.
the loss of sails), that character will strike the ship’s colors This is more like a forceful humming than singing, and
and surrender. words are not intelligible, but you are able to produce
Even if you fail the check, the target might become shaken bardic music effects.
unless you fail by 5 or more. The maximum distance of such effects (where applicable) is
This effect lasts as long as the daunting effect. unchanged.
This feat does not help with Perform checks involving
oratory or wind instruments.
SEA LEGS [] Normal: You cannot use any air-dependent Perform skills
You are accustomed to the rolling motion on board a ship underwater if you are not able to breathe water.
and can use this motion to your advantage.
Benefit: As long as you are on board a ship, you get a +2
bonus on Balance and Tumble checks, and a +1 bonus on SWIM-BY ATTACK []
initiative checks. You can attack in the middle of a fast pass by your
opponent.
SHIP’S MAGE [] Prerequisite: Swim speed.
Benefit: When swimming, you can take a move action
You form a potent supernatural bond with a ship. and another standard action (such as an attack) at any point
Your spells have a more potent effect when cast aboard this during the move.
ship. You cannot take a second move action during a round
Those spellcasters who possess this feat are greatly favored when you make a swim-by attack.
as ship crew. Normal: Without this feat, you take a standard action
Prerequisites: Profession (sailor) 2 ranks, Spellcraft 4 either before or after your move, but not in the middle of
ranks. your move.
509
If the creature has the ability to make multiple attacks after
TOOTHED BLOW [] a charge, it can only apply this extra damage to one of those
You are able to hammer your foes more effectively attacks.
underwater. Special: A fighter can select Powerful Charge as one of
Prerequisites: Str 13, Improved Unarmed Strike. his fighter bonus feats.
Benefit: When making unarmed strikes, your attacks
count as piercing weapons as well as bludgeoning weapons.
This allows you to avoid the penalties for using
bludgeoning weapons underwater when making unarmed
strikes (see Table 3–22: Combat Adjustments Underwater
on page 92 of the Dungeon Master’s Guide).
Normal: Without a freedom of movement effect, you take a
–2 penalty on attacks with bludgeoning weapons and deal
only half normal damage.

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.

ENERGY ADMIXTURE [METAMAGIC]


You can modify a spell that uses one type of energy to mix
in an equal amount of another type of energy.
Prerequisite: Energy Substitution, one 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 an energy designator to add an
equal amount of the chosen type of energy.
The altered spell works normally in all respects except the
type of damage dealt (see sidebar).
Thus, an acid fireball cast at 6th level deals 6d6 fire damage
and 6d6 acid damage (roll each set of dice separately).
The damage cap for a spell cast using this feat remains the
same as the base spell but counts separately for each type of
energy.
So an acid fireball cast at 10th level or higher deals 10d6 fire
damage and 10d6 acid damage.
Even opposed types of energy, such as fire and cold, can be
combined using this feat.
An admixed spell uses up a spell slot four levels higher than
the spell’s actual level.
Special: You can gain this feat multiple times, choosing a
different type of energy each time.
You can use Energy Admixture to further alter a spell that
has already been modified with Energy Substitution.
You can also use Energy Admixture to include your chosen
energy type with a spell that already uses the same type, in
effect doubling the damage dice.

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.

EXTRA SPELL [GENERAL]


You can learn one more spell.
Prerequisites: Spellcaster level 3rd+.
Benefit: You learn one additional spell at any level up to The improved familiar is magically linked to its masters
one level lower than the highest-level spell you can cast. like a normal familiar.
Thus, a 4th-level sorcerer gains a new 0-level or 1st-level The familiar uses the basic statistics for a creature of its
spell, expanding his repertoire. kind, as given in the Monster Manual.
A 4th-level wizard can likewise learn an extra 0-level or 1st- Hit Dice: Treat as the master’s level (for effects related to Hit
level spell, but since wizards learn spells far more easily Dice).
than sorcerers, this feat is of less use to her. Use the familiar’s normal total if it is higher.
Special: You can gain this feat multiple times. Hit Points: One-half the master’s total or the familiar’s
Each time, you learn a new spell at any level up to one normal total, whichever is higher.
lower than the highest-level spell you can cast. 519
Attacks: Use the master’s base attack bonus or the familiar’s, Since an innate spell is a spell-like ability and not an actual
whichever is better. spell, a cleric cannot convert it to a cure or an inflict spell.
Use the familiar’s Dexterity or Strength modifier, Divine spellcasters who become unable to cast divine spells
whichever is greater, to get the familiar’s melee attack cannot use divine innate spells.
bonus with unarmed attacks. Special: You can choose this feat more than once,
Damage equals that of a normal creature of that kind. selecting another spell each time.
Special Attacks: The familiar has all the special attacks of its You have to pay the costs in spell slots, focuses, and
kind. material components for each innate spell you acquire.
Special Qualities: The familiar has all the special qualities of
its kind.
Saving Throws: The familiar uses the master’s base save PERSISTENT SPELL [METAMAGIC]
bonuses if they are better than the familiar’s. You make one of your spells last all day.
Skills: Use the normal skills for a creature of the its kind. Prerequisite: Extend Spell.
Familiar Special Abilities: Use Table 3–19 in the Player’s Benefit: A persistent spell has a duration of 24 hours.
Handbook to determine additional abilities as you would for The persistent spell must have a personal or a fixed range
a normal familiar. (for example, comprehend languages or detect magic).
Alternate Improved Familiars Spells of instantaneous duration cannot be affected by this
The list in Table 2–2 presents only a few possible improved feat, nor can spells whose effect is discharged.
familiars. You need not concentrate on spells such as detect magic
Almost any creature of the same general size and power as and detect thoughts to be aware of the mere presence or
those on the list makes a suitable familiar. absence of the thing detected, but you must still
Nor is the master’s alignment the only factor; for example, concentrate to gain additional information as normal.
improved familiars could be assigned by the master’s Concentration on such a spell is a standard action that does
creature type or subtype, as shown in the examples below. not provoke an attack of opportunity.
A persistent spell uses up a spell slot four levels higher than
the spell’s actual level.

REPEAT SPELL [METAMAGIC]


You can cast a spell that repeats the following round.
Prerequisites: Any other metamagic feat.
Benefit: A repeated spell is automatically cast again at the
beginning of your next turn in the round.
No matter where you are, the second spell originates from
the same location and affects the same area as the original
spell.
You cannot use this feat on spells with a touch range.
If the original spell designates a target, the repeated spell
affects the same target if it is within 30 feet of its original
position; otherwise the second spell fails.
A repeated spell uses up a spell slot three levels higher than
the spell’s actual level.

SANCTUM SPELL [METAMAGIC]


Your spells have a home ground advantage.
INNATE SPELL [GENERAL] Prerequisites: Any other metamagic feat.
You have mastered a spell so thoroughly you can now cast it Benefit: A sanctum spell has an effective spell level one
as a spell-like ability. level higher than normal if cast in your sanctum (see
Prerequisites: Quicken Spell, Silent Spell, Still Spell. Special, below)—but if not cast in the sanctum, it has an
Benefit: Choose a spell you can cast. effective spell level one level lower than normal.
You can now cast this spell at will as a spell-like ability once All effects dependent on spell level (such as save DCs or the
per round, without needing to prepare it. ability to penetrate a minor globe of invulnerability) are
One spell slot eight levels higher than the innate spell is calculated according to the adjusted level.
permanently used to power it. A sanctum spell uses a spell slot of the spell’s normal level,
If the innate spell has an XP component, you pay the XP modified by any other metamagic feats.
cost each time you use the spell-like ability. Special: Your sanctum is an area you have previously
If the innate spell has a focus, you must have the focus to designated within a 10-foot/level radius from the center.
use the spell-like ability. This area can be a particular site, building, or structure.
If the innate spell has a costly material component (see the A sanctum can be designated within a larger structure, but
spell description) you use an item worth 50 times that cost its special advantages cut off beyond the maximum area.
to use as a focus for the spell-like ability. The designated area must be a site where you have spent a
cumulative period of at least three months.
520
Once designated, it takes seven days for the site to become The subdual spell works normally in all respects except the
a sanctum. type of damage dealt.
If you designate a new area to be your sanctum, the benefits For example, a subdual fireball spell works in the usual way,
of the old one immediately fade. but the subdual fireball deals subdual damage instead of fire
You may have only a single sanctum at one time. damage.
A subdual spell uses a spell slot of the spell’s normal level,
modified by any other metamagic feats.
SCULPT SPELL [METAMAGIC]
You can alter the shape of a spell’s area.
Prerequisite: Any other metamagic feat. TWIN SPELL [METAMAGIC]
Benefit: You can modify a an area spell by changing the You can cast a spell simultaneously with another spell
area’s shape. similar to it.
The new area must be chosen from the following list: Prerequisite: Any other metamagic feat.
cylinder (10-foot radius, 30 feet high), 40-foot cone, four 10- Benefit: Casting a spell altered by this feat causes the
foot cubes, or a ball (20-foot-radius spread). spell to take effect twice on the target, as if you were
The sculpted spell works normally in all respects except for simultaneously casting the same spell two times on the
its shape. same location or target.
For example, a lightning bolt spell whose area is changed to a Any variables in the spell (such as targets, shaping an area,
ball deals the same amount of damage, but the lightning ball and so on) apply to both of the resulting spells.
affects a 20-foot-radius spread. The target suffers all the effects of both spells individually
A sculpted spell uses a spell slot one level higher than the and receives a saving throw for each (if applicable).
spell’s actual level. In some cases, failure of both of the target’s saving throws
results in redundant effects, such as a twinning charm person
(see Combining Magical Effects on page 153 of the Player’s
SPELL SPECIALIZATION [GENERAL] Handbook), although any ally of the target would have to
You deal more damage with ray or energy missile spells. succeed at two dispel attempts in order to free the target
Prerequisites: Weapon Focus (ray or energy missile from the charm.
spells), spellcaster level 4th+. As with other metamagic feats, twinning a spell does not
Benefit: Your damage-dealing spells that make a ranged affect its vulnerability to counterspelling (for example,
touch attack gain a +2 damage modifier. using an untwinned form of the spell doesn’t negate only
The damage bonus only applies if the target is within 30 half of the twinned spell).
feet, because only at that range can you strike precisely A twinned spell uses up a spell slot four levels higher than
enough to hit more effectively. the spell’s actual level.
Special: You can gain this feat twice: once for ray spells
and once for energy missile spells.
Its effects do not stack.
WIDEN SPELL [METAMAGIC]
You can increase the area of your spells.
Benefit: You can alter a burst, emanation, or spread spell
SPLIT RAY [METAMAGIC] to increase its area.
You can affect two targets with a single ray. Spells that do not have an area of one of these three sorts
Prerequisites: Any other metamagic feat. are not affected by this feat.
Benefit: You can split spells that specify a single target Any numeric measurements of the spell’s area increase by
and make a ranged touch attack. one-half.
Only spells that deal damage can be affected by this feat. For example, a widened fireball spell (which normally
The split ray affect any two targets that are both within the produces a 20-foot-radius spread) now fills a 30-foot-radius
spell’s range and within 30 feet of each other. spread.
Each target takes half as much damage as normally A widened spell uses up a spell slot three levels higher than
indicated (round down). the spell’s actual level.
If desired, you can have both rays attack the same target.
A split ray uses up a spell slot of the spell’s normal level,
modified by any other metamagic feats.

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.

ADAPTIVE STYLE [] DESERT FIRE []


With just a short period of meditation, you can change your
maneuvers and tactics to meet the threat you currently face. The power of the Desert Wind surges through you, and you
Prerequisite: Crusader, swordsage, or warblade level 1st. find power in the motion of the hot winds and shifting
Benefit: You can change your readied maneuvers at any sands that you can channel into your Desert Wind strikes.
time by taking a full-round action. Prerequisite: One Desert Wind strike.
If you’re a crusader, your current granted maneuvers are Benefit: If you move at least 10 feet away from your
lost and you gain new granted maneuvers as if you had just original position before using a Desert Wind strike in the
readied your maneuvers for the day. same round, that strike deals an extra 1d6 points of damage.
Normal: You can change maneuvers only by spending 5
minutes to do so. DESERT WIND DODGE []
Your training in the Desert Wind discipline allows you to
AVENGING STRIKE [] dance across the battlefield like a blistering sirocco.
Your strength of will and strong sense of justice allow you Prerequisite: Dex 13, one Desert Wind maneuver.
to smite your foes. Benefit: If you move at least 10 feet from your original
Prerequisite: Any good alignment. position, you gain a+1 dodge bonus to AC and deal an extra
Benefit: As a swift action, you can channel the power of 1 point of fire damage with any attack you make with a
your faith and energy to enhance a single attack you make, scimitar, light mace, light pick, spear, or falchion.
You gain a bonus equal to your Charisma bonus (if any) on This benefit lasts the start of your next turn.
the attack roll and damage roll for the next melee attack Special: Desert Wind Dodge can be used in place of
you make against an outsider with the evil subtype. Dodge to qualify for a feat, prestige class, or other special
You can use this ability a number of times per day equal to ability.
your Charisma bonus (minimum 1). If you already have Dodge when you select Desert Wind
Dodge, you can choose to lose the Dodge feat and gain a
new feat in its place.
BLADE MEDITATION [] You must meet the prerequisite for the new feat.
You have learned a meditation that grants you insight into
the martial disciplines you have studied. DEVOTED BULWARK []
Prerequisite: Concentration 1 rank, base attack bonus
+4, one maneuver from any discipline. Because of your staunch devotion to your cause and your
Benefit: When you take this feat, choose a discipline. Devoted Spirit training, you can stand your ground even in
You gain a +1 bonus on damage rolls with all the preferred the face of an enemy’s resounding attack.
weapons of your chosen discipline when using a strike Prerequisite: One Devoted Spirit maneuver.
combat maneuver, as well as a +2 bonus on checks Benefit: If an enemy deals damage to you with a melee
involving the discipline’s key skill. attack, you gain a +1 morale bonus to your AC until the end
The save DCs of any maneuvers that you perform from the of your next turn.
chosen discipline are increased by 1, if they have a save DC.
The weapons and skills associated with each discipline are DIVINE SPIRIT [DIVINE]
given below.
Desert Wind: Scimitar, light mace, light pick, spear, falchion; The fervor and dedication of the Devoted Spirit discipline,
Tumble. combined with your fanatical adherence to a divine power,
Devoted Spirit: Falchion, greatclub, maul*, longs word; turns you into a font of spiritual energy.
Intimidate. With only a moment’s focus, you can channel power to
Diamond Mind: Rapier, shortspear, trident, bastard sword enhance your fighting talents.
(katana); Concentration. Prerequisite: Ability to turn or rebuke undead, one
Iron Heart; Bastard sword, dwarven waraxe, longsword, two- Devoted Spirit stance.
bladed sword; Balance. Benefit: While in a Devoted Spirit stance, you can
Setting Sun: Short sword, nunchaku, unarmed strike, expend a turn or rebuke undead attempt as an immediate
quarterstaff; Sense Motive. action to heal yourself a number of hit points equal to 3 +
your Charisma modifier, if any (minimum 1 point).
522
EVASIVE REFLEXES [] INSTANT CLARITY [PSIONIC]
When an opponent gives you an opening in combat, you You have sharpened your concentration to the point that
know exactly what to do: slip away. you can focus your psionic abilities with just an instant’s
Prerequisite: Dex 13. thought.
Benefit: When an opponent gives you a chance to make Prerequisite: Concentration 7 ranks.
an attack of opportunity, you can instead immediately take Benefit: You can take a swift action to become psionically
a 5-foot step. focused after successfully initiating a martial strike.
Special: Evasive Reflexes can be used in place of Combat You can use this ability three times per day.
Reflexes to qualify for a feat, prestige class, or other special Normal: A character without this feat must take a full-
ability. round action to become psionically focused.
You can take both this feat and Combat Reflexes. Special: Instant Clarity can be used in place of the Psionic
Meditation feat (see Expanded Psionics Handbook) to qualify
for a feat, prestige class, or other special ability.
EXTRA GRANTED MANEUVER [] You can take both this feat and Psionic Meditation.
You are especially devout or insightful, and you have more
control over which of your martial maneuvers are currently
granted than other crusaders. IRONHEART AURA []
Prerequisite: Crusader level 1st. Your strength of spirit and martial training inspires those
Benefit: You begin each encounter with one additional around you.
readied maneuver granted. Prerequisite: One Iron Heart stance.
This feat also applies when you determine a new set of Benefit: While you are in any Iron Heart stance, adjacent
granted maneuvers after recovering expended maneuvers. allies gain a +2 morale bonus on saving throws.
For example, if you are a 5th-level crusader, you normally
begin an encounter or finish recovering expended
maneuvers with two of your five readied maneuvers MARTIAL STANCE []
granted, and the remaining three maneuvers with held. You have mastered the fundamentals of a martial discipline,
With this feat, three of your five readied maneuvers are and you are now able to master one of its stances.
granted, and only two are withheld. Prerequisite: One martial maneuver.
Naturally, this benefit provides you with a better array of Benefit: When you gain this feat, you can select any
maneuver options early in a battle. stance from a discipline in which you already know at least
Special: You can take this feat only once. one maneuver.
You must meet the normal prerequisite of the stance.
Your martial adept level for using this maneuver is equal to
EXTRA READIED MANEUVER [] your levels in martial adept classes (if any) + 1/2 your levels
You are an unusually perspicacious student of the Sublime in other classes.
Way, and you find it easy to keep a large number of Special: You can choose this feat more than once.
maneuvers ready for use. When you take this feat again, you gain knowledge of a
Prerequisite: Swordsage level 1st. new stance.
Benefit: Increase the number of maneuvers you can You do not have to choose a stance from the same
ready for your swordsage levels by one. discipline you selected the first time, but you must know at
For example, a 5th-level swordsage can normally ready six least one martial maneuver from the discipline of the
maneuvers. stance you choose.
With this feat, she can ready seven. Special: A fighter can select Martial Stance as a bonus
Special: You can rake this feat only once. feat.

FALLING SUN ATTACK [] MARTIAL STUDY []


The discipline of the Setting Sun teaches you how to turn By studying the basics of a martial discipline, you learn to
an opponent’s strengths into weaknesses. focus your ki and perfect the form needed to use a
You can identify precisely the correct spot on your maneuver.
opponent’s body to deliver a stunning attack. As a result, you gain the use of a combat maneuver.
Prerequisite: Stunning Fist, one Setting Sun strike. Benefit: When you gain this feat, you must choose a
Benefit: You can declare any Setting Sun strike delivered discipline of martial maneuvers, such as Desert Wind.
with an unarmed strike to be a stunning attack. The key skill for the chosen discipline becomes a class skill
In addition, add 1 to the save DC of your Stunning Fist for all your classes (current and future).
attacks and 1 to the save DC of your Setting Sun strikes. Select any maneuver from the chosen discipline for which
Using this feat expends a use of your stunning attack for you meet the prerequisite.
the day. If you have martial adept levels, this maneuver becomes
one of your maneuvers known.
If you do not have martial adept levels, you can use this
maneuver once per encounter as a martial adept with an
initiator level equal to 1/2 your character level, if you do
523
not have martial adept levels when you take this feat, and
you later gain a level in a class that grants maneuvers SHADOW BLADE []
known, these new maneuvers can be used only once per In the course of your training in the Shadow Hand
encounter and have no recovery method. discipline, you learn to use your natural agility and speed to
If you later gain levels in a martial adept class (crusader, augment your attacks with certain weapons.
swordsage, or warblade), you use the recovery method for Prerequisite: One Shadow Hand stance.
maneuvers learned as a result of those class levels, but your Benefit: While you are in a Shadow Hand stance and
previous maneuvers (gained through this feat or through attack with one of the discipline’s preferred weapons, you
prestige class levels) do not gain a recovery method. can add your Dexterity modifier as a bonus on melee
A maneuver learned through this feat cannot be changed damage for attacks made with the weapon.
for a different maneuver if you are a crusader, swordsage, or Special: Shadow Blade can be used in place of Weapon
warblade (see the class descriptions in Chapter 1 for details Finesse to qualify for a feat, prestige class, or other special
on swapping out maneuvers as you gain levels). ability.
Once you choose a maneuver with this feat, you cannot If this substitution allows you to gain a benefit that
change it. normally applies to all finesse weapons (those described in
Special: You can take this feat up to three times, Each the Weapon Finesse feat description), it instead applies
time you take it after the first, you gain one of two benefits. only to the Shadow Hand discipline’s preferred weapons.
You can choose a new discipline, gaining one of its
maneuvers and its key skill as a class skill, as described
above. SHADOW TRICKSTER []
Alternatively, you can choose a maneuver from a discipline Your mastery of the Shadow Hand discipline lets you
to which you have already gained access by means of this augment your illusion spells with the stuff of shadow.
feat. Prerequisite: Caster level 1st, one Shadow Hand strike.
In either case, you must meet the maneuvers prerequisite. Benefit: While you are in a Shadow Hand stance, the save
Special: A fighter can select Martial Study as a bonus feat. DC for any illusion spell you cast increases by 2.
You also gain a +2 bonus on damage rolls when making a
sneak attack, a sudden strike (see the ninja class
PSYCHIC RENEWAL [PSIONIC] description, page 8 of Complete Adventurer), or when you
Your mental strength and psionic abilities allow you to flank your target.
focus your mind on combat and use your most devastating
maneuvers more frequently.
Benefit: As a swift action, you can recover any expended SONG OF THE WHITE RAVEN []
maneuver by expending your psionic focus and spending The White Raven discipline shows you how to rouse
power points equal to the maneuver’s level. dedication and fervor within your allies’ hearts.
Such teachings can augment and improve your musical
ability.
RAPID ASSAULT [] Prerequisite: Bardic music (inspire courage), one White
Your fighting style emphasizes taking foes down with Raven maneuver.
quick, powerful blows. Benefit: While you are in any White Raven stance, you
Prerequisite: Base attack bonus +1. can activate your bardic music ability to inspire courage as a
Benefit: In the first round of combat, your melee attacks swift action.
deal an extra 1d6 points of damage. Your crusader and warblade levels stack with your bard
levels to determine the bonus granted by your inspire
courage ability.
SCRIBE MARTIAL SCRIPT [ITEM
CREATION] SNAP KICK []
You know the secret of creating martial scripts—small slips You have continued to hone your unarmed combat skills,
of paper into which you infuse your own martial power and and you deal more damage with your unarmed strikes.
skill. Prerequisite: Improved Unarmed Strike, base attack
The user of a script you have created gains the ability to use bonus +6.
a maneuver you know. Benefit: When you make a melee attack with one or
Prerequisite: Crusader or swordsage level 1st. more melee weapons (including a standard attack, full
Benefit: You can infuse the knowledge of any maneuver attack, or even a strike maneuver), you can make an
you know into a martial script (see Martial Scripts, page additional attack at your highest attack bonus.
147). This attack is an unarmed attack that deals damage equal to
The market price of a martial script is equal to the initiator your base unarmed attack damage + 1/2 your Str bonus.
level × maneuver level × 50 gp. You take a –2 penalty on all attack rolls you make this
You must spend 1/25 of this market price in XP and use round.
materials costing 1/2 the market price.
Scribing a martial script takes one day for each 1,000
market price.
Life a potion or scroll, a script can be used only once.
524
bloodclaw master prestige class feature; see page 96), or
STONE POWER [] wild shape; one Tiger Claw maneuver.
The principles of the Stone Dragon discipline teach you Benefit: While you are in a rage, shifted, or wild shaped
how to gather and focus your raw, physical strength into an into an animal form, you can attempt to knock back 5 feet a
attack. creature of your size category or smaller that you hit with a
Prerequisite: Str 13, one Stone Dragon maneuver. Tiger Claw strike unless it succeeds on a Fortitude save (DC
Benefit: When you use an attack action or a full attack 10 +1/2 your character level + your Str modifier).
action, or you initiate a Stone Dragon strike in melee This movement does not provoke attacks of opportunity.
combat, you can take a penalty of as much as –5 on your
attack rolls.
This number cannot exceed your base attack bonus. UNNERVING CALM []
You gain temporary hit points equal to twice the number You know that the secret to defeating your enemies lies
that you subtract from your attack rolls (to a maximum of within the still center of your own mind.
+10). When your enemies meet your eyes, they see only calm and
These Temporary hit points last until the beginning of your certain death awaiting them.
next turn. Prerequisite: Concentration 1 rank, one Diamond Mind
Special: Stone Power can be used in place of Power strike.
Attack to qualify for a feat, prestige class, or other special Benefit: You can use your Concentration skill instead of
ability. your Intimidate skill when you engage in a duel of wills
You can take both this feat and Power Attack. (see page 27).
You gain a +4 bonus on skill checks made to resolve a duel
of wills.
SUDDEN RECOVERY [] If your enemy chooses to ignore your challenge, you gain a
You can instantly recover your focus, balance, and personal +2 morale bonus on attack rolls against that opponent for 1
energy after using a martial maneuver. round.
Prerequisite: One martial maneuver. Normal: Resolving a duel of wills requires an Intimidate
Benefit: Once per day as a swift action, you can instantly check.
recover an expended maneuver. You gain a +1 morale bonus on attack rolls against an
It is now ready again. opponent who ignores your challenge.
If you are a crusader, the maneuver is also granted
immediately.
VITAL RECOVERY []
Preparing yourself to execute more of your maneuvers
SUPERIOR UNARMED STRIKE [] gives you the chance to catch a quick second wind and
Your unarmed strikes have become increasingly deadly, recover from damage you have sustained in the fight.
enabling you to strike your foes in their most vulnerable Prerequisite: Two martial maneuvers.
areas. Benefit: When you recover one or more expended
Prerequisite: Improved Unarmed Strike, base attack maneuvers, you heal 3 points of damage + 1 point per
bonus +3. character level.
Benefit: You deal more damage with your unarmed You can gain this benefit only once per encounter.
strikes, as shown on the table below.
WHITE RAVEN DEFENSE []
The White Raven discipline has taught you to shine as a
gleaming beacon of hope and endurance amid the chaos of
battle.
Not only do you aid your allies, but you also draw strength
and support from them.
Prerequisite: One White Raven stance.
Benefit: When you are in a White Raven stance and
Special: If you are a monk, you instead deal unarmed adjacent to at least one ally, you gain a +1 bonus to AC.
damage as a monk four levels higher. Furthermore, when you are wielding one of the White
Raven discipline’s preferred weapons, each ally adjacent to
you gains a +1 bonus to AC.
TIGER BLOODED [] These bonuses don’t apply when you’re flat-footed.
The Tiger Claw discipline teaches the students to mimic
the rampant, feral qualities of a wild animal.
When you assume an animal form, or at least descend into a TACTICAL FEATS
wild, bestial state, you strike with superior strength and
accuracy.
Prerequisite: Ability to rage, shift (such as the shifter CLARION COMMANDER []
ability from the EBERRON campaign setting or the On the battlefield, you are a natural leader.
525
You issue orders and coordinate your allies, but you also
learn to take advantage of their actions and maximize the FAITH UNSWERVING []
fruits of teamwork. The initiate of the Devoted Spirit knows that his fanaticism
When you attack a foe with your allies, the combined result and devotion to a cause are enough to carry him through
of your efforts can be devastating. almost any thing.
Prerequisite: White Raven Defense, base attack bonus This tactical feat allows you to draw on this reservoir of
+6, two White Raven maneuvers. energy.
Benefit: The Clarion Commander feat enables the use of As your foes injure you, you become a more daunting foe.
three tactical options. Prerequisite: Devoted Bulwark, base attack bonus +6,
Following Up: To use this option, you must make a two Devoted Spirit maneuvers.
successful DC 20 Diplomacy check as a move action after Benefit: The Faith Unswerving feat enables the use of
hitting your target with a melee attack. three tactical options.
If you hit that target again on your next turn, the target Keep Up the Pressure: To use this option, you must make a
provokes an attack of opportunity from an ally of your charge attack against a foe.
choice (assuming at least one is in position to make such an If you hit, at any time before the start of your next turn you
attack). can take an immediate action to move up to your speed
Perpetual Flank: To use this option, you make a DC 20 immediately after that foe moves, as long as you end your
intimidate check against an opponent as a standard action. movement adjacent to that target.
If this check succeeds and you make a successful melee Take One for the Team: To use this option, you must hit an
attack against the same foe on your next turn, you and your opponent with a melee attack.
allies can treat that enemy as flanked for 1 minute. At any time before the start of your next turn, you can take
Pile On: To use this option, you must use the aid another an immediate action to bloc It a melee attack made by that
action (PH 154) to grant an ally a bonus on his next attack opponent if he targets one of your allies.
roll against an opponent both of you threaten. You must be adjacent to the ally to use this ability, and you
If your ally attacks and hits that enemy, you can make an must decide to use this ability before you know the result of
immediate attack of opportunity against that target. the enemy’s attack roll.
You gain this benefit if your ally hits the foe before the start If the attack hits your ally, roll 1d20 and add your AC to the
of your next turn. result.
You gain the attack of opportunity only on the first If the result of this roll is greater than the opponent’s attack
successful attack. result, he hits you instead, even if the attack roll’s result
wouldn’t normally be high enough to hit you.
One Last Strike: To use this option, you must be the subject
DISTANT HORIZON [] of an attack, spell, or ability that reduces you to 0 or fewer
An initiate of the Setting Sun sometimes learns a set of hit points.
combat maneuvers that combine to create the Distant As an immediate action, you can move up to 5 feet and
Horizon fighiing form. make a single melee attack with a +5 bonus on the attack
This form teaches you how to recognize an opponent’s roll.
weaknesses in the current moment, as well as in the future. You gain a bonus on your damage roll equal to your
A blow struck now ruins an opponents defenses against character level.
your next volley of attacks. This attack is considered a strenuous action.
Prerequisite: Int 13, Falling Sun Attack, base attack Regardless of the result of your attack, you still take the
bonus +6, two Setting Sun maneuvers. damage from the attack that triggered this ability.
Benefit: The Distant Horizon feat enables the use of You complete this immediate action before dropping to 0
three tactical options. or fewer hit points.
Continued Push: To use this option, you must move an
opponent at least 5 feet with a bull rush attack or a Setting
Sun strike.
GLOOM RAZOR []
On your next turn, you gain a +4 bonus on any Strength, The teachings of the Shadow Hand discipline allow you to
Dexterity, or grapple checks you make against that foe. confuse your enemies.
Turn the Tables: To use this option, a foe must charge you Your attacks and parries are infused with the stuff of
and either miss you with his charge attack or be unable to shadow.
attempt the attack (perhaps because of your use of a Through careful training and discipline, you learn to use
maneuver). your ki to inhibit a foe’s fighting ability with your shadowy
On your next turn, you can make a charge attack against nature.
that foe even if you cannot move more than 5 feet. Prerequisite: Hide 9 ranks, Shadow Blade, base attack
You can also make a charge attack against that enemy even bonus +6, two Shadow Hand maneuvers.
if you cannot charge in a straight line. Benefit: The Gloom Razor feat enables the use of three
Lasting Weak Spot: To use this option, you must hit a foe that tactical options.
you flank with at least two melee attacks on your turn. Lingering Gloom: To use this option, your opponent must
On your next turn, as a standard action, you can make a miss you due to concealment.
single melee attack against your foe with a –2 penalty. On your next turn, you can make a Hide check opposed by
If this attack hits, your foe takes an extra 1 point of damage your foe’s Spot check as a swift act ion.
from every melee attack that hits him for the next minute. If this check succeeds, you gain the benefit of an
526 invisibility spell against that foe until the end of your turn.
Moving Shadows: To use this option, you must deal damage attacked you on the previous round at your highest attack
to an enemy with a melee attack and move at least 10 feet bonus.
during your turn. You must still threaten the enemies you attack with this
On your next rum, you can treat that enemy as flat-footed option.
against the first melee attack you make in that round. Cornered Predator: To use this option, you must hit your foe
Shadow Slip: To use this option, you must make a successful with two attacks that each use one of the one-handed or
melee attack against an opponent you flank. light preferred weapons of the Tiger Claw discipline (kukri,
On your next turn, you can make a DC 20 Tumble check if kama, handaxe, unarmed strike, or claw).
you are adjacent to your foe. On your next turn, you gain a +2 bonus on attack rolls
If this check succeeds, as a free action you can move to any against this foe for each opponent that threatens you.
square adjacent to your opponent without provoking Talon Shield: To use this option, you must hit the your foe
attacks of opportunity from any opponent. with two attacks that each use one of the preferred one-
handed or light weapons of the Tiger Claw discipline
(kukri, kama, handaxe, unarmed strike, or claw).
PERFECT CLARITY OF MIND AND On your next turn, if you fight defensively or use the total
BODY [] defense action, you gain a +2 shield bonus to AC against
that foe (in addition to the normal AC bonus granted by
Your mastery of the Diamond Mind discipline allows you that action).
to tap into reserves of spiritual and physical strength that
other warriors cannot imagine using.
Through focus, dedication, and a heightened awareness of SCORCHING SIROCCO []
your inner talents, you push yourself beyond your limits. As a student of the Desert Wind, the burning fury of the
Prerequisite: Unnerving Calm, base attack bonus +6, desert sirocco is at your command.
two Diamond Mind maneuvers. In battle, you call upon its power to burn your enemy and
Benefit: The Perfect Clarity of Mind and Body feat lend you speed.
enables the use of three tactical options. Prerequisite: Desert Wind Dodge, base attack bonus +6,
Coiled Spring: To use this option, you must use the total two Desert Wind maneuvers.
defense action and move no more than 5 feet on your turn. Benefit: The Scorching Sirocco feat enables the use of
On your next turn, you gain a +30-foor bonus to your land three tactical options.
speed and a +2 bonus to AC as you burst across the Fan the Flames: To use this option, you must deal fire
battlefield. damage to a foe.
You can make a single attack after moving in this round, if On your next turn, you can attempt a DC 20 Tumble check
you don’t move more than double your modified speed. as a move action.
Expert Mind: To use this option, you must first defeat an You must be adjacent to the target to use this ability.
enemy in a duel of wills (see page 27). If you succeed, your opponent catches fire (DMG 303).
On your next turn, you gain a +4 morale bonus on any roll Mark of Fire: To use this option, you must deal fire damage
you make to disarm, feint, or trip that enemy. to a foe with a Desert Wind strike.
Press the Advantage: To use this option, you must damage, On your next turn, you must deal fire damage to that foe
disarm, or trip an opponent. again and make a DC 20 Spellcraft check.
On your next turn, you can make a DC 20 Intimidate check If you succeed, the flames spread across your target,
against your opponent as a free action. granting your allies a +2 bonus on attack rolls against her
If this check succeeds, your foe takes a –2 penalty on attack for 1 round.
rolls for 1 round. Dance of Flames: To use this option, you must move at least
10 feet and initiate a Desert Wind stance.
REAPING TALONS [] On your next turn, you gain a +2 bonus on Tumble checks.
If you succeed on a Tumble check to avoid an attack of
When fighting with the Tiger Claw discipline’s preferred opportunity, the opponent whose attack you avoided takes
weapons, you can use a variety of combat options that 1d6 points of fire damage as mystical flames twirl around
maximize the benefits of wielding two weapons. you.
Prerequisite: Two-Weapon Fighting, base attack bonus
+6, two Tiger Claw maneuvers.
Benefit: The Reaping Talons feat enables the use of three SHARDS OF GRANITE []
tactical options. Like the great Stone Dragon, you hammer through your
Focused Assault: To use this option, you must fight opponents’ defenses using raw, brutal strength.
defensively, use the total defense action, or use the Combat Each blow sunders steel, shatters bone, and cleaves through
Expertise feat to gain a +3 bonus to AC in return for a –3 flesh.
penalty on attack rolls. With each successive attack you make, you hit with greater
You must also wield any two preferred weapons of the force.
Tiger Claw discipline and move no more than 5 feet. Prerequisite: Stone Power, base attack bonus +6, two
Keep track of each opponent that attacks you after you take Stone Dragon maneuvers.
that action. Benefit: The Shards of Granite feat enables the use of
On your next turn, as a full-round action, you can make a three tactical options.
single melee attack against each of the opponents that Battering Smash: To use this option, you must make a
successful melee attack using one of the preferred weapons 527
of the Stone Dragon discipline (greatsword, greataxe, heavy Prerequisite: Dex 15, proficiency with weapon, base
mace, or unarmed strike) and take a –5 penalty on the attack bonus +2.
attack roll using your Stone Power feat. Benefit: You can throw a melee weapon you are
If you hit, you ignore the target’s hardness (if any). proficient with as if it were a ranged weapon.
Eviscerating Strike: To use this option, you must hit the same The range increment of weapons used in conjunction with
creature at least two times in the same round using one of this feat is 10 feet.
the preferred weapons of the Stone Dragon discipline Normal: You can’t throw a melee weapon without taking
(greatsword, greataxe, heavy mace, or unarmed strike). a –4 penalty unless it has a range increment (such as a hand
On your next turn, you ignore any penalty you take on your axe or dagger).
attack roll from your Stone Power feat when making a roll
to confirm a critical hit.
Unstoppable Onslaught: To use this option, you must make a
successful melee attack using one of the preferred weapons
of the Stone Dragon discipline (greatsword, greataxe, heavy
mace, or unarmed strike), and take a –5 penalty on the
attack roll using your Stone Power feat.
If you hit, your melee attacks against that creature on your
next rum overcomes its damage reduction (if any).

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.

RECITATION OF THE FORTIFIED


STATE []
SHADOW MAGIC FEATS
This recitation allows you to stand unyielding against the
blows of your enemies. EMPOWER MYSTERY
Prerequisites: Truespeak 9 ranks, ability to speak [METASHADOW]
utterances, must know your own personal truename.
Benefit: You gain a natural armor bonus equal to one- You can cast mysteries to greater effect.
third your truenamer level. Prerequisites: Any metashadow feat.
The bonus lasts at least until the beginning of your next Benefit: Once per day, you can apply the effect of the
turn, and you can extend it for 1 round by taking the total Empower Spell feat to any mystery you cast.
defense action. All variable, numeric effects of an empowered mystery
You can continue taking the total defense action, and increase by one-half.
gaining the bonus, for up to 1 minute, after which time the Casting an empowered mystery is a full-round action.
effects of the recitation fade unless you repeat the Special: You can take this feat multiple times.
recitation.
ENLARGE MYSTERY
RECITATION OF MEDITATIVE STATE [METASHADOW]
[] You can cast mysteries farther than normal.
This recitation gives you an unparalleled sense of serene Benefit: Once per day, you can alter a mystery with a
calm. range of close, medium, or long to increase its range by
Prerequisites: Truespeak 9 ranks, ability to speak 100%.
utterances, must know your own personal truename. This functions in most respects as the Enlarge Spell teat.
Benefit: Successfully making the recitation dispels any Special: You can take this feat multiple times.
fear, rage, despair, or other emotion-based effects on you.
If you’re frightened or panicked, this recitation wont help
you because you won’t be able to take the lull-round action EXTEND MYSTERY [METASHADOW]
required to make the recitation. You can cast mysteries that last longer than normal.
But if you’re merely shaken, you can return to an unafraid Benefit: Once per day, you can apply the effect of the
state. Extend Mystery feat to any mystery you cast.
An extended mystery lasts twice as long as normal.
Casting an extended mystery is a full-round action.
RECITATION OF MINDFUL STATE [] Special: You can take this feat multiple times.
This recitation narrows and focuses your perception so you
532 can concentrate on a delicate task at hand.
FAVORED MYSTERY [] MAXIMIZE MYSTERY
The mystery you choose becomes easier to cast. [METASHADOW]
Prerequisite: Ability to cast mysteries.
Benefit: Choose a mystery you know. You can cast mysteries to maximum effect.
You cast that mystery as a supernatural ability instead of a Prerequisite: Any two metashadow teats.
spell-like ability, or as a spell-like ability instead of as a spell. Benefit: Once per day, all variable, numeric effects of a
If you choose a mystery that you cast as a supernatural mystery modified by this feat are maximized.
ability, or if you later gain the ability to cast that mystery as This functions in most respects as the Maximize Spell teat.
a supernatural ability, you gain an extra use of that mystery Casting a maximized mystery is a full-round action.
per day. Special: You can take this feat up to four times.
This feat does not otherwise increase the number of times To take it a second time, you must have five metashadow
per day that you can cast the chosen mystery. feats.
Special: You can take this feat multiple times. To take it a third time, you must have eight metashadow
When you take the feat again, you can choose to affect the feats.
same mystery or a different one. To take it a fourth time, you must have eleven metashadow.

GREATER PATH FOCUS [] NOCTURNAL CASTER []


Choose a path of shadow magic to which you have already You are empowered by darkness, making your abilities
applied the Path Focus feat. stronger at night.
Your mysteries of that path are now even more potent. Prerequisite: Ability to cast mysteries or a spell with the
Prerequisite: Path Focus. darkness descriptor.
Benefit: You function at +1 caster level when casting Benefit: Choose one path of mysteries or school of magic
mysteries of the path you select. to which you have access.
Additionally, add +1 to the Difficulty Class of all saving At night, the save DC of all associated mysteries or spells
throws against mysteries from that path. increases by +1.
These bonuses stack with those granted by Path Focus. This bonus stacks with similar bonuses, such those from
Special: You can gain this feat multiple times. the Path Focus or Spell Focus feats.
Its effects do not stack. The ambient light is irrelevant, nor does it matter if you can
Each time you take the feat, it applies to a new path to see the sky.
which you have applied the Path Focus feat. Only the actual time of day matters.
Special: You can gain this feat multiple times, but its
effects do not stack.
LINE OF SHADOW [METASHADOW] Each time you take the feat, it applies to a new school or
You can cast a mystery without line of sight or line of effect path.
to the target.
Prerequisite: Any two metashadow feats. PATH FOCUS []
Benefit: Once per day, you can apply this feat to a
mystery which enables it to affect a target even if you do Choose a path of shadow magic, such as Touch or Twilight.
not currently have line of sight or line of effect. Your mysteries of that path are more potent than normal.
The target must still be within the spell’s maximum range, Benefit: You function at +1 caster level when casting
and you must have had line of sight and line of effect mysteries of this path.
within a number of rounds equal to your Intelligence Additionally, add +1 to the DC of all saving throws against
modifier. mysteries from this path.
The target gains a bonus on his save, if any, equal to the Special: You can gain this feat multiple times.
number of rounds since you had line of sight or effect. Its effects do not stack.
You cannot apply this feat to any mystery that requires a Each time you take the feat, it applies to a new path.
touch or ranged touch.
Casting a mystery with Line of Shadow is a full-round QUTCKEN MYSTERY
action.
Normal: You must have line of effect or line of sight to [METASHADOW]
target a creature or object with a mystery or spell. You can cast a mystery with a moment’s thought.
Special: You can take this feat up to four rimes. Prerequisite: Any three metashadow feats.
To take it a second time, you must have five metashadow Benefit: Once per day, you can cast a mystery as a swift
feats. action.
To take it a third time, you must have eight metashadow This feat functions in most respects as the Quicken Spell
feats. feat.
To take it a fourth time, you must have eleven metashadow Special: You can take this feat up to three times.
feats. To take it a second time, you must have seven metashadow
feats.
To take it a third time, you must have eleven metashadow
feats.
533
REACH MYSTERY [METASHADOW] STILL MYSTERY [METASHADOW]
You can cast touch-range mysteries without touching the You can cast mysteries without gestures.
target. Benefit: A stilled mystery can be cast with no somatic
Prerequisite: Any metashadow feat. components.
Benefit: Once per day, you can cast a mystery that This also prevents your shadow from making gestures that
normally has a range of touch at any target within 30 feet. differ from your own during casting.
The mystery effectively becomes a ray, so you must succeed Because mysteries activated as spell-like and supernatural
on a ranged touch attack to bestow the mystery upon the abilities have no somatic components, this feat is useful
recipient. only with mysteries cast as arcane spells.
Special: You can take this feat multiple times.
UNSEEN ARROW []
SHADOW CAST [] Developed by shadowblades, this feat allows a member of
Your shadow shimmers as you cast a spell and you seem to that class to apply his unseen weapon abilities to thrown or
cast your mysteries from elsewhere. projectile weapons.
Prerequisite: Concentration 5 ranks, shadowcaster level Prerequisite: Unseen weapon class feature.
1st. Benefit: You can apply the unseen weapon class feature,
Benefit: Designate a square adjacent to you. and all its abilities, to a thrown or missile weapon.
If no one threatens that square, you do not provoke an If you use the far shadow ability (see page 130) with a
attack of opportunity when you cast a spell or use a spell- ranged weapon, it adds 30 feet to the distance the weapon
like ability. can travel before you take the first range increment penalty.

SHADOW FAMILIAR [] TRUENAME FEATS


Noctumancers developed this feat in order to gain a
mystical companion.
Prerequisite: Shadowcaster level 3rd. EMPOWER UTTERANCE []
Benefit: You can obtain a familiar in the same manner as Your utterances have more powerful effects.
a sorcerer or wizard, but it possesses the dark template. Prerequisites: Truespeak 9 ranks, ability to speak
As with a sorcerer or wizard, obtaining a familiar takes 24 utterances.
hours and uses up magic materials worth 100 gp. Benefit: If the utterance is successful, all the variable
For the purpose of determining familiar abilities that numeric effects of the utterance are increased by one-half.
depend on your arcane caster level, your levels in all classes Saving throws and opposed rolls are not affected, nor are
that allow you to cast mysteries or arcane spells stack. spells without random variables.
Special: If you gain access to an alternative familiar, such An empowered utterance has a Truespeak DC 10 higher
as through the Improved Familiar feat, it also gains the dark than normal.
template.

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.

PERSONAL TRUENAME BACKLASH UTTERANCE OF THE EVOLVING


[] MIND []
Your further mastery of Truespeech allows you to wield its
Your personal truename is so charged with magic power
power more effectively against creatures.
that those who fail to speak it properly are warped by reality
run amok. Prerequisites: Truespeak 9 ranks, ability to speak two
utterances.
Prerequisites: Obscure Personal Truename, 15 Hit
Dice. Benefit: You learn one 2nd-level utterance from the
Lexicon of the Evolving Mind.
Benefit: Whenever a creature fails by 5 points or more in
an attempt to speak your personal truename, it immediately Special: You can take this feat more than once.
rakes 1d6 points of damage for every Hit Die you have.
Normal: The consequence for failing a Truespeak check UTTERANCE OF THE CRAFTED TOOL
to say someone’s personal truename is that the utterance,
truename spell, or other ability tails as well. []
As you strive for ever more mastery of Truespeech, you gain
QUICKEN UTTERANCE [] more power over the universe around you.
You can now use the power of Truespeech to affect objects.
You can speak an utterance with just a moment’s thought. Prerequisites: Truespeak 12 ranks, Truename Training,
ability to speak three utterances. 535
Benefit: You learn one 1st-level utterance from the
Lexicon of the Crafted Tool.
Special: You can take this feat more than once.

UTTERANCE OF THE PERFECTED


MAP []
The power of the Truespeech can alter the state of reality
itself.
Reaching toward this great power, you have mastered an
utterance from the Lexicon of the Perfected Map.
Prerequisites: Truespeak 15 ranks, Truename Training
ability to speak four utterances.
Benefit: You learn one 1st-level utterance from the
Lexicon of the Perfected Map.
Special: You can take this feat more than once.

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.

DRAW FROM THE LAND [GENERAL]


MAIN SECTION FEATS You can draw strength and sustenance from the land itself.
Prerequisites: Ethran.
Region: Rashemen.
BATTLE JUMP [FIGHTER, GENERAL] Benefit: Before resting, you may draw upon the power of
You know how to launch a devastating attack from above the land to revitalize your body and mind.
by dropping onto your opponent. This allows you to recover 2 hit points per day of light
Region: Taer. activity, or 4 hit points per level for each day of complete
Benefit: You can execute a charge by simply dropping rest, and 2 ability score points per day, or 4 ability score
from a height of at least 5 feet above your opponent. points for each day of complete rest.
For example, a ledge 10 feet above the floor of a cavern This stacks with the benefits of long-term care provided by
would suffice for jumping on a Medium-sized creature, someone with the Heal skill (see Chapter 5: Skills in the
while a ledge 15 feet high is required for a jumping on a Player’s Handbook).
Large creature. You may also use the energy of the land to fuel your body’s
You can’t jump from more than 30 feet above your need for food and water.
opponent, nor can you effectively battle jump while under This gives you a +10 bonus on Constitution checks made to
the influence of a fly or levitate spell or effect, as you have to avoid subdual damage from hunger and thirst (see
hurl yourself down on your foe. Starvation and Thirst Dangers in Chapter 3: Running the
If you hit, you can choose either to deal double damage Game in the DUNGEON MASTER’s Guide).
with a melee weapon or natural attack or to attempt a trip Finally, you may use the power of the land to refresh your
attack. mind and body as a supplement to sleep.
You are treated as one size category larger than normal if You require half as much sleep as normal (although you
you try to trip your opponent with the battle jump. still have to rest a full 8 hours to prepare spells or regain
After you attack, you take falling damage as normal for the spell slots).
distance you jumped. Outside of Rashemen, you must make a Concentration
You are entitled to a Jump check (DC 15) to take less check (DC 10 + 2 per 100 miles from the border of
damage, as if you had fallen 10 feet less than you actually Rashemen) to activate this ability.
did. If you fail, you cannot retry for 1 day.
If you fail this Jump check, you fall prone 5 feet from your
opponent. ETTERCAP BERSERKER [FIGHTER,
You can also use Battle Jump to begin a grapple attempt
instead of making a normal attack. GENERAL]
If you do, you are treated as one size category larger than The intense physical training required to join your lodge
normal for the first grapple check following the battle has made you tougher.
jump. Prerequisites: Ability to rage, membership in the
Normal: Anybody can try to jump down on an enemy, Ettercap berserker lodge (see Berserker Lodges in Chapter
but it is not considered a charge, and they do not gain 10: Rashemen).
double damage or the size bonus for the ensuing attack. Region: Rashemen.
Benefit: You gain a +2 bonus on saving throws against
CRAFT CONTINGENT SPELL [ITEM poison.
When raging, you gain a +6 bonus to Constitution.
CREATION] During a greater rage, you instead gain a +8 bonus to
You know how to create contingent spells, which are Constitution.
semipermanent spells that can be “worn” and activate under Normal: A character in a rage gains a +4 bonus to
certain conditions. Constitution.
Prerequisites: Spellcaster level 11th+. A character in a greater rage gains a +6 bonus to
Benefit: You can make contingent any spell for which Constitution.
you meet the prerequisites.
Crafting a contingent spell takes one day for each 1,000 gp EXPLOSIVE SPELL [METAMAGIC]
in its base price.
To craft a contingent spell, you must spend 1/25 of its base You can cast spells that blast creatures off their feet.
price in XP and use up raw materials costing half its base Benefit: An explosive spell ejects any creature caught in
price. its area to the nearest edge of its effect and knocks the
creature prone if it fails its saving throw against the spell.
537
For example, an explosive fireball moves all creatures in its Prerequisites: Constitution 13, ability to rage,
area who fail their saves at least 20 feet from the center of membership in the Ice Troll berserker lodge (see Berserker
the effect, while an explosive lightning bolt moves targets 5 Lodges in Chapter 10: Rashemen).
feet to either side of the stroke. Region: Rashemen.
Any creature moved in this manner takes an additional 1d6 Benefit: When raging, you gain a +2 natural armor bonus
points of damage per 10 feet moved. to AC.
This movement does not provoke attacks of opportunity. During a greater rage this natural armor bonus increases to
If some obstacle intervenes to prevent the blasted creature +4.
from moving to the nearest edge of the effect, the creature
stops at the obstacle but takes 1d6 points of damage from
striking the barrier (in addition to any damage taken from IMPROVED GRAPPLE [FIGHTER,
being forcibly moved to the barrier).
Explosive Spell can only be applied to spells that allow
GENERAL]
Reflex saves and affect some area (a cone, line, or burst). You are skilled in martial arts that emphasize holds and
An explosive spell uses up a spell slot two levels higher throws.
than the spell’s actual level. Prerequisite: Dex 13, Improved Unarmed Strike.
Benefit: You do not incur an attack of opportunity when
you make a touch attack to start a grapple.
EXTENDED RAGE [GENERAL] You also gain a +4 bonus on all grapple checks (regardless
Your rage lasts longer than it normally would. of whether you started the grapple).
Prerequisites: Ability to rage. Normal: Characters without this feat incur an attack of
Benefit: Each of your rages lasts an additional 5 rounds opportunity when they make a touch attack to start a
beyond its normal duration. grapple.
Special: You can take this feat multiple times, and the
additional rounds stack.
LONG REACH [FIGHTER, GENERAL]
You know how to use your great stature to reach an
FORTIFY SPELL [METAMAGIC] opponent more than 5 feet away with a spear-like weapon.
You can cast spells that easily penetrate spell resistance. Region: Gnoll, volodni.
Benefit: A fortified spell has a higher caster level than Benefit: When you wield a spear or shortspear, you can
normal for the purpose of defeating a target’s spell use the weapon to attack opponents 5 or 10 feet away.
resistance. When you wield a longspear, you can attack opponents 10
For every level added to the spell’s actual level, you gain a or 15 feet away.
+2 bonus on spell penetration checks with that spell. You do not get the advantage of the extra reach except on
For example, a 9th-level wizard who prepares a fortified your action, so you threaten the area around you according
lightning bolt as a 5th-level spell rolls 1d20+13 for spell to the weapon’s normal characteristics.
penetration with that spell, not 1d20+9. Normal: Characters who do not have this feat can only
Spells that do not permit spell resistance are not affected. attack foes 5 feet away with a spear or shortspear and 10 feet
A fortified spell uses up a spell slot one level higher than away with a longspear.
the spell’s actual level.
OWLBEAR BERSERKER [FIGHTER,
GREAT STAG BERSERKER [FIGHTER, GENERAL]
GENERAL] Your fighting style emulates the owlbear, the totem beast of
Your fighting style employs aggressive charges in the your berserker lodge.
manner of your lodge’s totem animal. Prerequisites: Strength 13, ability to rage, membership
Prerequisites: Ability to rage, membership in the Great in the Owlbear berserker lodge (see Berserker Lodges in
Stag berserker lodge (see Berserker Lodges in Chapter 10: Chapter 10: Rashemen).
Rashemen). Region: Rashemen.
Region: Rashemen. Benefit: When grappling, you can make an unarmed
Benefit: When using the charge action, you may gain a +4 attack to deal 1d6 points of normal damage with a
bonus on your attack roll and take a –4 penalty to your AC successful grapple check.
for 1 round. You do not suffer the usual –4 penalty for dealing normal
Normal: A charging character normally has a +2 bonus on damage.
attacks and a –2 penalty to AC for 1 round. Normal: Characters who do not have this feat can deal
1d3 points of subdual damage, or normal damage at a –4
penalty on the grapple check.
ICE TROLL BERSERKER [FIGHTER, Special: Characters with this feat may choose the
GENERAL] Improved Grapple feat even if they don’t meet the other
prerequisites for Improved Grapple.
When raging, your skin becomes very thick and tough like
the ice trolls that plague parts of your homeland.
538
the Plane of Shadow or in an enclosed extradimensional
RASHEMI ELEMENTAL SUMMONING space.
[GENERAL] There is a 50% chance that any spell other than a force
effect fails against an incorporeal creature.
You may summon Rashemen’s native elementals in any
situation where you could summon an air or earth
elemental. VREMYONNI TRAINING [GENERAL]
Prerequisites: Spellcaster level 5th. You have had more than the typical amount of training
Region: Rashemen. with the vremyonni, the Old Ones who research spells and
Benefit: When casting a spell that summons air or earth craft magic items for the Witches of Rashemen.
elementals, you may choose to summon an orglash or Prerequisites: Able to cast 1st-level spells.
thomil instead. Region: Rashemen.
(See the Orglash and Thomil entries in Chapter 6: Benefit: You gain a +2 bonus on Knowledge (arcana) and
Monsters of the East) For example, if you cast summon Spellcraft checks.
monster V, which can summon a medium elemental, you
may summon an orglash or thomil using a medium
elemental as the base creature. WOLF BERSERKER [FIGHTER,
If you cast elemental swarm, you could opt to summon
orglashes or thomils based on large, huge, and greater air or GENERAL]
earth elementals. You have studied the fighting style of the wolf and employ
Altering the spell in this manner does not change any other its tactics in combat.
aspects of the spell. Prerequisite: Ability to rage, membership in the Wolf
You may use this ability outside of Rashemen. berserker lodge (see Berserker Lodges in Chapter 10:
Rashemen).
SNOW TIGER BERSERKER [FIGHTER, Region: Rashemen.
Benefit: You gain a +4 bonus on trip attacks and on
GENERAL] checks to resist an opponent’s trip attacks.
You have learned how to pounce on your foes, much like Special: Characters with this feat may choose the
your totem spirit. Improved Trip feat even if they don’t meet the other
Prerequisites: Dexterity 13, ability to rage, membership prerequisites for Improved Trip.
in the Snow Tiger berserker lodge (see Berserker Lodges in
Chapter 10: Rashemen). WOODWISE [GENERAL]
Region: Rashemen.
Benefit: You may make a full attack as part of a charge You are trained in fighting in woodlands and know how to
action, but only if you are armed with a light weapon. use the terrain to best advantage.
(If you have light weapons in both hands, you may strike Region: Star elf, volodni.
with both under the normal rules for fighting with two Benefit: You ignore hampered movement penalties from
weapons). naturally occurring moderate or heavy undergrowth.
Normal: Characters without this feat may make only one (You are still hampered by magically enhanced brush and
attack as part of a charge action. plants).
When fighting in wooded areas, you gain a +1 dodge bonus
to AC.
TRANSDIMENSIONAL SPELL Normal: A character without this feat is reduced to three-
quarters normal speed in moderate underbrush and half
[METAMAGIC] normal speed in heavy underbrush, and gains no defensive
You can cast spells that affect targets lurking in coexistent bonus for fighting in woodlands.
planes and extradimensional spaces whose entrances fall
within the area of effect.
Benefit: A transdimensional spell has full, normal effect
upon incorporeal creatures, creatures on the Ethereal Plane
or Plane of Shadow, and creatures within an
extradimensional space in the area of effect.
Such creatures include ethereal creatures, creatures that are
blinking or shadow walking, manifested ghosts, and creatures
within the extradimensional space of a rope trick or portable
hole.
You must be able to perceive a creature to target it with a
spell, but you do not need to perceive a creature to catch it
in the area of a burst, cone, emanation, or spread.
A transdimensional spell uses up a spell slot one level
higher than the spell’s actual level.
Normal: Only force spells and effects can affect ethereal
creatures, and no Material Plane attack affects creatures on
539
Special: You may take this feat multiple times.
Its effects do not stack.
UNDERDARK (3.5) Each time you take the feat you must choose a new subrace
of elf to which it will apply.

MAIN SECTION FEATS ENHANCED ADHESIVE [GENERAL]


The natural adhesive you secrete becomes stickier.
Prerequisite: Kuo-toa.
AXESHIELD [GENERAL] Benefit: When your shield is coated with your natural
You know how to defend yourself with a battleaxe. adhesive, it is more difficult than usual for an opponent to
Prerequisite: Grimlock. avoid becoming stuck to it and to break free once stuck.
Benefit: When you wield a battleaxe, you can deflect The DC for the opponent’s Reflex save to avoid getting
some blows that would otherwise strike you. stuck after an unsuccessful melee attack increases by +2.
In any combat round during which you make a full attack The DC for the opponent’s Strength check to free itself or
while wielding a battleaxe, you gain a +2 dodge bonus to its weapon after becoming stuck increases by the same
Armor Class that lasts until your next action. amount.
Special: A fighter may select Axeshield as one of his Normal: The DC for the Reflex save is 11 + your
fighter bonus feats. Constitution modifier.
The only way to increase the DC is to increase your
Constitution modifier.
BOWSLINGER [GENERAL] The DC for the Strength check is normally a flat value that
You can ready ranged weapons surprisingly quickly. cannot be increased.
Prerequisite: Base attack bonus +1.
Benefit: You gain a +2 bonus on your attack roll when EXOTIC ARMOR PROFICIENCY
you fire or throw a ranged weapon at a flat-footed
opponent. [GENERAL]
Special: A fighter may select Bowslinger as one of his Choose a type of exotic armor, such as feeler plate or
fighter bonus feats. spidersilk (see Chapter 5: Equipment and Magic Items for a
list of exotic armor types).
You understand how to wear that type of exotic armor
CAUSTIC ADAPTATION [GENERAL] properly.
Long have your ancestors hunted and been hunted in the Prerequisite: Armor Proficiency of the appropriate sort
depths. (for example, you must have Armor Proficiency [Heavy] to
Natural selection has given your blood an unpalatable, take Exotic Armor Proficiency [feeler plate]).
acidic quality. Benefits: You are proficient with a specific type of exotic
Prerequisite: Kuo-toa. armor and take no armor nonproficiency penalties when
Benefit: A creature that makes a successful bite attack you wear it.
against you takes 1d4 points of acid damage. Normal: If you are wearing exotic armor with which you
Creatures immune to poison are not affected. are not proficient, you take its armor check penalty on
attack rolls and on all Strength-based and Dexterity-based
skill checks.
CAVER [GENERAL] Special: You can take this feat multiple times.
The Underdark’s cave systems stretch for thousands of Each time you take it, you must choose a new type of exotic
miles below the surface. armor.
You are knowledgeable about the secrets of the
subterranean world and wise in its ways.
Benefit: You gain a +2 bonus on Heal checks and Survival EXTRA WILD SHAPE [WILD]
checks made in the Underdark. You can use wild shape more frequently than you normally
could.
Prerequisite: Ability to use wild shape.
ELFHUNTER [GENERAL] Benefit: You may use your wild shape ability two more
Because of your cultural hatred for elves, you have had times per day than you otherwise could.
specific training in how best to fight them. If you are able to use wild shape to become an elemental,
Prerequisite: Drow. you also gain one additional use per day of your elemental
Benefit: Choose one subrace of elf. wild shape.
When fighting elves of this kind, you gain a +1 competence Special: You can take this feat multiple times, gaining two
bonus on melee damage rolls and on ranged attack rolls additional wild shapes of your usual type and one
made at ranges of up to 30 feet. additional elemental wild shape (if you have this capability)
You also gain the benefit of the Improved Critical feat for each time.
the weapon you are using in any such attack.
This benefit does not stack with that of the Improved
540 Critical feat.
FAMILIAR SPELL [GENERAL] LOLTH’S MEAT [GENERAL]
You are so well acquainted with the spells you have Like all drow raised in cities that are ruled by Lolth’s
mastered that you can store the prepared spells in the mind priestesses, you know that you exist only to provide your
of your familiar. goddess with food and pleasure.
Prerequisites: Ability to acquire a familiar, Spell This knowledge lends you a certain bloodthirsty readiness.
Mastery. Prerequisite: Drow.
Benefit: You may prepare one spell of any level that you Benefit: If you kill a living creature that has an
have mastered with the Spell Mastery feat in your familiar’s Intelligence score of 3 or higher with a melee attack, you
mind instead of your own, treating the extra preparation as gain a +1 morale bonus on attack rolls, damage rolls, and
if you had one extra spell slot per day, which can be used saving throws for the rest of the encounter.
only for a mastered spell. If you kill such an opponent either by performing a coup
You can cast this spell normally as long as your familiar is de grace or with a touch spell, you gain a +2 morale bonus
within one square of you. on attack rolls, damage rolls, and saving throws for the rest
Once cast, the spell is used up, just as if you had held it in of the encounter.
your own mind. To qualify for this bonus, you must either reduce the target
Your familiar cannot cast this spell itself, even if it is a to –10 hp with your blow or kill it with a touch spell (such
creature that normally has spellcasting ability. as slay living).
Special: You may gain this feat multiple times.
Each time you take the feat, your familiar’s mind can hold
one additional prepared mastered spell per day. METANODE SPELL [METAMAGIC]
You cast metamagic spells to greater effect in earth nodes
than elsewhere (see Node Magic in Chapter 4: Magic and
GRAFT ILLITHID FLESH [ITEM Spells).
CREATION] Prerequisite: Node Spellcasting, caster level 1st.
Benefit: When casting a spell improved by a metamagic
You can apply illithid grafts to other living creatures or to feat, you can deduct the class of the earth node layer in
yourself. which you currently stand from the increased spell level.
(See Illithid Grafts in Chapter 5: Equipment and Magic (The class of the layer does not equal the class of the node
Items). unless you are standing in the innermost portion of it).
Prerequisites: Illithid, Heal (10 ranks). For example, if you use Maximize Spell to augment the 3rd-
Benefit: You can create illithid grafts and apply them to level spell fireball in the innermost (+1) layer of a Class 1
other living creatures or to yourself. earth node, you cast the spell as if it were only two levels
Creating a graft takes one day for each 1,000 gp of its price. higher than normal, not three, because the earth node pays
To create a graft, you must spend 1/25 of the graft’s price in one spell level’s worth of the metamagic cost.
XP and use up raw materials costing one-half of this price. This feat is most useful to casters who do not prepare their
spells (such as bards and sorcerers) and to wizards who
HIGHBORN DROW [GENERAL] rarely leave their earth nodes and can therefore prepare and
cast their spells at the adjusted level.
You have learned how to tap into the advanced magical If you use this feat to reduce the cost of preparing a
abilities available to you through your drow noble heritage. metamagic spell and then leave the earth node, the spell
Prerequisites: Drow, base Will save +2. you prepared becomes unavailable until you return to an
Benefit: You may use detect good, detect magic, and levitate earth node layer of at least the same class as the one in
once per day as spell-like abilities, with a caster level equal which the spell was prepared.
to your character level. Metanode Spell Feat: Metanode Power feat
(Prerequisites: Node Manifestation, manifester level 1st).
While the manifester is in an earth node, his metapsionic
IMPROVED LEVITATION [GENERAL] power bump point costs are lowered by an amount equal to
You have learned to use only part of your levitate spell-like the class of the earth node layer he inhabits ×2.
ability at a time, allowing multiple uses with shorter
durations.
Prerequisite: Levitate as a spell-like ability. NODE DEFENSE [GENERAL]
Benefit: You may use your levitate spell-like ability in 10- You can use the magical power of an earth node to defend
minute increments instead of using the entire duration at yourself from harm.
once. Prerequisite: Node Spellcasting, caster level 1st.
The number of times per day that you may use levitate at the Benefit: You receive an insight bonus to your Armor
shorter duration is equal to your caster level. Class and saving throws equal to the class of any earth node
If you could levitate more than once per day before taking layer you currently occupy, up to a maximum of +4.
this feat, multiply your caster level by the number of times For example, if you are inside the middle (+2) layer of a
per day you could levitate before to get the total number of Class 3 earth node, you gain a +2 insight bonus to your AC
shorter uses of levitate that you have available per day. and saves.

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.

WISDOM BREEDS CAUTION


[GENERAL]
Not getting into a dangerous situation is generally the
wisest course, but if danger is unavoidable, you’re prepared.
You rely more on caution and forethought than you do on
physical prowess.
Prerequisite: Slyth or svirfneblin.
Benefit: At 1st level, you may use your Wisdom modifier
instead of your Constitution modifier to determine bonus
hit points.
At each level thereafter, you use your Constitution modifier
normally to determine bonus hit points, but you also gain
+1 hit point for every point of permanent Wisdom you
gain.
Normal: Your Constitution modifier determines your
bonus hit points at every character level.
Special: You may take this feat only as a 1st-level
character.

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.

CRAFT MASTERWORK ARMOR [ITEM


CREATION]
You are trained in the creation of fine armor and shields.
Prerequisite: Craft (armorsmithing) 6 ranks.
Benefit: You gain 100 craft points.
You may use craft points to create masterwork armor or
shields.
You may spend your craft points to build masterwork
armor or shields at a rate of 1 craft point per 10 gp of market
value of the finished item (minimum 1), even without
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).
Normal: Characters without this feat can only craft
nonmasterwork armor or shields.

CRAFT MASTERWORK RANGED


WEAPON [ITEM CREATION]
You are trained in the creation of fine ranged weapons and
ammunition, such as bows, crossbows, and arrows.
Prerequisite: Craft (bowmaking) 6 ranks.
Benefit: You gain 100 craft points.
You may use craft points to create a masterwork ranged
weapon or masterwork ammunition.
You may spend your craft points to build ranged weapons
or ammunition at a rate of 1 craft point per 10 gp of market
value of the finished item, even without taking the
requisite creation time at work on the item.
Normal: Characters without this feat can only craft
nonmasterwork ranged weapons.

CRAFT MASTERWORK WEAPON


[ITEM CREATION]
You are trained in the creation of fine melee and thrown
CRAFT ALCHEMICAL ITEM [ITEM weapons, such as swords, maces, daggers, and shortspears.
CREATION] Prerequisite: Craft (weaponsmithing) 6 ranks.
Benefit: You gain 100 craft points.
You are capable of creating alchemical items and You may use craft points to create a masterwork melee or
substances. thrown weapon.
Prerequisite: Craft (alchemy) 4 ranks. You may spend your craft points to build masterwork
Benefit: You gain 100 craft points. melee or thrown weapons at a rate of 1 craft point per 10 gp
544
of market value of the finished item, even without taking
the requisite creation time at work on the item. SPELLTOUCHED FEATS
Normal: Characters without this feat can only craft
nonmasterwork melee or thrown weapons.
ACCURATE JAUNT
TALENTED CRAFTER [GENERAL] [SPELLTOUCHED]
You have an extraordinary talent for item creation. You have an instinctive sense of interplanar travel.
Prerequisite: Any item creation feat. Prerequisite: Exposure to greater teleport, plane shift,
Benefits: You gain 500 craft points, which may be used to teleport, or shadow walk spell.
craft items of any kind. Benefit: When you use teleport, you can roll the targeting
Special: You may select this feat multiple times. roll twice, taking whichever result you prefer.
Each time you select it, you gain an additional 500 craft When you use plane shift or shadow walk, you likewise make
points. the roll to determine your destination twice, choosing the
A wizard may select this feat as one of her bonus feats better (usually lower) result.
gained at every fifth level.
BLADEPROOF SKIN
REPUTATION BASED FEATS [SPELLTOUCHED]
Your skin has a degree of protection from even the sharpest
edge.
Prerequisite: Exposure to stoneskin or iron body spell.
Benefit: You gain damage reduction 3/bludgeoning.
Your skin imposes an armor check penalty of –2 (which
stacks with the armor check penalty from armor and
shield).

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.

FALSE PRETENSES [SPELLTOUCHED] MOMENTARY ALTERATION


Those who try to charm you get an unpleasant surprise.
Prerequisite: Exposure to charm or dominate spell. [SPELLTOUCHED]
Benefit: When you succeed on a save against a charm or You can briefly transform yourself into a second form,
compulsion effect, the character trying to charm or compel acquiring its physical qualities.
you believes that you failed your save. Prerequisite: Exposure to alter self spell.
You can play along voluntarily if you wish to. Benefit: Choose one specific form that you’ve turned
If the charm or compulsion involves telepathic commands, yourself into with the alter self spell.
you continue to receive them, although you aren’t obligated Once per day, you can use alter self as a spell-like ability to
to follow them. turn yourself into this form for 1 minute.
Special: You can gain Momentary Alteration multiple
times.
INELUCTABLE ECHO Each time you take the feat, you can either extend the
[SPELLTOUCHED] duration of an already chosen alternate form by 1 minute or
choose another specific form from among those you’ve
Those who use words of power around you hear the sound
experienced after casting alter self on yourself.
of their own voices.
Prerequisite: Exposure to wail of the banshee or any power
word spell. NATURALIZED DENIZEN
Benefit: When you are targeted by a power word spell,
whoever speaks the power word is also affected by it (as if he [SPELLTOUCHED]
had cast it on himself). You are unusually anchored to your location.
Likewise, when you’re within the area of a wail of the banshee Prerequisite: Exposure to dimensional anchor spell.
spell, the caster of the spell also hears the wail and must Benefit: You are never treated as an extraplanar creature
succeed on a Fortitude save (using his own save DC) or die. (and you lose the extraplanar subtype).
Possessing the Ineluctable Echo feat doesn’t protect you Thus, you can’t be affected by a banishment or dismissal spell
against power word or wail of the banshee spells. or similar effects that send extraplanar creatures back to
You experience their effects normally. their home planes.

LIFE LEECH [SPELLTOUCHED] OMNISCIENT WHISPERS


You automatically try to steal the last bit of life energy from
anyone nearby. [SPELLTOUCHED]
Prerequisite: Exposure to death touch domain granted A constant, barely audible muttering echoes in your ears,
power or death knell spell. usually beyond your comprehension.
Benefit: Each dying or stable creature within 30 feet of But if you focus all your energy on listening, you
you (that is, any creature with –1 to –9 hit points) loses an sometimes catch a sentence or two that bears directly on
additional 1 hit point at the beginning of your turn. your current situation.
You gain the same amount as temporary hit points that last Prerequisite: Exposure to commune or contact other plane
for 10 minutes. spell.
You can’t suppress this effect, which functions on both Benefit: Once per week, you can tune into the voices you
friend and foe. hear, getting the answer to a question much as if you had
asked it with a commune spell.
Using this feat renders you exhausted.

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).

POLAR CHILL [SPELLTOUCHED]


You can call forth the cold of the arctic regions, making
movement and fighting difficult for the unprepared.
Prerequisite: Exposure to cone of cold or ice storm spell. WEAPON GROUP (AXES) []
Benefit: Once per day, you can make the ground icy in a You understand how to use axes and axe-like weapons.
20-foot-radius spread around you. Benefit: You make attack rolls with the following
Each square in that area becomes covered with ice, so it weapons normally: handaxe, battleaxe, greataxe, and
takes two squares of movement to enter each square, and dwarven waraxe (two-handed use).
the DC of Balance and Tumble checks there increases by 5. Normal: When using a weapon with which you are not
A DC 10 Balance check is required to run or charge across proficient, you take a –4 penalty on attack rolls.
the ice.
The ice remains for 1 minute or until exposed to fire.
You can’t use this feat if you aren’t touching the ground, WEAPON GROUP (BASIC WEAPONS)
and it doesn’t work if the air temperature is above 100
degrees. []
You understand how to use a few basic weapons.
Benefit: You make attack rolls with the following
RESIDUAL REBOUND weapons normally: club, dagger, and quarterstaff.
[SPELLTOUCHED] Normal: When using a weapon with which you are not
proficient, you take a –4 penalty on attack rolls.
Sometimes spells cast at you rebound on the caster instead.
Prerequisite: Exposure to spell resistance or spell turning
spell. WEAPON GROUP (BOWS) []
Benefit: If you roll a natural 20 on a save against a You understand how to use bows.
targeted spell, it turns back on the caster as if affected by a
Benefit: You make attack rolls with the following
spell turning spell.
weapons normally: shortbow, longbow, composite
Unlike spell turning, however, the Residual Rebound feat
shortbow, and composite longbow.
potentially functions against touch range spells as well.
Residual Rebound only works on targeted spells that allow Normal: When using a weapon with which you are not
a saving throw, so a fireball won’t rebound, nor will a power proficient, you take a –4 penalty on attack rolls.
word stun.
WEAPON GROUP (CLAW WEAPONS)
STENCH OF THE DEAD []
[SPELLTOUCHED] You understand how to use weapons strapped to the hands.
The odor of decay hangs heavy on you, causing others to Benefit: You make attack rolls with the following
gasp and retch. weapons normally: punching dagger, spiked gauntlet.
Prerequisite: Exposure to ghoul touch or vampiric touch Normal: When using a weapon with which you are not
spell. proficient, you take a –4 penalty on attack rolls.
Benefit: You exude a carrion stench that causes any
creature adjacent to you to make a Fortitude save (DC 12 + WEAPON GROUP (CROSSBOWS) []
your Cha modifier) or become sickened as long as it
remains adjacent to you and for 1d4 rounds thereafter. You understand how to use crossbows.
You can’t suppress the stench voluntarily. Benefit: You make attack rolls with the following
weapons normally: heavy crossbow, light crossbow,
repeating heavy crossbow, and repeating light crossbow.
WEAPON GROUP FEATS Normal: When using a weapon with which you are not
proficient, you take a –4 penalty on attack rolls.

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.

WEAPON GROUP (PICKS AND COMBAT AWARENESS [GENERAL]


HAMMERS) [] You are so perceptive that you practically have eyes in the
back of your head.
You understand how to use picks and hammers.
Benefit: You take no –5 penalty on Spot checks to notice
Benefit: You make attack rolls with the following things in or beyond your flank areas.
weapons normally: light pick, heavy pick, light hammer, The penalty to notice things in or beyond your rear area is –
warhammer, scythe, and maul (two handed use). 5.
Normal: When using a weapon with which you are not Normal: The penalty on Spot checks in or beyond your
proficient, you take a –4 penalty on attack rolls. flank areas is 5; on Spot checks in or beyond your rear area,
Special: If you use the Arms and Equipment Guide, this it’s –10.
weapon group also includes the lucerne hammer. Special: A fighter may select Combat Awareness as one of
his fighter bonus feats (see page 38 of the Player’s Handbook).
WEAPON GROUP (POLEARMS) []
You understand how to use polearms. ITEM FAMILIAR [GENERAL]
Benefit: You make attack rolls with the following Choose a permanent magic item that you possess.
weapons normally: glaive, guisarme, halberd, and ranseur. You establish a link to that magic item, and the item
Normal: When using a weapon with which you are not improves in capability as you gain levels.
proficient, you take a –4 penalty on attack rolls. Prerequisite: A character must be at least 3rd level to
take this feat.
WEAPON GROUP (SLINGS AND Benefit: By establishing a link to a particular item, you
enable that item to gain power as you gain levels.
THROWN WEAPONS) [] The exact nature of the item and the powers are described
You understand how to use slings and handheld thrown in the following text.
weapons. Special: If you ever lose the chosen item (have it removed
Benefit: You make attack rolls with the following from your possession for a continuous period of more than
weapons normally: dart and sling. one day per level) or if the item is destroyed, you
Normal: When using a weapon with which you are not automatically lose 200 XP per level as well as all benefits
proficient, you take a –4 penalty on attack rolls. derived from possessing the linked item (plus any
resources you put into the item).
If you recover the item, you regain these XP.
WEAPON GROUP (SPEARS AND You may replace a lost or destroyed item familiar after you
have advanced one level, as if you were gaining an item
LANCES) [] familiar for the first time.
You understand how to use spears and javelins.
Benefit: You make attack rolls with the following
weapons normally: javelin, lance, longspear, shortspear, and SKILL KNOWLEDGE [GENERAL]
trident. You gain access to new knowledge and abilities.
Normal: When using a weapon with which you are not Benefit: Choose any two skills from one of your current
proficient, you take a –4 penalty on attack rolls. classes’ skill lists.
You now know these skills as class skills.
549
Special: Instead of choosing two class skills, you may
choose one cross-class skill (whether you already know it or
not) and learn it, treating it as a class skill from that point
forward.

URBAN TRACKING [GENERAL]


You can track down the location of missing persons or
wanted individuals within communities.
Benefit: To find the trail of an individual or to follow it
for 1 hour requires a Gather Information check.
You must make another Gather Information check every
hour of the search, as well as each time the trail becomes
difficult to follow, such as when it moves to a different area
of town.
The DC of the check, and the number of checks required to
track down your quarry, depends on the community size
and the conditions: If you fail a Gather Information check,
you can retry after 1 hour of questioning.
The DM should roll the number of checks required
secretly, so that the player doesn’t know exactly how long
the task will require.
Normal: A character without this feat can use Gather
Information to find out information about a particular
individual, but each check takes 1d4+1 hours and doesn’t
allow effective trailing.
Special: A character with 5 ranks in Knowledge (local)
gains a +2 bonus on the Gather Information check to use
this feat.

You can cut the time between Gather Information checks


in half (to 30 minutes per check rather than 1 hour), but
you take a –5 penalty on the check.

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.

GREATER LEGACY [LEGACY]


All daily uses of the legacy ability are expended without
their normal effect. You awaken the most powerful abilities of a specific item of
You choose the ability when you use this feat. legacy.
Special: You cannot use this feat to expend any legacy Prerequisites: Least Legacy, Lesser Legacy, character
ability that does not have its full daily complement of uses level 17th, learn and perform the associated greater legacy
remaining. ritual of the chosen item.
For example, if a legacy ability is usable three times per day, Benefit: Choose one item of legacy (or candidate item, if
all three daily uses must be available to use this feat. you are founding a legacy).
If you meet the other prerequisites for wielding that item,
you can use any of the item’s greater legacy abilities that are
CURATIVE LEGACY [LEGACY] available to a character of your level.
Your item’s legacy ability is so linked with your aura that it
restores your health each time it is activated. LEAST LEGACY [LEGACY]
Prerequisites: Least Legacy, legacy ability with a daily
You awaken the basic abilities of a specific item of legacy.
use limit, ability to cast cure light wounds.
Benefit: When you select this feat, choose one of your Prerequisites: Character level 5th, learn and perform
item’s available legacy abilities with a daily use limit. the associated least legacy ritual of the chosen item.
Each time you activate the chosen ability, you regain hit Benefit: Choose one item of legacy (or candidate item, if
points as though a cure spell were cast on you. founding a legacy).
You cannot gain more hit points than your full normal If you meet the other prerequisites for wielding that item,
total. you can use any of the item’s least legacy abilities that are
The amount of damage healed depends on the power of the available to a character of your level.
ability, as shown in the following table.
LEGACY FOCUS [LEGACY]
Your item’s legacy abilities are more potent than normal.
Prerequisite: Least Legacy.
Benefit: Add +1 to the Difficulty Class for all saving
throws against your legacy item’s abilities.

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

You might also like